@Seppli said:And that's one of the core problems. More isn't better. Sometime even more is in fact worse. (Jeff perfectly brough it up as a main concern Amalur would have benefited from being more focused)
Main difference. The Witcher 2 is a beautiful game and it's character-driven with a strong 'chose your own story' element. Both of which KoA:R is not. Many of the Witcher 2's other aspects are found in KoA:R though. Infinitely more of it and so much richer. More combat. More loot. More dungeons. More enemies. Simply more.
More dungeons but so what? They are all similar.
More combat? Sure but it boils down to doing the same thing over and over for a 100 hours.
More enemies? Just like dungeons you only actually have a few types and models. There are more only in overall number.
None of these more in numbers make up for the focused quality, story, choices of Witcher 2.IF you are comparing it to Diablo. It's a very very shallow poor mans Diablo. (lets be clear we are talking at least Diablo2 here) Much less depth in character progression. Much less depth in loot. No balance. No real difficulty. No boss loot runs. No newgame+ for more and more challange. Those are the core tenents of a dungeon crawler like Diablo. People who play games like Diablo play them for those merits. Reckoning has these but again it comes up against the same barrier. It's simply not good enough in those areas. Again the jack of all trades problem. It apes Diablo but fails to achieve the same level of depth/complexity/difficulty.
What it does best is being Diablo with a 3rd person action twist. All the rich content around that (which I like well enough and many seem to dislike) are the icing on it. At its core, KoA:R is about braving dungeons, kill the shit out of enemies, loot their riches and becoming a powerful hero. I do enjoy that a lot. Combat is fun. More so than most RPGs. It feels snappy and tight and just deep enough to allow me to dispose of my foes in style.That's a problam for me. I play deep story focused RPGs like Witcher. I played MMOs like WoW. I play action games like GoW. I play dungeon crawlers like Diablo. They all scratch their specific itches and above all excel at what they are doing. In their context Amalur does all those things but falls short, making it kind of a stitched together zombie. It's like playing an inferior version of everything. None of the hooks work on the same level as those other games. In theory it's a grand idea. In practice it just doesn't work out. I can only kill the shit out of so many enemies before it becomes a boring repetative thing. (MMOs deal with this by having player interaction and shit to do/talk while you're in the grind, Dungeon crawlers deal with it by keeping the challange ramped up and loot lust always relevant, action games have more technical/difficult combat that doesn't go on for so long) In the end I guess Reckonings failing imo is not that it fails at perfect execution of all of these (that would be insane to excpect). It's that it fails at proper execution of at least one of these.
KoA:R attempts to mix exactly the elements I like the most from Open World RPGs, MMORPGs and 3rd Person Action games. I totally agree that its far from perfect in execution, but it's successful enough at everything it attempts to be the game that's the most how I want modern action RPGs to be. For my taste, it has the perfect template. It's a perfect 10 in premise, a 7 in execution and my personal appreciation is a enthusiastic 9/10.
Man I love it when people argue like a boss and know their shit.
Replies like those restore my faith in (gaming) humanity! (That said I had restore faith in.. comments... *punch myself*)
Edit: Unfortunately it mostly isn't people like you who do reviews these days :/