gamernerdtg2 said:
The OP is asking why wasn't Amalur as praised - in other words Amalur should have gotten similar praise precisely because it brought combat to action RPGs in a way that was refreshing. However, what was the first thing that people chose to bag on? The combat. Skyrim's combat was terrible, yet it's one of the most popular games today because people want open world exploration more than combat in their games. That's how I see it.
Amalur was a step forward for action RPGs, but the die-hard RPG fans panned it. That's a huge part of why it's not as popular as Skyrim or Dragon Age. The combat for skyrim (without mods) is objectively terrible, but you can't focus on combat if you want to talk about Skyrim. Dark/Demon's Souls is really a cult followed title that didn't get nearly as much press as Dragon's Dogma or Amalur has gotten. Even if you say that Amalur is terrible, that's still a good thing because people are checking out the game to find out why. Bad press is still press. The fiasco with 38 studios helped bring more attention to Amalur too. The bad thing about the collapse of 38 studios is that we won't see Amalur 2 unless someone else picks it up.
I see what Amalur needs to be a game that would win more people over. It's not perfect, but neither was Skyrim or Dragon Age. You can say that RPGs are about the story, but I feel that most of the gameplay in RPGs is treated like a secondary aspect when it really shouldn't be. The way that you experience the story in a role playing GAME is through the gameplay. If you don't play the game, you don't see the story - unlike other forms of media (books, television and cinema) where you can watch the story unfold without playing any game. So I personally get frustrated with turn based games after a few hours with them because I want hands on interaction. It's 2013 for goodness sake.
In 2013, there's no reason why we can't have Skyrim's open world, Dragon Age's story, and Dragon's Dogma/Amalur type combat in ONE game. Maybe the PS4 or Xbox One will deliver that. Until then, I appreciate what Amalur did right, and I think it deserved a better reception than what it got. Why are people who say that combat isn't the selling point of an RPG complaining about Amalur's combat? The Teeth of Naros is a good story. That was an example of what the main game in Amalur could have been if only a bit more time where put in. I really enjoyed Amalur, but there are things I'd like to see improved upon if there were ever to be a sequel. Leave the art design alone (because we already have Skyrim,DA, The Witcher, etc), fine tune the combat, and focus on the relationship between the story and the gameplay.
To the OP - have you seen or tried Vindictus for PC?
Pretty much exactly this.
I think a friend showed me a video of Vindictus. Is it the game where a character can grab a dragon by his toe and slam him on the ground back-and-forth like the Hulk? It looked cool but my issue with MMOs is just too much grinding before you get to cool stuff like that, single player RPGs are grind-y as it is let online MMOs that want you to play forever. I didn't try it as I don't PC game and my PC is over 10 years old.
infinity_turtles said:
Because you were clearly right about the way that 2handed tanky builds in Dark Souls play, correct? Funny thing about depth is that it means that the fine details can make things more or less viable then they initially seem, which in turn alters the playstyle you might expect as you have to emphasize options you may not have intended to with a build.
It's not that I didn't really think of it. But can you actually play that style and get from bonfire to bonfire? Because you only have X amount of health. I know about poise and everything but you still get hit. I have the same issue with being a mage in Dark Souls, it seemed like you just didn't get enough magic to be a pure mage, at least in an initial playthrough when you don't know where everything is.
I never claimed this was some new thing Dark Souls did, but how many games have the sheer variety of weapons as Dark Souls, with so many different move-sets? The fact is, in other games with differing movesets for weapons, weapon-type does change your playstyle too. They just have far less weapons. In Dark Souls, this is the primary thing that changes your play style, and it's got a lot of variety.
Each class of weapons is different in Dark Souls (like other games). The only thing Dark Souls has is within each weapon class, you have a slightly different heavy attack and sometimes a unique special. The KoA weapons allow for more variety.
