Why wasn't Kingdom of Amalur as praised as Skyrim or Dragon Age?

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Laser Priest

A Magpie Among Crows
Mar 24, 2011
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Master_Fubar23 said:
People are biased and can't enjoy good games anymore once someone on the internet says something bad about it. I played it and loved every minute of it. The story, the voice acting, graphics, and the combat. It wasn't hard at all and I think I only died a few times throughout the game but I thoroughly enjoyed it.
Of course! Nobody has ever formed an opinion for themselves! Everyone who disagrees with you is a mindless sheep! That makes perfect sense.

You do realize that it's possible for different people all to independently come to the conclusion that a game's not very good, right?
 

Ushiromiya Battler

Oddly satisfied
Feb 7, 2010
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Phoenixmgs said:
I don't get the MMO complaint. It just seems like an open world type game to me. Is it the fact it has "zones" or something? I'm sure Skyrim is even bigger in area and most likely filled with even more needless quests, all RPGs usually have that. I just played Nier and only did a couple sidequests the whole game, I pretty much just ran to the red X the whole time. You have the option to, you know, not do them.
Haha, that's exactly why I stopped playing Skyrim after around 250hours or so. All the modding and atmosphere really didn't do it for me anymore.
Now, it is actually a valid complaint for KoA, but is also a valid complaint for Skyrim.

I actually liked KoA enough to put in 40hours or so.Decent enough voice acting(found a few dudes and gals I recognized), fun enough combat, a tad bit big, but okay.
Horribly boring quest, shit crafting system and laughably easy.
Pretty much a ''do you want to know how it is being absolutely OP?'' game.

Anyways, decent game, great potential, but got fucked up by the idiot in charge of the company.

Now, your comparisons to Dark Souls... Hahahahahahahahahhahaha, your opinion and all that, but wow. Just wow.
 

Fdzzaigl

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Mar 31, 2010
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Best combat?

Well I disagree, the combat felt really hack&slashy to me. Which means repetitive, which means I automatically don't like the game.

That's pretty much all I have to say about it as well, didn't finish it because of that.
 

kasperbbs

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Dec 27, 2009
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Because i didn't like it very much, it felt like i was doing quests for a single player mmo, i didn't like the visual style they went with either and the rest is long forgotten since i didn't bother to sink in too many hours in it.
 

AzrealMaximillion

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Jan 20, 2010
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Phoenixmgs said:
I agree Mass Effect 2/3 are better shooters than KoA is a hack and slash. However, what other action RPG has better hack and slash gameplay? I should've reworded that line as a shooter is very different gameplay-wise and I had in mind all the fantasy RPGs like Skyrim in my head when I wrote that.
I'd have to say that Mount and Blade has the best combat system in an Action RPG without magic. Sure its not high fantasy but its melee combat hasn't been beat in my opinion. The game constantly throws you in situations that aren't boring, unlike KoA.

For Action RPGs with Magic its either Dark Souls or The Witcher 2, and it really depends on the kind of game you like better. I'd have to give it to The Witcher 2 because its more comparable to KoA overall.

OP:This is a thread we've seen many times here. KoA is a mediocre ARPG that borrows way too much from other successful franchises to be called unique. It also doesn't help that the "amazing combat" hits its peak very early in the game. KoA reminds me a lot of Neir on the consoles. The combat was awesome for the first 3 hours and then it turned into sidequest mania.
 

bjj hero

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Feb 4, 2009
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JazzJack2 said:
bjj hero said:
And many would disagree. I went straight to the graveyard and found bog standard, generic fantasy skeletons would kill me whether I blocked or not. There were no indicaters I shouldnt be there until much higher level so guessed shields werent up to much in this game.
The fact they ganked you should be a pretty clear indicator.
Id heard for 18 months on the escapist how this was the hardest game ever and even the lowly enemies can kill you. They were also not unbeatable, plenty of dodging (and them jumping to their deaths like lemmings) meant that by creeping through I could do it. IT didnt help that they looked like stock fantasy cannon fodder, they dont exactly scream all powerful.

