So I'm seriously under the weather, damned flu, but no flu or sore throat would stop me from retrieving my games. So I went and fetch them, like a badass.
Package package package!
CUT IT OPEN, YEAH BABY.
Dem goodies, today I didn't get much stuff, but the first game I retrieved was unbelievably expensive.
Tales of Destiny II: You... you expensive piece of...... YOU BETTER BE GOOD. YOU BETTER BE GOOD. It's a Tales game, it has to be good. Please be good.
Wild Arms 2: A game I liked quite a bit in my youth, time to give it another whirl.
Dissidia 012 Final Fantasy: I don't even own a PSP, yet, but I needed this game.
Castlevania - The Dracula X Chronicles: I'm a Castlevania fan and this game, Rondo of Blood, has eluded me for years. The Remake and SotN port are nice bonuses though!
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Friday, February 7, 2014
Wednesday, February 5, 2014
Review #91: Code of Princess
Your experience may vary.
Code of Princess is a beat'em up game, think Final Fight, in which you, as Solange de Lux, warrior princess, must save the world and kick a whole lot of butt while doing so. It's a simple game, with simple mechanics and a lot of different ways to play it.
The game Single Player's component is made up of three different options: Story Mode, Free Play and Bonus Quests. Story Mode has fully voice cut-scenes during each of the 31 different acts(They are quite short) and has you play as one out of four characters, Free Play lets you play those 32(There's a scenario exclusive to different pairs in story mode) quests as any unlocked character and Bonus Quests which has 40 plus different quests for you to tackle. It seems like a lot, but each stage is only a couple of minutes long, barring a couple of lengthier ones, but they are the exception not the rule. The Story Mode is especially short, rounding up about 2-3 hours not skipping the dialogues, but it's a blessing in disguise. Finishing Story Mode allows you to use any character on the Bonus Quests, so you can play as the rest of the cast as soon as possible. Multiplayer, on the other hand, has a Versus Mode and a Co-Op both offline and online, but I won't delve too much into them(I couldn't really play them, but I don't care much about them).
And you do want to play as the rest of the cast, because you might not like any of the four heroes. Y'see, characters vary a lot between each other, and have completely different styles. Ali, for example, doesn't get a Strong Attack string, but instead a lot of Skills, Zozo is a mage, so most of her moveset uses Magic and you can't just attack willy nilly. Characters are VERY different, and you may end up with a completely different opinion on the game depending on who you play as, so play around with the cast until you get a character that you like. Each character can be further customized as you level them up, you get points to spend on whatever stats you want, plus, there are loads of items with special effects to personalize you characters even more.
Battles take place in multi-plane stages, usually three but they tend to vary, and you can change plane at will by double tapping up or down while blocking. Double tapping left or right while blocking produces a dodge. For offense, you get a Weak Attack and a Strong Attack. Some characters get strings on each button, some get special attacks done by imputing commands with the directional pad before pressing a button, and what have you. Every character plays very differently so buttons may produce different results, and while there are tons of characters, only the more human ones(And those that play a part in the story) get fully developed movesets, the rest feel like filler. You can increase the damage you deal by locking onto the enemy, by executing a lock attack(Y button) or by using Burst, which makes your mana drop at a steady pace, but you regenerate red health and gain double attack damage. Couple a lock on with Burst mode and your damage increases exponentially.
As expected of this type of game, it can get repetitive, so they tried to spice things up by adding escort missions every now and then. They are impossibly vexing as the AI is borderline stupid, and very much suicidal. They tend to run straight to the enemies with no regard to their health, and you can't heal them, Ali is a must on this stages as she can taunt the enemies and draw aggro towards herself. Some stages can also get pretty hard, on the outset, so you'll have to mix and match your equipment to gain an edge, I actually liked this, made it pretty satisfying to get a character build that could deal with a once impossible mission. Funnily enough, once you level up your character to the late 50s, you can create some very powerful builds, the weapons that grant health regeneration while bursting are quite good.
