jwk94
Member
Over the weekend, I found out about a little under appreciated game called Kingdoms of Amalur: Reckoning. This game has become my guilty pleasure and let me tell you, I’ve lost a lot of hours doing as much research as I could about this game. Why this game went under my radar for so long is beyond me. Maybe it was because of the congested lineup that gamers saw during the last quarter of 2011, or maybe this game simply hasn’t gotten that much exposure outside of it’s fan-base. Whichever one it is, I’ve set out to remedy this by detailing the many gameplay elements you’ll encounter during your stay in Amalur come February 7th.
COMBAT
Kingdoms of Amalur: Reckoning features a combat system that some would consider an homage to the God of War series with a touch of Darksiders thrown in the mix. On the surface, the combat system may not seem very in-depth or intuitive, but the execution is very well done. Players are given a primary and secondary weapon slot. What these slots hold in them is completely up to the player. Switching between your primary and secondary weapon can be done with the press of a button. The ease of switching weapons allows players to string together powerful combos when needed. The combos are just the tip of the iceberg though.
TALENT TREE
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As seen in IGN’s 22 minute preview, combat is defined by how you distribute your talent points into your talent trees. There are three talent trees in Reckoning: Might, Finesse, and Sorcery. Might trades in the speed that you get from Finesse for a heavier-feeling character that deals a substantial amount of damage. Those of you that prefer range will be more inclined to choose a sorcerer. The sorcerer can rain down volcanic fire from the heavens, melting anything that stands in his way. Each class features their own speciality weapons. Might specializes in swords, and hammers. Finesse utilizes the speed of daggers, faeblades, and longbows. Finally you have your sorcerer who channels his magic abilities into chakrams, sceptres, and staves. If you don’t feel comfortable sticking to a specific talent tree, you’re free to spread your skill points among the three, or even just two, thus building a hybrid class. Now that we’ve gone over the weapons, and classes, let’s look into what the three bars you’re going to keep track of, do.
http://www.analoghype.com/video-gam...doms-of-amalur-reckoning-information-blowout/
There's more, but it's a long article you can go to the site for the rest. The demo comes out tomorrow, it includes the intro plus 45 minutes of gameplay. Game drops Feb 7th, it's 200+ hrs long if you wanna 100% it, around 40hrs if you're just running through the main storyline.
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