Most of the enemies didnt need hitting because I could wait until they jumped off cliffs instead.
Nonsense most of the enemies in the game aren't even near ledges/cliff-faces so how could you lure 'most' of them off?
There were loads of ledges. Valley of Drakes, the catacombs, that town on stilts, most of the castle tops, the cathedral with the assassins, various bridges. By blocking Ive dispatched skeletons, knights, zombies, imp/harpy things, blue drakes, zombies, crystal golem things,snake men. There was even a boss who did it...

I came out onto a bridge (where archers are high on tower behind you as you enter it) and a giant daemon chrged acros and smashed me quick. So about my third attempt I was having a drawn out epic battle, dodge, roll, counter etc... He obviouisly got bored because he jumped backwards off the bridge. Fight over, no fan fare, loads of souls. Such an anti climax.

Plenty of boss enemies would happily sit there while I kill them with 300 arrows. This is short of fantastic for monsters combat and bosses.
Maybe I mislabeled boss but the giant zombie dragon? Shot to death. The giant drake on the castle tower? Shot to death. Something in the distance in that vile town on stilts? Only saw a grubby outline in the distance, shot it to death. It got worse with giant knights who wouldnt go through doors so I chipped them to death through doors with a spear. Giant iron pig thing? Stood with his ass to me while I stabbed it with a spear 50 odd times from behind pillars he couldnt get through. He never walked away. Terrible, exploitable AI. The amount of things you can run around and backstab is also unreal. Did no one play test this?

Story was weak too. So you are a charecter with no history, backstory, interests, voice, culture, no reason you learned magic/fighting etc...
Perhaps if you payed attention you'd know your character most certainly had backstory, history, culture and a reason to learn fighting/magic.
Then I definately missed it, I guess when the main charecter never says a word its easy to miss.

You end up in a magical land where some guy youve never met and have no reason to believe says if you ring 2 bells something might happen.
Did you even manage to ring the bells to actually see what happens?
Yep, not much fan fair for it. Opened up a castle with one of the cheapest one hit kills Ive ever seen. Got to some giant cup thing, I started losing interest then. Think I stopped playing in a library. It still is a terrible motivation to do something that might do something else.

Admittedly the more direct elements of storytelling are minimal but that adds to it's charm and think overall the story ends up as a rather beautiful allegory for transience, fate and death. Far more interesting than most stories in videogaming in my opinion.
The world was nice, I liked reading all of the item lore but felt the story was very poor. As I said, no history, leave a prison, told to ring some bells by a stranger as something might happen. Not good.
 

Windcaler

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Zachary Amaranth said:
Windcaler said:
Lets start with mechanics, my first and only character was a Dokklfar pure mage and the thing that drove me crazy was the mages dodge mechanic had a delay on it before he actually dodged. In a game so heavily designed around avoiding hits this made playing my character nearly impossible for bosses.
I honestly don't know what you're talking about here.
What did you not understand? The pure mages dodge has a delay on it before it actually teleports them ahead. So its basicly a doge mechanic that cant dodge
 

bjj hero

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Ragsnstitches said:
I thought the indicators were pretty obvious. If one skeleton is capable of killing you with little effort, and you walk into an area crawling with them, I would consider that an indication that I'm not supposed to be there. You're lucky you didn't find New Londo first, you would have thought weapons don't work at all.

I've never heard of someone abandon a mechanic so early but considering the game it isn't a total loss. Ironically, abandoning the use of shields early probably prepared you better for fighting some of the more aggressive and hard hitting enemies in the late game and for PvP combat.

Kitting is a legitimate mechanic for dealing with particularly tough encounters. Heck, entire zones in the game actively encourage it and set up enemy formations to reward caution by kitting. There is one area where, when you access it, the first thing you see is something like 20-ish greater demons (the bridge boss from early game). The game is screaming at you not to rush in. However, the game throws you a curveball every so often and traps you into group combat.

The real issue with kiting is that most enemies have limited aggro range and, when they reach it, become docile momentarily when they return to their original position. That is a huge issue with kiting and well to easy to exploit in certain areas.