Don't let the cover of the game fool you, while the main character looks all kinds of stupid, the rest of the cast are more or less tasteful, even if the designs are nothing special. The graphics use pre-rendered sprites, think vanilla Donkey Kong Country, and they look pretty dang good, with pretty fluid animation. The backgrounds are a bit on the lame side, but they aren't hideous, at least. Don't bother with the 3D as the FPS will drop to unplayable levels. On the sound front, it gets the job done. Voice acting is surprisingly good, every scene is voiced, mind you, while the music is pretty serviceable.
Code of Princess caught me by surprise. When I first started the game, I found it pretty lacking, as Ali was the only character whose design I liked among the main four, but her style just didn't mesh with me. Then once I started playing with one of the bonus characters on the Bonus and Free Quests, I started having fun. A lot of fun. So even if your first impressions are disappointing, just wait until you get to play around with the rest of the cast, characters play so different from one another that you are bound to find one that suits you.
7.5 out of 10
Code of Princess is a beat'em up game, think Final Fight, in which you, as Solange de Lux, warrior princess, must save the world and kick a whole lot of butt while doing so. It's a simple game, with simple mechanics and a lot of different ways to play it.
The game Single Player's component is made up of three different options: Story Mode, Free Play and Bonus Quests. Story Mode has fully voice cut-scenes during each of the 31 different acts(They are quite short) and has you play as one out of four characters, Free Play lets you play those 32(There's a scenario exclusive to different pairs in story mode) quests as any unlocked character and Bonus Quests which has 40 plus different quests for you to tackle. It seems like a lot, but each stage is only a couple of minutes long, barring a couple of lengthier ones, but they are the exception not the rule. The Story Mode is especially short, rounding up about 2-3 hours not skipping the dialogues, but it's a blessing in disguise. Finishing Story Mode allows you to use any character on the Bonus Quests, so you can play as the rest of the cast as soon as possible. Multiplayer, on the other hand, has a Versus Mode and a Co-Op both offline and online, but I won't delve too much into them(I couldn't really play them, but I don't care much about them).
And you do want to play as the rest of the cast, because you might not like any of the four heroes. Y'see, characters vary a lot between each other, and have completely different styles. Ali, for example, doesn't get a Strong Attack string, but instead a lot of Skills, Zozo is a mage, so most of her moveset uses Magic and you can't just attack willy nilly. Characters are VERY different, and you may end up with a completely different opinion on the game depending on who you play as, so play around with the cast until you get a character that you like. Each character can be further customized as you level them up, you get points to spend on whatever stats you want, plus, there are loads of items with special effects to personalize you characters even more.
Battles take place in multi-plane stages, usually three but they tend to vary, and you can change plane at will by double tapping up or down while blocking. Double tapping left or right while blocking produces a dodge. For offense, you get a Weak Attack and a Strong Attack. Some characters get strings on each button, some get special attacks done by imputing commands with the directional pad before pressing a button, and what have you. Every character plays very differently so buttons may produce different results, and while there are tons of characters, only the more human ones(And those that play a part in the story) get fully developed movesets, the rest feel like filler. You can increase the damage you deal by locking onto the enemy, by executing a lock attack(Y button) or by using Burst, which makes your mana drop at a steady pace, but you regenerate red health and gain double attack damage. Couple a lock on with Burst mode and your damage increases exponentially.
As expected of this type of game, it can get repetitive, so they tried to spice things up by adding escort missions every now and then. They are impossibly vexing as the AI is borderline stupid, and very much suicidal. They tend to run straight to the enemies with no regard to their health, and you can't heal them, Ali is a must on this stages as she can taunt the enemies and draw aggro towards herself. Some stages can also get pretty hard, on the outset, so you'll have to mix and match your equipment to gain an edge, I actually liked this, made it pretty satisfying to get a character build that could deal with a once impossible mission. Funnily enough, once you level up your character to the late 50s, you can create some very powerful builds, the weapons that grant health regeneration while bursting are quite good.
