Impressions: Kingdom of Amalur: Reckoning
By alpha99 1 Comments
It's a good thing the combat is interesting, while it is a bit on the easy side (apparently even on the hard difficulty as well), the way you can link attacks together is really fun and I love how they designed each "cIass" to be viable. I am playing as a Battlemage and I can do just as much damage with my magic staff as I can with my long sword and the "destinies" card system adds just the proper buffs to any combination of Might (Warrior), Finesse (Rouge) and Sorcery (Mage) you can think of. You wield two weapons (primary and secondary) and a shield. You can use your shield to block attacks to reduce damage but if you block just before an attacks hits you do some counter damage and set-up your opponent for a counter attack. You also have a typical action game dodge roll but here is the catch: in KoA you cannot use the dodge to cancel a combo animation so if you get too aggressive and button mashy you can't use your dodge move; it forces you to wait for an opening before you attempt a full on assault. I haven't tried magic because I kind of wanted to play an Ice Battlemage with ice magic, ice sword and ice staff, but the ice spell doesn't unlock until you put 20 points into the sorcery skill tree so I haven't quite got there yet.
Kingdoms of Amalur is one those questing games that can get addicting until you realize you are doing the same 6 or so quest types over and over. I am going to keep pressing on as I want to try some of the faction quest and haven't made it to far to the east on the map yet. I'll probably have more on this game when or if I get around to doing a finished article. Final Fantasy 13 and NLID #51 probably won't be until Saturday or so as KoA has taken up all of my time which is why I figured I had better write up my impressions. I talk to you soon. Loading Complete!
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