Killing enemies like that usually means exploiting pathing and geometry conflicts. While it's a flaw in design, most are usually so arbitrary that to find them without a guide is a lucky fluke. However, it's common knowledge that such exploits detract from a game... they aren't features, yet people use them as such then complain that the game is worse for it. Not to take away from the valid criticism that it is flawed design, but it is your own actions that spoil it for you, the devs didn't make you use it over and over again.

Blightown is the town your thinking of and it has a host of issues that make it the worst area, which is unfortunate since it really nails the oppressive and dread filled atmosphere. Unless your playing on pc with performance mods, you also have significant drops in framerate which makes controls sluggish and combat unwieldy. This framerate issue makes PVP in this area non-existent as it also lags to fuck resulting in constant disconnects. You will never find other players PVPing here.

Isn't that how ambushes usually work? If they weren't exploiting a weakness in your perception then it wouldn't be an ambush. How would an ambush work if you are capable of seeing it in advance? The purpose of ambushes in the game is to keep you on your toes. Multiple playthroughs diminish this impact, but at that point you would be prioritising PVP elements for the sake of leveling, which ramps up the difficulty significantly.

Story is garbled and thinly spread. People say it's good, but it isn't, it's mostly average... it does, however, have a rich lore to uncover. But the story is just for context and atmosphere, nothing more then that. If by story we are talking about the overarching plot that is meant to drive the player forward at least.
Id heard how hard the game was though and thought, this is what to expect. I could defeat them with effort and dodging, pluss they jump off the cliff without much prompting. I didnt understand what kitting was? Is that where you let them jump to their deaths? It was hard to avoid, I even had a boss do it. The AI was shocking, plenty of monsters would let you run around back to back stab them over and over. You dont "have" to make the AI look stupid but its so blatant.

Hated blight town with a passion, mainly for the slow down, I kept gettign invaded in a sewer port on the floor there until I realised there was no advantage to being human so stopped. I tried PVP in the forrest but kept getting outnumbered. Plus the lag killed it for me. When people teleport to back stab you I dont see the point. Other times Id go for a clean back stab and the guy had moved, it just hadnt registered. It reminded me of quake 2 on my 56k modem. That was 15 years ago, there is no excuse for it now.

It was a good game and I enjoyed it for a while. I just wouldnt say its a classic or have been happy to pay full price for the experience because of the flaws. I dont get people who valiantly defend the story though. The world was excellent. The story poor.
 

bjj hero

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Twitchy Wyche said:
Phoenixmgs said:
I don't ever talk bullshit, you can totally not block or dodge at all while fighting Seath the Scaleless. You can literally just stand in front of him meleeing the whole fight, I know because that's what I did. Check my trophies if you want, I played the fucking game, my PSN is Phoenixmgs.
But you can't do that, like, you actually can't; Seath uses his crystal breath and fails his tails around if you get too close. Either you're talking bullshit OR you exploited a bug, either way it doesn't mean the game's bad or shallow or whatever you seem to think about it.

Also, a few other things; you can fight multiple dudes at once with larger weapons so what you said about that is bullshit, you can't get through the whole game just blocking and light attacking, you can't even get through the first area just doing that let alone all the bosses, and you certainly wouldn't be able to do it with the "thief" build you claimed to be playing, so you were talking bullshit there.

Look, can't you just admit what you said about Dark Souls isn't true; I'm not telling you to like the game, if you didn't like it that's fine, but that doesn't mean it's bad. Dark Souls actually does have a lot of shity design choices, especially compared to Demon's Souls, but a lot of what you said about it wasn't true. And it seemed you were saying them just to be mean spirited too.
Why cant it be true? I dont think I ever used heavy attacks, I didnt like the wind up. Most enemies I would keep blocking until they jumped off a ledge to their death. The AI was amazingly broken. There were so mqny epic looking enemies who would sit motionless while I hit them hundreds of times with a bow or spear. Its easily the worst AI Ive seen this generation and broke the game in places. I also started thief.
 

Mikeyfell

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Aug 24, 2010
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Because EA...
And I know Dragon Age was also EA but Dragon Age had the added benefit of being the last good Bioware game ever, so people were torn between "Do we hate EA or do we love Bioware?" and as it turned out they loved Bioware just a little more at that point in history...

Then Micro-transactions then EA is pure evil
then Kingdoms of Amalur comes out...