Don't let the cover of the game fool you, while the main character looks all kinds of stupid, the rest of the cast are more or less tasteful, even if the designs are nothing special. The graphics use pre-rendered sprites, think vanilla Donkey Kong Country, and they look pretty dang good, with pretty fluid animation. The backgrounds are a bit on the lame side, but they aren't hideous, at least. Don't bother with the 3D as the FPS will drop to unplayable levels. On the sound front, it gets the job done. Voice acting is surprisingly good, every scene is voiced, mind you, while the music is pretty serviceable.
Code of Princess caught me by surprise. When I first started the game, I found it pretty lacking, as Ali was the only character whose design I liked among the main four, but her style just didn't mesh with me. Then once I started playing with one of the bonus characters on the Bonus and Free Quests, I started having fun. A lot of fun. So even if your first impressions are disappointing, just wait until you get to play around with the rest of the cast, characters play so different from one another that you are bound to find one that suits you.
7.5 out of 10
Tuesday, February 4, 2014
Now Playing: Kirby Super Star Ultra
'salright.
I finished Code of Princess! Yay! But I've yet to finish every Bonus Quest, so the review is still pending. Regardless, since I gotta spend time at the hospital, I decided to play something different. Something Pinkier, and Kirby just fit the bill. I'm awfully tired, so this will be kinda short too.
I'm up to the Great Cave Offensive with 40/60 treasures so far, it's quite fun. I love how the Arena-type area is entirely optional, yet awfully confusing, I've two lives left to get every treasure, but I swear I will get it. Still, it's cool how it's optional, I'm gonna go through it since I'm that kind of guy, but it's neat how there's an entirely optional area.
I finished Code of Princess! Yay! But I've yet to finish every Bonus Quest, so the review is still pending. Regardless, since I gotta spend time at the hospital, I decided to play something different. Something Pinkier, and Kirby just fit the bill. I'm awfully tired, so this will be kinda short too.
I'm up to the Great Cave Offensive with 40/60 treasures so far, it's quite fun. I love how the Arena-type area is entirely optional, yet awfully confusing, I've two lives left to get every treasure, but I swear I will get it. Still, it's cool how it's optional, I'm gonna go through it since I'm that kind of guy, but it's neat how there's an entirely optional area.
Saturday, February 1, 2014
Month Overview: January
Games completed in January:
Castlevania: Lament of Innocence 8.0
Saint Seiya: Brave Soldiers 5.5
Two Worlds 2 6.5
Castlevania: Lords of Shadow: Mirror of Fate 6.5
Kingdoms of Amalur: Reckoning 9.0
Overview:
Eh, Kingdoms of Amalur was fantastic and Lament of Innocence was a fun romp through Dracula's castle, but the rest was just so... so... average. Brave Soldiers was deceptively awful. I initially gave it 8.0, as I was having fun, despite how shallow it was, but the more I played, the more I realized that it just wasn't any fun. At all. Two Worlds 2 had the heart in the right place, but it just needed more polishing. Mirror of Fate tried to achieve a happy medium between Castleroids of old and the new LoS gameplay, but it didn't work as well as it should have. It's not a bad game, but it should've sticked to it's original formula.
Game of January:
Kingdoms of Amalur was the kind of game I've been yearning for a while now. Open ended and with a really good combat system. The main story was surprisingly good, specially when it comes to Western RPGs, and while some of the many sidequests got a bit repetitive, it always felt as if you had stuff to do.
Runner-up:
Lament of Innocence was really, really fun. Gameplay wise it was fun to play, with plenty of attacks to try out thanks to the orbs and the many sub weapons, and their combinations. But what was even better was just how well it captured the whole Castlevania essence, this game truly felt like a Castlevania in 3D. And it was done right to boot!
