Downloaded and played the demo on Steam a few days back.
I'll be honest, I went into Kingdoms of Amalur (which I shall now refere to as KoA because I keep forgetting where the "u" goes) with decidedly negative expectations. The presence of a clumsy made up word in the title got my cynical juices flowing nicely and it only got worse when I saw the cover art depicting some burly dunce in over-designed armour toting two weapons that no sane individual would ever try to fight with posing for photos in front of an epic, expansive and utterly forgettable landscape.
The game opened by informing me that the evil King Gomborf (or something like that) and his evil army Thunids (or something... this is why you don't start making up words without a linguist on staff) were engaged in a wholesale wrecking of the shit. It then transpired that I was of course the Chosen One who inevitably gets saddled with the task of telling the local designated evil overlord to pack it in. This was followed by a great deal of meaningless waffle on the subject of fate and destiny.
Suffice to say, things weren't going terribly well. I was all set for KoA to end up being to fantasy action-RPGs what Dead to Rights: Retribution was to third person shooters. (If you have no idea what Dead to Rights is then consider my point made.)
But, y'know, I'll be damned if that little sucker didn't grow on me.
Once I had struggled free of the linear tutorial cave and emerged blearily blinking in the sunlight I found that the landscape was large, abundantly colourful and not without a certain breezy aesthetic appeal. It actually looked like something that might just be worth exploring just for its own sake.
The combat is a better than average button-mashy affair that requires at least a bit of effort and offers a degree of finesse for those who desire it. Admittedly, it is hampered somewhat by controls that aren't quite as responsive as they could be and occasional camera-related shenanigans, but nothing crippling.
Also, for all it's colourful presentation and simple charm there is a decent character-building system that had me carefully considering where to stick my skill points right from the outset.
However, make no mistake, the game has its fair share of flaws on show. In addition to the aforementioned niggling camera and control issues, the interface contain more layers than is strictly necessary and what I saw of the story did not exactly have me in rapturous excitement. Also, KoA take the KoTOR approach to dialogue, which involves your non-voiced character standing about with all the expressiveness of a fence post while you click your way through the conversation.
In summary, if you like the idea of a game that is basically Fable-but-good, check out the demo. It's free after all and you may just be surprised.
I'll be honest, I went into Kingdoms of Amalur (which I shall now refere to as KoA because I keep forgetting where the "u" goes) with decidedly negative expectations. The presence of a clumsy made up word in the title got my cynical juices flowing nicely and it only got worse when I saw the cover art depicting some burly dunce in over-designed armour toting two weapons that no sane individual would ever try to fight with posing for photos in front of an epic, expansive and utterly forgettable landscape.
The game opened by informing me that the evil King Gomborf (or something like that) and his evil army Thunids (or something... this is why you don't start making up words without a linguist on staff) were engaged in a wholesale wrecking of the shit. It then transpired that I was of course the Chosen One who inevitably gets saddled with the task of telling the local designated evil overlord to pack it in. This was followed by a great deal of meaningless waffle on the subject of fate and destiny.
Suffice to say, things weren't going terribly well. I was all set for KoA to end up being to fantasy action-RPGs what Dead to Rights: Retribution was to third person shooters. (If you have no idea what Dead to Rights is then consider my point made.)
But, y'know, I'll be damned if that little sucker didn't grow on me.
Once I had struggled free of the linear tutorial cave and emerged blearily blinking in the sunlight I found that the landscape was large, abundantly colourful and not without a certain breezy aesthetic appeal. It actually looked like something that might just be worth exploring just for its own sake.
The combat is a better than average button-mashy affair that requires at least a bit of effort and offers a degree of finesse for those who desire it. Admittedly, it is hampered somewhat by controls that aren't quite as responsive as they could be and occasional camera-related shenanigans, but nothing crippling.
Also, for all it's colourful presentation and simple charm there is a decent character-building system that had me carefully considering where to stick my skill points right from the outset.
However, make no mistake, the game has its fair share of flaws on show. In addition to the aforementioned niggling camera and control issues, the interface contain more layers than is strictly necessary and what I saw of the story did not exactly have me in rapturous excitement. Also, KoA take the KoTOR approach to dialogue, which involves your non-voiced character standing about with all the expressiveness of a fence post while you click your way through the conversation.
In summary, if you like the idea of a game that is basically Fable-but-good, check out the demo. It's free after all and you may just be surprised.