It's sad. but true.

It didn't have any brand recognition either. That hurt it.
 

Casual Shinji

Should've gone before we left.
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Jul 18, 2009
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Zachary Amaranth said:
Dark/Demon's Souls were beloved because they were considered incredibly hard.
It's more than that.

It's this sense of dark mystery these games have that make fans love them as much as they do. Honestly I don't think the difficulty has much to do with it at all.
 

Bombiz

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Apr 12, 2010
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bjj hero said:
Ragsnstitches said:
I thought the indicators wdark souls solairetty obvious. If one skelet n is capable of killing you with little effort, and you walk into an area crawling with them, I would consider that an indication that I'm not supposed to be there. You're lucky you didn't find New Londo first, you would have thought weapons don't work at all.

I've never heard of someone abandon a mechanic so early but considering the game it isn't a total loss. Ironically, abandoning the use of shields early probably prepared you better for fighting some of the more aggressive and hard hitting enemies in the late game and for PvP combat.

Kitting is a legitimate mechanic for dealing with particularly tough encounters. Heck, entire zones in the game actively encourage it and set up enemy formations to reward caution by kitting. There is one area where, when you access it, the first thing you see is something like 20-ish greater demons (the bridge boss from early game). The game is screaming at you not to rush in. However, the game throws you a curveball every so often and traps you into group combat.

The real issue with kiting is that most enemies have limited aggro range and, when they reach it, become docile momentarily when they return to their original position. That is a huge issue with kiting and well to easy to exploit in certain areas.

Killing enemies like that usually means exploiting pathing and geometry conflicts. While it's a flaw in design, most are usually so arbitrary that to find them without a guide is a lucky fluke. However, it's common knowledge that such exploits detract from a game... they aren't features, yet people use them as such then complain that the game is worse for it. Not to take away from the valid criticism that it is flawed design, but it is your own actions that spoil it for you, the devs didn't make you use it over and over again.

Blightown is the town your thinking of and it has a host of issues that make it the worst area, which is unfortunate since it really nails the oppressive and dread filled atmosphere. Unless your playing on pc with performance mods, you also have significant drops in framerate which makes controls sluggish and combat unwieldy. This framerate issue makes PVP in this area non-existent as it also lags to fuck resulting in constant disconnects. You will never find other players PVPing here.

Isn't that how ambushes usually work? If they weren't exploiting a weakness in your perception then it wouldn't be an ambush. How would an ambush work if you are capable of seeing it in advance? The purpose of ambushes in the game is to keep you on your toes. Multiple playthroughs diminish this impact, but at that point you would be prioritising PVP elements for the sake of leveling, which ramps up the difficulty significantly.

Story is garbled and thinly spread. People say it's good, but it isn't, it's mostly average... it does, however, have a rich lore to uncover. But the story is just for context and atmosphere, nothing more then that. If by story we are talking about the overarching plot that is meant to drive the player forward at least.
Id heard how hard the game was though and thought, this is what to expect. I could defeat them with effort and dodging, pluss they jump off the cliff without much prompting. I didnt understand what kitting was? Is that where you let them jump to their deaths? It was hard to avoid, I even had a boss do it. The AI was shocking, plenty of monsters would let you run around back to back stab them over and over. You dont "have" to make the AI look stupid but its so blatant.

Hated blight town with a passion, mainly for the slow down, I kept gettign invaded in a sewer port on the floor there until I realised there was no advantage to being human so stopped. I tried PVP in the forrest but kept getting outnumbered. Plus the lag killed it for me. When people teleport to back stab you I dont see the point. Other times Id go for a clean back stab and the guy had moved, it just hadnt registered. It reminded me of quake 2 on my 56k modem. That was 15 years ago, there is no excuse for it now.
dark souls solaire
It was a good game and I enjoyed it for a while. I just wouldnt say its a classic or have been happy to pay full price for the experience because of the flaws. I dont get people who valiantly defend the story though. The world was excellent. The story poor.
I have to agree with you that the main story wasn't that good. But the side stories/quest are good IMO (particularly Solaris and Siegmeyer's). Also i found out a lot about the chsrecters and culture by reading the item lore. 
 

