Kingdoms of Amalur: Re

Once again, the condemned hero must get up, the sword in hand and an incredible heart force. The land need a savior and you are the one who can bring the world to peace against the rise of evil. Of course, it seems a bit exaggerated - the kind of thing we have all seen before - and you are not mistaken in this case; Kingdoms of Amalur: Re-Reckoning is a remill from the Cult Cult RPG with no doubt one of the most notorious development stories in the industry. It's been eight that Kingdoms of Amalur was launched for the first time, but to what extent is it now?

Offering one of the most unique introductions to a game, Kingdoms of Amalur begins with your death (and the subsequent mystical resurrection) carried away as a corpse and fallen into a bunch of deaths, waking up in a mass of rotten flesh to fight against Your exit. The opening phase is a wonderful tutorial to present the mechanisms of the game and it only improves from there. Despite his age, Kingdoms of Amalur's gameplay resists remarkably well. Melee attacks are fast and easy to combine, permute between the two weapons of your choice is fluid, and have a dedicated shield button rather than losing a hand to wear it is great. Even the spells you unlock are intuitive and easy to use. Although the game does not have a fighting function, it is easy and exciting to navigate the ground, to chronge perfectly a parade and explode a remote opponent with a flash. This game makes you feel powerful and it does incredible work. Let's not forget the calculation mode. After loading your Reckoning counter, players can pass the game in slow mode while you decimize your opponents. Enable a special kill command on a target will increase your expression multiplier for combat and instantly kill all those you have shot down in Reckoning mode. It looks amazing and is fantastic when you are invaded by enemies.

Once you enter the world and display your card for the first time, you see how big the game is, although given the constraints of the games eight years ago, you will find areas a bit more sterile than you could be. used to. The updated graphics and the new paint job of Kingdoms of Amalur look good, but players must remember that it is a remill, not a remake. The colors, lighting and animations have had some editing and the game has been reorganized to work better on the current generation, but it will always manage and look like an eight-year-old game. Voice animations will not align with the dialogs (whatever the quality of vocal work) and some of the animations you will not fail to see in countless hours, such as the race, always seem enough steep. These are in no way a decisive game and actually lend themselves to the charm of the game as a cult classic; It's a reminder of what RPG games were and they can still keep up, even today. The only disadvantage I met was rather mediocre camera orders during execution.

By holding down the X button, you sprint - with unlimited endurance - in the direction of your choice, but that prevents you from adjusting the camera with the right joystick at the same time. Turn the character with the left joystick will work, but the camera jumps from 30 degrees rather discordant in this direction rather than allow a gentle and controlled transition. Again, it's not a decisive game, but I found myself more willing to walk and control the camera rather than blindly sprinter. As RPG, you will also see that there are soon more quests than you know what to do. Despite their constant appearance on the map, these quests are well written and look like real and captivating events that a fantastic hero would meet. This does not hurt that they were written by the author of Forgotten Realms, R.A. Salvatore and the Cartoon Legend Todd McFarlane. The quests can sometimes be a bit camping, but the writing combined with authentic actor game always makes a fun experience every time.

As RPG, Kingdoms of Amalur borrows some of the best play conventions while presenting it at an accessible pace, making it a very pleasant experience. To have to worry about inventory management (luckily not by weight), repair your equipment against wear and have one of the most interesting skill systems of recent memory, this game really stands out for the best reasons. Not only unlock epic skills and attacks through the three combat schools (Might, Finesse, Magic), but also have fair-based combo classes based on your statistics as well as unlock new benefits depending on your actions? Kingdoms of Amalur: Re-reckoning is the dream of all RPG enthusiasts and if it does not bother yourself of its partially dated appearance, this classic is absolutely worthy of your attention. I had fun saving the inhabitants of Amalur and I can not wait to see what the brand new DLC content will bring to the table.

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Good

  • Fluid and intuitive fight
  • Classic story of high fantasy
  • Phenomenal Perk / Customizing Skills
  • Tall voice acting

79

The bad

  • Dated graphics
  • Occasional clumsy camera

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