I loved the hell out of Fable 2, and from what I saw of this game it make me think "Oh my god YES, Fable on steriods!" Like I just ordered it on amazon because it got a pretty good review, but will i be dissapointed if I expect it to be close to Fable?
Kingdoms of Amalur: Reckoning
Game » consists of 12 releases. Released Feb 07, 2012
- Xbox 360
- PlayStation 3
- PC
- PlayStation Network (PS3)
- + 3 more
- Xbox 360 Games Store
- PlayStation 4
- Xbox One
Kingdoms of Amalur: Reckoning is an open-world singleplayer RPG with combo-based action and the trappings of an MMORPG. Reckoning is set in Amalur, the same setting as 38 Studios' planned MMO codenamed "Copernicus."
How Close is this to Fable?
Well, from what I've seen, it doesn't really have the same Moleneux charm. You can't fart on people's heads, play with your dog, etc. The combat and world structure are mostly similar to Fable. Each button is assigned to a weapon just like Fable, so it has the same "One-button combat". The world is also not as open as say an elder scroll's game. It has paths that branch and lead to moderately-sized open environments.
As far as the leveling goes, it seems more advanced than what Fable 2 did and seems to offer more choices. I suppose someone would call it "Fable on steroids", but the game is definitely doing its own thing in several ways.
Oh and people don't call you chicken chaser, so make of that what you will.
Well as long as it's close to Fable I'm happy... I'm gonna miss making my dog piss on people though XD
I would call it The Elder Scrolls 4.5: Albion.
It's combat is very similar to Fable. It is more open than Fable, but not quite as much as Skyrim or Oblivion I would say. It doesn't have the quirky humor or anything like Fable, but it is a solid game so far. I'm only a couple hours in. It also runs great on my PC. Looks good too. Some of the Lip Syncing can be off, but that's not a major flaw.
I don't think it's close to Fable at all, there's really not a lot of humor and there's no morality system. The only thing similar to Fable is the hostility toggle that was in Fable II.
Eh, it's actually extremely similar to Fable in a few ways. The way the world is laid out with wider areas connected with corridors is just like Fable, except that it's on a much bigger scale. The art style is very similar to Fable. The combat is close, but a lot better because it's a lot deeper.
The big difference is that Reckoning has none of Fable's humor and social stuff.
Well the combat looked kinda similar to me, but yeah I never expected KoA to have Fable's humor. Although a little surpised at no morality system, I thought it was pretty common to have them. >.> Although the last console rpg I played was Dragon Age: Oirigins so I might be behind the curve a bit.
@SexualBubblegumX said:
Well the combat looked kinda similar to me, but yeah I never expected KoA to have Fable's humor. Although a little surpised at no morality system, I thought it was pretty common to have them. >.> Although the last console rpg I played was Dragon Age: Oirigins so I might be behind the curve a bit.
Combat feels similar to fable, and the structure of the environments is similar. But I would say its more like Skyrim than it is like Fable.
@huntad: The way the crafting works. You can buy skill ups like TES games. Large openish world(not as open as Skyrim). Amalur takes ideas from a lot of games and puts it own spin on them.
But really if you look at Skyrim, it is pretty much a single player MMO too. Grab some quests, kill, loot, pick flowers, craft, so on and so forth.
@Cataphract1014: I think you're right about the crafting even though WoW has the same style of crafting, but the world seems more similar to Fable's. It's probably a little more open than Fable's, but I think Skyrim trumps it like 100x over. It's hard to make that comparison for me. We're all kind of right, because it takes a lot from all three games.
It's the sort of game you can't compare to one game. It's got the smithing/alchemy of an Elder Scrolls, combat halfway between Fable and God of War, visuals akin to WoW, all with Mass Effect dialogue wheels.@huntad: The way the crafting works. You can buy skill ups like TES games. Large openish world(not as open as Skyrim). Amalur takes ideas from a lot of games and puts it own spin on them.
But really if you look at Skyrim, it is pretty much a single player MMO too. Grab some quests, kill, loot, pick flowers, craft, so on and so forth.
Also, quests like Elder Scrolls and WoW (apparently) and an open world like Elder Scrolls but shaped like Fable environments.
Well at this point it's prolly the norm to borrow from WoW, even though I've always felt it was heavily over rated. As for borrowing from Skyrim, since I didn't play it I might not even notice.
It feels like a "mature" Fable in a lot of ways. Instead of your virtual social life involving farting on people, there's a whole lot of conversation if you want it. The game is very loot heavy, so if purple text excites you, you'll love this.
I've got about 25 hours playtime so far and I'm loving it still.
That is probably the biggest difference between the two games.Oh and people don't call you chicken chaser, so make of that what you will.