Ren_Li

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Really? Okay. I'll start with KoA-specific issues, before I do KoA/Skyrim comparison. (If I have time to do the latter now, anyway.)

Phoenixmgs said:
Lastly, I saw a thread awhile back where someone was saying KoA wasn't that good because it felt like a single player MMO. I just don't get it.
Might as well address this first. The enemies did not scale with you. It "felt like an MMO" because the enemies spawned regularly, and with little to no regard for your level. I recently re-picked it up out of having little else to do, and because I heard one of the pieces of DLC is very good (and it kept me amused for longer than I expect from most DLC, so that was a win.) After having run through the second "region" to start the DLC, when I came back to it, everything was so under-levelled that having to fight them was a major annoyance, rather than a threat or an opportunity for experience. Conversely, some areas such as caves would then spawn enemies which WERE levelled to me.
It's not just an issue with new regions, but with old ones as well. I don't want to get dragged into a fight with an enemy at a far lower level than I; but rather than level them up to you, giving you random encounters with levelled enemies, or at least having enemies a certain amount weaker than you ignore you, they would chase with dogged determination. Fine if they had no ranged attacks AND were too slow to keep up, but frustrating with, well... Anything else. Which was almost everything.
THAT is the MMO issue. The lack of scaling enemies to you makes it feel like there should be other people fighting them, as in an MMO- but they're just an annoyance to you.

Another issue that has been mentioned: Camera angle. That's something that impacts your primary- sometimes even only- way of immersing yourself in the game. If it's off, it can ruin your entire experience- and it is off.

Levelling up was an exercise in frustration for me. I don't know if other people had that issue, or if it was just me (I was playing a "Jack of all trades"), but I was having to take abilities I had ZERO interest in just so I could unlock the next rank of abilities. If I had been playing as a different "class" (such as they are), I would have had the same issue; between only having four ability slots, and not wanting to level up my ability in weapons I wasn't going to use, I couldn't see why I would take as many of the abilities as needed to unlock the next rank. A better idea would have been to lower the cost to unlock the next rank, and implement more ranks- and maybe a couple of class-specific abilities (such as combat-magic, or stealth-magic, etc.) It could have been interesting (although, yes, more work.)

A very brief point- there is no hook. No reason to care, to keep playing, other than to enjoy the gameplay. I didn't go in expecting a Bioware game, but frankly, I need more of a reason to keep playing than "to level up once more", whether that is trying to hone a specific skill, spend time with an NPC, finish a storyline, explore, etc. I need SOMETHING, and for me, "the combat is sort of fun" is not enough to counter the game's irritations.

Last point for now- frankly, if you're shoving polygonal tits in my face, I am going to recoil. (Same with expecting me to react to naked-sexual-dude-flesh, if you're wondering.) The only female character who can be described as a "major NPC" looks like she's wearing belts, and her internal organs should have been cut out loooong ago. Female nobles have got far more flesh on show than one would consider practical as well, especially as they'd need double-sided tape to hold the dresses on. Maybe that doesn't bother you, but a lot of women play video games, and a lot of them- as well as more men than just myself- are, and would be, bothered by the design on Alyn Shir, even if they could overlook the nobles.

I may do a comparison of the ways in with KoA stacks up unfavourably to Skyrim in my mind later.
 

Ragsnstitches

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bjj hero said:
Ragsnstitches said:
I thought the indicators were pretty obvious. If one skeleton is capable of killing you with little effort, and you walk into an area crawling with them, I would consider that an indication that I'm not supposed to be there. You're lucky you didn't find New Londo first, you would have thought weapons don't work at all.

I've never heard of someone abandon a mechanic so early but considering the game it isn't a total loss. Ironically, abandoning the use of shields early probably prepared you better for fighting some of the more aggressive and hard hitting enemies in the late game and for PvP combat.

Kitting is a legitimate mechanic for dealing with particularly tough encounters. Heck, entire zones in the game actively encourage it and set up enemy formations to reward caution by kitting. There is one area where, when you access it, the first thing you see is something like 20-ish greater demons (the bridge boss from early game). The game is screaming at you not to rush in. However, the game throws you a curveball every so often and traps you into group combat.