Castlevania: Lament of Innocence 8.0
Saint Seiya: Brave Soldiers 5.5
Two Worlds 2 6.5
Castlevania: Lords of Shadow: Mirror of Fate 6.5
Kingdoms of Amalur: Reckoning 9.0
Overview:
Eh, Kingdoms of Amalur was fantastic and Lament of Innocence was a fun romp through Dracula's castle, but the rest was just so... so... average. Brave Soldiers was deceptively awful. I initially gave it 8.0, as I was having fun, despite how shallow it was, but the more I played, the more I realized that it just wasn't any fun. At all. Two Worlds 2 had the heart in the right place, but it just needed more polishing. Mirror of Fate tried to achieve a happy medium between Castleroids of old and the new LoS gameplay, but it didn't work as well as it should have. It's not a bad game, but it should've sticked to it's original formula.
Game of January:
Kingdoms of Amalur was the kind of game I've been yearning for a while now. Open ended and with a really good combat system. The main story was surprisingly good, specially when it comes to Western RPGs, and while some of the many sidequests got a bit repetitive, it always felt as if you had stuff to do.
Runner-up:
Lament of Innocence was really, really fun. Gameplay wise it was fun to play, with plenty of attacks to try out thanks to the orbs and the many sub weapons, and their combinations. But what was even better was just how well it captured the whole Castlevania essence, this game truly felt like a Castlevania in 3D. And it was done right to boot!
Friday, January 31, 2014
Now Playing: The Legend of Zelda- Four Swords Anniversary Edition
It's not much fun when you only play Single Player.
One of the first games I got on the GameBoy Advance was The Legend of Zelda: A Link to the Past, and I always felt curious towards Four Swords. Y'see, this mode was multiplayer only, and I didn't know anyone else who had the game. Still, I could watch the starting cutscene and marvel at the new graphics. And now, about 10 years later, I get to experience the game which eluded me for years... somewhat.
For this freebie, Nintendo added a Single Player mode(You can still play the older game... only in wireless mode, no online, sadness undying) which is what I will be tackling, and after completing the tutorial... this ain't looking good. At the outset, you can choose a partner of any color, which I thought was kinda cool, even though I wanted Red Link as my main Link, I still get to play as Rink. You play as both characters at the same time, however, Green Link is always in the lead(Godammit) while Rink(Or Bink(Blue Link) or Pink(Purple Link)) follows around... except that he only follows, he doesn't attack nearby enemies or step on nearby switches. He does help you when you lift enemies that must be thrown or pulled from both sides to be defeated, or when you push big blocks, he automatically helps you, however, in order to step on switches you have to press L or R in order to control either Link or Rink individually. When you take control of one of the Links, the other Link will remain motionless, he can't be attacked nor can he attack, pretty disappointing.
I just got through the tutorial, and the game seems a bit boring. Seeing all the items and their possibilities, I'm sure that Multiplayer must be a riot, however, me and I'm sure plenty other people don't have a way to play it. Quite disappointing.
One of the first games I got on the GameBoy Advance was The Legend of Zelda: A Link to the Past, and I always felt curious towards Four Swords. Y'see, this mode was multiplayer only, and I didn't know anyone else who had the game. Still, I could watch the starting cutscene and marvel at the new graphics. And now, about 10 years later, I get to experience the game which eluded me for years... somewhat.
For this freebie, Nintendo added a Single Player mode(You can still play the older game... only in wireless mode, no online, sadness undying) which is what I will be tackling, and after completing the tutorial... this ain't looking good. At the outset, you can choose a partner of any color, which I thought was kinda cool, even though I wanted Red Link as my main Link, I still get to play as Rink. You play as both characters at the same time, however, Green Link is always in the lead(Godammit) while Rink(Or Bink(Blue Link) or Pink(Purple Link)) follows around... except that he only follows, he doesn't attack nearby enemies or step on nearby switches. He does help you when you lift enemies that must be thrown or pulled from both sides to be defeated, or when you push big blocks, he automatically helps you, however, in order to step on switches you have to press L or R in order to control either Link or Rink individually. When you take control of one of the Links, the other Link will remain motionless, he can't be attacked nor can he attack, pretty disappointing.
