I didnt say that combat isn a crucial part, not at all. What im saying it shouldnt be the ONLY part you focus on. Secondly, i didnt put Amalur down JUST because the Combat becomes dull. Like i repeatedtly stated, everything else is just as bland. The Quests, the Characters, the Story. Pretty much the only thing i generally liked without becoming dull or being outright bad was the looks. The Graphics were fantastic, and while you hang around in woods too much the dungeons looked pretty decent too.gamernerdtg2 said:ERaptor said:In my experience, combat isnt the defining measure of a RPG. If you just want decent combat-mechanics, you're better off just picking up DMC, Bayonetta or stuff like that. RPG's on the other hand should also deliver on everything AROUND the combat. That usually means a good story and narrative, a nice explorable world or deep character progression.
I'm not understanding why combat is being pushed off to the side as secondary in an RPG. In order to see the world, experience the story, and help your character get stronger, you have to fight. So the fighting part is central to the game whether you enjoy the story elements or not. If the story or the characters are bad on an RPG, I understand why fans of the genre would pan that particular game b/c story is primary for them. I prefer playing a game rather than watching a game unfold with minimal interaction on my part.
If we're talking about Amalur, I understand what you mean about the combat. I think the issue was more about the way that the story unfolded than the actual combat. You should try the Teeth of Naros story. If the Naros story was the way the larger game developed (in terms of plot) people *may* have been more into Amalur.
As I see it, people ignore the fact that in most RPGs, the combat (especially turn based ones) gets old. So they focus on the story elements,and the world you can explore. That's fine, but games like Dogma are what I actually want to see more of because we already have Skyrim (terrible combat), Dragon Age (interesting story but you don't need to play the game to experience the story), and so on. The games that are popular already have what people want. I want a blend of story, character progression and exploration that centers around killer combat. Amalur (again) was a step in that direction. Dragon's Dogma actually did a better job, but Amalur was a positive step.
I've played Bayonetta, Ninja Gaiden, etc, and loved those games, but they're not RPGs. It's super strange to me that people don't want combat in their RPGs but they like Dark/Demons souls...but they say Amalur is a mediocre game...and Skyrim is like the mecca or something. I really don't understand. You put down an entire game because the combat felt bland after a while, yet all these other games are amazing. I dunno, it seems strange to me is all.
I absolutely agree that when a game expects you to be killing dudes for a majority of the game, the combat should hold up. And i certainly wouldnt call Skyrim's combat "terrible". It wasnt fantastic either. It was functional and tends to get down to the same 3 principles depending on your game style. (And yet again, it gets a lot better with mods. Come to think of it, Mod Support for Amalur would've been great.) However, that the combat lacked, the world and its contents made up. I made an example earlier, in Skyrim you _actually adventure_. It comes pretty close to a good D&D Session if you venture into an area you dont know yet. It was organic, its something like Fallout where apart from the very core of the quests, you can talk about it to friends and most have a few cool stories to tell.
Amalur didnt make up for its flaws. The moment you reach that magical point where the "Oh fuck the combat is great!" moment has passed, and you realised how dull it becomes over time, you turn around to look for the other things the game has. But there arent any, at least nothing that ties you down and KEEPS you playing. The game isnt organic at all, i can start the game as a Warrior, Thief, or Wizard and the apart from the skillset, the game plays exactly the same. This would be fine, being linear isnt inherently bad (Phoenix pointed that out), but then i expect the railroad im progressing on to be interesting, but that doesnt hold up either.
Like i said, Amalur is an unpolished Gem, brillance that lies beneath a thick layer of dullness. Someone needs to sit down, and polish the damn thing until his hands bleed. Again, Amalur 2 would have the perfect base to be a fantastic game, a predecessor that got the basics right. But sadly, the lack of effort takes its toll, and it just vanishes beneath others of the genre with at least SOME focus.