The real issue with kiting is that most enemies have limited aggro range and, when they reach it, become docile momentarily when they return to their original position. That is a huge issue with kiting and well to easy to exploit in certain areas.

Killing enemies like that usually means exploiting pathing and geometry conflicts. While it's a flaw in design, most are usually so arbitrary that to find them without a guide is a lucky fluke. However, it's common knowledge that such exploits detract from a game... they aren't features, yet people use them as such then complain that the game is worse for it. Not to take away from the valid criticism that it is flawed design, but it is your own actions that spoil it for you, the devs didn't make you use it over and over again.

Blightown is the town your thinking of and it has a host of issues that make it the worst area, which is unfortunate since it really nails the oppressive and dread filled atmosphere. Unless your playing on pc with performance mods, you also have significant drops in framerate which makes controls sluggish and combat unwieldy. This framerate issue makes PVP in this area non-existent as it also lags to fuck resulting in constant disconnects. You will never find other players PVPing here.

Isn't that how ambushes usually work? If they weren't exploiting a weakness in your perception then it wouldn't be an ambush. How would an ambush work if you are capable of seeing it in advance? The purpose of ambushes in the game is to keep you on your toes. Multiple playthroughs diminish this impact, but at that point you would be prioritising PVP elements for the sake of leveling, which ramps up the difficulty significantly.

Story is garbled and thinly spread. People say it's good, but it isn't, it's mostly average... it does, however, have a rich lore to uncover. But the story is just for context and atmosphere, nothing more then that. If by story we are talking about the overarching plot that is meant to drive the player forward at least.
Id heard how hard the game was though and thought, this is what to expect. I could defeat them with effort and dodging, pluss they jump off the cliff without much prompting. I didnt understand what kitting was? Is that where you let them jump to their deaths? It was hard to avoid, I even had a boss do it. The AI was shocking, plenty of monsters would let you run around back to back stab them over and over. You dont "have" to make the AI look stupid but its so blatant.

Hated blight town with a passion, mainly for the slow down, I kept gettign invaded in a sewer port on the floor there until I realised there was no advantage to being human so stopped. I tried PVP in the forrest but kept getting outnumbered. Plus the lag killed it for me. When people teleport to back stab you I dont see the point. Other times Id go for a clean back stab and the guy had moved, it just hadnt registered. It reminded me of quake 2 on my 56k modem. That was 15 years ago, there is no excuse for it now.

It was a good game and I enjoyed it for a while. I just wouldnt say its a classic or have been happy to pay full price for the experience because of the flaws. I dont get people who valiantly defend the story though. The world was excellent. The story poor.
I'm guessing you got wrapped up in hype. Personally I don't get hype or how it affects a game. I can get excited for a game but still judge a game on it's own merits. I don't hold an illusion of what to expect, but I take a chance based on other peoples recommendation.

I can see why people say it's hard, but I think that misses the point. It's punishing is more of an apt description (and it's sad that this is considered as an element of difficulty... it isn't, it's for atmosphere). You don't get anything for free and forces caution, with consequences of significant losses. A poorly timed or overly zealous attack could put you back to an early checkpoint in seconds. A poor strategy will have you flattened by mid to late game enemies. It's quite possible, for example, to face those skeletons right from the start, but not without knowledge of how the game works and how the enemies act. Taking the more difficult route is for future playthroughs... there is a very strict path for beginners, usually indicated by serious ramps in enemy aggression and damage.

It's trial and error, risk and reward, distilled and purified and made into a core feature, not just some byproduct of a poorly tuned difficulty curve or gratuitous use of loot drops. Death is a mechanic, grinding is a learning tool.

In this sense, it's not a difficult game. You don't lose your items or gear when you die, just the progress to your next level and a reset of enemy mobs in that area. Checkpoint are evenly spaced to accommodate beginners in the early game, while more widely spread in late games, with distinct routines to follow to pass an area, you just need to find a formula that works for you.

The only true difficulty is Invasions, especially in early games where the invader is likely geared to kill, while your just working with what you have on hand. In later games you will find yourself keeping PVP weapons handy for quick access in the event of an invasion.