Half the people don't use that build. Hell, most people I run into don't use a katana. Most people I see in PvP use Sorcery because it's great for punishing mistakes. There are however flavors of the month that go by until people get used to a certain build and adjust either their play or build to account for it. And if equipment is the biggest modifier to playstyle, using specific equipment isn't doing things that they shouldn't be, it's fine-tuning your build to get a specific result. Lag-stabs are a bit of an issue, and some builds are made to take advantage of them, but lag isn't the combat being bad, and there's a lot of variety in the PvP, especially builds that take advantage of the environment.(Being invaded by The Wall certainly presented some unique challenges compared to other invasions)
Characters in good armor shouldn't have a faster roll than a very light weight Dex build, that's the whole fucking point of wearing clothes is to keep the weight down for the quick roll. And likewise, light and quick builds shouldn't have high poise.
I disagree. I enjoy a lot of different games, but Dark Souls was a breath of fresh air. It's not bad combat, it's different combat. Some of my favorite combat of any game, losing out to only Dragon's Dogma. The fact that so many people enjoy it makes it pretty damn obvious that this is your opinion, not some objective fact.
That goes both ways, just because people enjoy it doesn't make it good either. The game has one pretty major control issue, which is not being able to backpedal with a shield up when not locked-on.
Wheel Skeletons, Anor Londo archers, Blowpipe Snipers, Great Felines, and Bounding Demons of Izalith off the top of my head. Dodging and attacking works on everything if you're good enough, but I can't think of an action game where it doesn't.
You have to pull out the Anor Londo archers to cite enemy variety... 1) it's only one instance of them and 2) they are the cheapest damn thing in the whole game (everyone knows that). Blowpipe Snipers, you just walk around with your shield up. Great Felines are a joke as they can't go past the trees (the trees block them for you). I forget if blocking the Wheel guys was possible. The point isn't really that there are enemies you can't block (I mentioned some in a previous post), it's that almost every encounter is the same because almost all enemies can be fought in the same manner. I wanted to the game to throw me enemies that would force me to use my special attacks or riposte, especially the forest humans or whatever they are that are supposed to be very good fighters. There's just so many enemies that you shouldn't be able to block (as a Dex build) that you can like the knights, those big guys at the start of Blighttown, etc. Even something like those ice creatures should have the power to get past my shield, I invested pretty much nothing into blocking (my shield was weak, I had no armor, I had stamina but that's all-purpose for attacking and rolling as well, it's just something you want to invest in).
EternallyBored said:
You've got your timelines reversed, the Witcher did that stuff first, not the other way around. As for anyone taking cues from Amalur, I think you mean cues from MMOs, almost everything Amalur did has been done in either action games or action oriented MMOs in the past, Amalur just set itself in a boring world and probably did more to damage that type of fighting in future RPGs than help it. Dragons Dogma would be the game that has a much better chance of propagating its playstyle to other games, I wouldn't get my hopes up though, outside of the AAA and AA arena most of the RPG stuff that's coming out is actually regressing back to the kind of combat that was in Baldur's Gate and Planescape, although to be fair, part of the reason for that is that making turn based combat is easier when your working with a weaker graphics engine like most indie games are.
Demon's Souls came out 2 years before Witcher 2. Many MMOs aren't very action oriented. My friend plays a lot of MMOs (or at least tries them out) and he said the only MMO that I would probably like is Guild Wars 2 due to how the combat is in that game. I would never play WoW because of the combat nor the Bioware Star Wars MMO. It's really only like those Korean MMOs that seem to be all about good action combat, I actually did try Dungeon Fighter Online (it is 2D though).
Your assertions on video game stories is opinion and completely irrelevant as it still dodges the issue of Amalur being worse than the mediocre stories anyway, so you basically answered your own question, combat alone can't make a game good, although again I would say Amalur's combat is above average at best, and trumped by both Dragons Dogma and Dark Souls as far as action RPGs go. As for your views on combat, yes you should find the thing you spend most of the game doing fun, but different people find different things fun, what you call boring or terrible, other people call entertaining and engaging. I already told you, as clunky as Skyrims combat may be sometimes, I can still be engaged by it longer than combat in Amalur, KoA got old fast, and once the shiny newness wore off, all I ever saw was wasted potential and boring battles repeated too many times against samey enemies.