Its most like Fable in how it looks and somewhat in how the combat feels. The Skyrim comparison is a bit weird. I think its better than skyrim as something u play, but less of an experience overall.
Very close to fable indeed, except for the moral system (which didn't do anything except change the way your character looks in Fable, and villagers run away from you), and it also lacks the socal elements such as interacting with NPCS in such ways like dancing and farting, and you cannot buy buildings. (Which was also pointless in Fable, aside from getting a bit of money from it, it didn't change gameplay).
Kingdoms Of Amalur is similar to Fable in such ways like combat - yet is more fun -, graphical style and world layout. It also has many RPG elements seen in Fable, buying from shops, owning houses and stealing from people/shops. But it also has alot more that Fable did not such as skill books and lots of dialogue choices and a loot system (which is very rewarding, following WoWs colour item scheme). Theres alot more to this game so I do recommend playing it if you enjoyed Fable. Of course with this thread being over 5 months old, you probably already are/have : )
@SexualBubblegumX: No Molyneux charm, and almost all the quests feel flavourless with very little unique reward. That was always the charm of Fable: great little stories in a charming world with monumentally unique rewards. All the stuff just feels randomly generated with some exhaustive amounts of dialogue to justify it.
That said, if you're hungering for an action RPG, you might have to do Amalur for now.
@project343: A dispute is to be made regarding the quest rewards. You do get some unique items which are worth using (though it varies) and you could make the arguement that gold is a better quest reward then most items due to the fact that shop keepers can hold very rare weapons, and you need the gold to buy them weapons of course.
Side note: Oh how I do miss the days of playing Arcanum and being able to steal whatever the store merchant had in stock at the time : (
@Silock: No, I know that there are unique quest rewards. But often times they're just reskins or just have stats on them. With Fable, almost all of the quest rewards felt like something completely special--like finding a hookclaw in a Zelda game (without drastically changing the gameplay experience).
@project343 said:
@Silock: No, I know that there are unique quest rewards. But often times they're just reskins or just have stats on them. With Fable, almost all of the quest rewards felt like something completely special--like finding a hookclaw in a Zelda game (without drastically changing the gameplay experience).
You gave me a Zelda example there, how about a fable example? And if there are as you say unique rewards with "almost all of the quests" do please name at least 3 of them : )
@Silock: Making me work for this argument. *insert internet searching delay*
Okay, so, the majority of the best-in-category gear in Fable is hidden via silver chests--the equivalent of legendary weapons. They're shiny as hell, and easily the most sought after things in the game. They take lots of work, but they're worth all the time invested. Examples: Arken's Crossbow does 220 damage as opposed to the highest-end standard bow that does 130--nearly double. These legendaries are something magical, and certainly have a lot in common with Skyrim's Daedric artifacts--best-in-category, glorious-looking special items.
Many of the really special items require you to do odd tasks that aren't official quests, but are certainly driven by story and lore, and the weapon tends to accompany that story in lore with some personality in it's design. Example: donating 40,000 gold to the divine temple nets you The Sentinus--the strongest greatmace in the game. There's also the evil alternative bow that requires you to make all sorts of human sacrifices at the evil worship place, netting you Skorm's bow.
I think it's the personality of the objectives, the personality of the weapon's visual design, and the fact that those two are so often linked in a game where nothing feels randomly generated. I just think that Amalur's itemization system detracted from the joy of finding something entirely unique (a complaint that I've also heard leveled against Diablo 3's itemization system). There's only one way to get the best greatmace in the game: excessive amounts of charity. And there's only one.
Fable 2 continued this trend. And both games also did pretty good by having hidden and discoverable cosmetic changes (like outfits, haircuts, tattoos, etc.). They aren't relevant to the gameplay, but they don't just feel like inventory-filling cash fodder trash like 98% of the pickups in Amalur. Example: escorting a particular merchant and unlocking a 'maddd' handlebar moustache.
Fable 2 also started adding lots of real unique properties to their legendaries to make them even more special and helping with weapon personality, such as the Wreckager:
It is a cutlass that earns you gold every time you kill something with it, causes terror in people that see it, and increases resistance to scarring.
There's also a weapon that does more damage to 'lawful beings,' like citizens and guards. Completely impractical application, but really jives with the personality of the weapon and it's acquisition (similar to Skorm's bow from Fable 1--via working with the evil temple).
Enough evidence to support my argument now? I think it just comes down to the itemization, the quantity of gear that you get, and the hit-and-miss value of the uniques in the game (most uniquely-titled gear in Amalur was significantly weaker than the gear I found in the area, as if the itemization had scaled with my level, but not the legendaries... they all got scrapped for gold in the long run). Fable isn't a gear game, but that lack of gear and the focus on personality really makes acquiring those rare treasures something special.
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