Just for clarity: Kitting is the term for pulling enemies one by one to fight on your terms. You string them along until it's safe to attack them without assistance from enemies... this isn't possible everywhere though. Doing this to lure enemies to geometry traps are clever (like the ones scattered around Sens Fortress).

As for enemies jumping off cliffs. I only see that commonly happening with no input from myself in undead burg, where the enemies generally just go directly for you. Your example with the drakes however seems like gratuitous use of exploits... they are slow and lumbering and their flight attack will always land them back where they started. They won't ever fall off a cliff themselves unless you pull them into a space where their pathing and the geometry conflict. Doing this once is a funny accident, doing it repeatedly is an exploit that spoils the game for the perpetrator.

Another thing you should know is that the lag in PVP is consistent for everyone, even with top of the line connections. I'm not sure about the PC crowed, but this is a common problem on consoles. The thing is, it's the same for them... it takes time to adjust, but you do. It requires a different mindset for timing and to prioritise evasion over defence. A major issue with PVP is parry or riposte spam, for quick crits. You won't see the parry but you will connect with it when you swing and get hit hard for it. It can get frustrating. I dealt with it by pumping up my characters vitality and strength, equiping an item set that offered high damage resistance and stability and moderate agility, and gave myself a huge fucking sword to swing and a giant shield. The people who backsab or riposte generally have low dam resistance and no shield, so getting hit by a big sword is liable to knock them down. Then you stun attack them until they feck off.

PVP, much like the core mechanics of the game, requires trial and error. But it is very jarring for many. I didn't dabble in PVP until my 3rd playthrough, and on my 2nd I warmed up to it by co-oping. Warriors of Sunlight FTW!
 

garjian

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Mar 25, 2009
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I'm certain it'll have been said many times already, but this game was just flawed overall.

Playing on the hardest difficulty, both characters I made became hideously overpowered very quickly. I had a hammer character, who could not be staggered and was completely invincible for the majority of combat if memory serves, and took very little damage outside of that, and he did ridiculous damage. My other character was a Mage/Rogue, and everything was dead before it got anywhere near her, and if I felt like it I could just stealth kill the majority of enemies with no risk. Combat became very unrewarding, very quickly, eventually just becoming a nuisance.

The story was uninteresting to the point where I could not be bothered to listen to what I remember to be some staggeringly poor voice acting. Without gameplay to keep the game interesting, I eventually started too question why I was bothering to play the game at all.
I stopped playing... errr... there was a Dwarvern Fortress or something, no idea why I was there... Then there was some kind of siege, with one of the most boring, pointless bosses I have encountered this generation, maybe ever... some cyclops thing? Then I was in a swamp... no idea why... so yeah...

As for the world itself, you spend so much time in each area doing pointless, boring missions that they lose any quality they might've had to becoming symbolic of how much time you wasted traipsing around.

So yeah, it was a weak flame that fizzled quickly. There is little positive I have to say about my experience with the game frankly.

Edit: Noticing the current topic, just wanted to point out that I'm talking about KoA here... if that wasn't clear...
I just remembered that Kingdoms of Amalur had an online pass. Remember that!? IIRC, it allowed you to view some kind of leaderboard or something (That I never actually found).
 

BloatedGuppy

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Feb 3, 2010
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bjj hero said:
Hated blight town with a passion, mainly for the slow down
There was no slow down on PC! Mwahahahaha! Master Race!

Seriously though it was one of the best areas in the game. Positively oozed atmosphere.
 

llubtoille

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Apr 12, 2010
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LetalisK said:
Well, personally, I dropped it primarily because the camera sucked. It was up the character's ass the whole time which made it feel claustrophobic, a bit nauseating, and would only zoom out during combat...and then zoom out too much. It made it difficult to enjoy much of the rest of the game.
pretty much,
I recall playing the demo for almost two hours, then felt ill the rest of the day.
not a good first impression imo XD
 

Amaror

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Apr 15, 2011
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I liked a lot of it at the beginning but it gets really boring after a few hours. It's just was too repetitive. The same thing happened to me in Skyrim, mind you, but it took 60 Hours until it happened in skyrim and about 5 - 10 in KOA so, i'll say Skyrim is better.