Are you really going to argue that video game writing isn't horribly lacking across the board? That's something I'm sure at least 90% of gamers would agree with. Even something like Bioshock that is considered a good story for a game is nonsensical as sending in an assassin that can't kill the target is a stupid plan. Professional writers just don't come to the video game medium due to the way in which games are developed where the levels are done first and writers have to fill-in from there. It's really impossible for video games to have equal or better writing when pretty much all the great writers don't produce any work within the medium. The only devs that you can say that consistently write at least decent level are Telltale, Bioware, and Obsidian.
Basically Bethesda's writers are bad and may in fact be better than KoA's writers but bad writing is bad writing (even if one is better than the other) and I don't give a shit about the characters in either game because they are so below par that it doesn't matter which one is better. You either buy into the characters and get attached or you don't, it's rather black and white in that regard.
KoA's combat is still interesting and changing even late in the game for me. The rogue's gambit is just a game changer. Then, I went into the Might line to get harpoon (basically Scorpion's 'get over here' move) and that opens up a lot as I can lay down the gambit traps and pull an enemy into a line of them, it's so awesome. Or I can pull an enemy to me, hit him once, and gives me a great opening to charge up my dagger attack and go flying around stabbing everyone.
As far as a growing trend of action RPGs, no they've been around for a long time, just because Dark Souls got a cult following and Dragons Dogma did somewhat decently doesn't mean anything for trends, Action RPGs have been around for over a decade at least, if this was 2006 this very same topic would exist with people substituting KoA for something like Dark Messiah of Might and Magic, coincidentally, when people talk about improving combat in Elder Scrolls, that game is a lot closer to what they are talking about than anything KoA did, different types of combat suit different types of games. Action RPGs will evolve and hopefully improve, we'll get another Dark Souls, and maybe even a Dragons Dogma sequel at some point. Dragons age is still party based, and they've already said they want to keep tactical mode so you'll be able to pause the game at any point to queue up orders a la DA1, so every interview Bioware has released basically states the game is between DA1 and DA2 as far as combat mechanics go, not the enemy wave hack and slash rush of DA2, but hopefully without the finicky setups and positioning from DA1. Of course, who knows the system may suck, but Bioware has admitted they've stepped back from some of the DA2 changes that were pointless or didn't work. Action RPGs aren't some new awesome wave, they are what they've always been, a type of RPG that lends itself well to some games and not to others.
None of this changes the fact that Amalur didn't receive the praise equivalent to Skyrim and DA because it was a mediocre game and even its "strong point" wasn't enough to enamor a big chunk of people , it doesn't deserve to be reviled or hated, but the collective consciousness of gaming will likely forget the game ever existed, and games like Dark Souls, Dragons Dogma, and Mass Effect will be the examples held up when talking about action RPGs and their evolution, even amongst the action RPGs that you say should be the future, KoA will be lost in the tide of higher regarded games, it's pretty much the definition of forgettable.
I know action RPGs have been around, but they haven't been really good until recently. It wasn't until last gen were action games like DMC even were around, now RPGs are getting competent combat systems that are on the level of standalone action games. Same thing with action RPGs with shooting, Mass Effect 2 & 3 are good TPSs and Borderlands is a good FPS. Obviously, Deus Ex existed but it's not much of a shooter really. We are at the point where an RPG doesn't and shouldn't have shit combat due to it being an RPG anymore. Do you notice how excited Angry Joe is when talks about the combat of KoA or Dragon's Dogma in his reviews of those games? That's what most gamers what is to see their imagined DnD battles coming to life in a video game RPG. If an RPG wants to be all strategic, I'm fine with the game playing like XCOM but a lot RPGs try to be strategic and action-y while failing on both. Even the likes of Final Fantasy has finally decided to move on from its horrible turn-based battle systems with FFXV.
It's most RPGs own damn fault for their experiences being tainted by bad combat. An RPG DOESN'T even need combat, yet I spend most of my time fighting enemies in them, that doesn't even make sense. Let me spend a majority of my time role-playing in a ROLE-PLAYING game instead of fighting enemies. Why would I come to an RPG for shit combat when I can play an action game with great combat? The actual role-playing aspect of most RPGs is usually pretty poor. Bioware tries their best to give players a great role-playing experience in Mass Effect where you spend more time role-playing than fighting yet many RPG players refer to them (mainly 2 and 3) as shooters with RPG elements instead of RPGs. That's the RPG community's own fault, they don't even know what they want.