I just got through the tutorial, and the game seems a bit boring. Seeing all the items and their possibilities, I'm sure that Multiplayer must be a riot, however, me and I'm sure plenty other people don't have a way to play it. Quite disappointing.
Wednesday, January 29, 2014
In defense of Lords of Shadow
Because someone's got to do it.
Being a fan of something is alright, we are all fans of at least one thing. Fanboys, on the other hand, are disgusting close-minded individuals who believe they speak for the majority and that their word is gospel. Fanboys hate change, fanboys hate it when someone speaks ill of something they like, and they derive pleasure whenever a competing brand messes up.
Castlevania Lords of Shadows was released a couple of years ago, and it was a damn fine game. It didn't really feel like a Castlevania game, but it wasn't bad by any means. Castlevania fans hated it even before it was released, since it was different. I understand hating reboots, but these people pass judgement before trying the end result first-hand. This is what happened with DmC, it didn't matter if it was a good game, Dante had black hair so it was garbage. Haters will claim that "If you think this is about the hair, you are an idiot", but their problems can be boiled down to: "It changed, therefore it sucks". Dante's hair is black, therefore it sucks. Fanboys need to understand, that just because it's new or different, it doesn't make obsolete previous entries in the franchise, the older games will be there for them, forever. Don't like it, don't buy it, but don't judge it until you get it in your hands. But I digress, this is about Lords of Shadows and why it ain't so bad.
Being a fan of something is alright, we are all fans of at least one thing. Fanboys, on the other hand, are disgusting close-minded individuals who believe they speak for the majority and that their word is gospel. Fanboys hate change, fanboys hate it when someone speaks ill of something they like, and they derive pleasure whenever a competing brand messes up.
Castlevania Lords of Shadows was released a couple of years ago, and it was a damn fine game. It didn't really feel like a Castlevania game, but it wasn't bad by any means. Castlevania fans hated it even before it was released, since it was different. I understand hating reboots, but these people pass judgement before trying the end result first-hand. This is what happened with DmC, it didn't matter if it was a good game, Dante had black hair so it was garbage. Haters will claim that "If you think this is about the hair, you are an idiot", but their problems can be boiled down to: "It changed, therefore it sucks". Dante's hair is black, therefore it sucks. Fanboys need to understand, that just because it's new or different, it doesn't make obsolete previous entries in the franchise, the older games will be there for them, forever. Don't like it, don't buy it, but don't judge it until you get it in your hands. But I digress, this is about Lords of Shadows and why it ain't so bad.
Art
The character redesigns are fantastic. When I played Lords of Shadows, I instantly fell in love with Gabriel's brotherhood robes, and later, Zobek's. And when Mirror of Fate finally introduced the classic characters into the mix, once again, I fell in love. Many fans cite Simon being a ginger or a barbarian ebing stupid, but Ayami Kojima herself made Simon a redhead in Chronicles(Which is my favorite Simon design, by the way) and the Belmonts were, initially, presented as barbarians. Remember the NES games? Simon and Trevor were fully decked in barbarian armors, Simon's redesign in the SNES game was a barbarian too. It was not until Ayami started doing the art for Castlevania that the characters started wearing more elegant threads.
And one has to remember that Ayami Kojima wasn't always the norm. She only became the official Castlevania artist after Symphony of the Night, but by Dawn of Sorrow Konami went for a awful generic anime direction. Luckily they went back to a more gothic style for Order of Ecclesia, the art wasn't as good as Ayami's, but it was pretty similar. Lords of Shadows goes for a different direction than any of the previous artists, and the designs mesh pretty nicely with the new darker, grittier direction for the series. Try as you might to deny it, Castlevania was always sorta goofy. Finding perfectly roasted chicken hidden behind walls, for example, or how about the colorful armor suits throwing weapons at you? Later in the series, Skeletons became a bit of a joke and they started introducing multiple variations of them, for comedic effect. Dawn of Sorrow had Maids with Vacuum Cleaners, and if you used their power against them, they'd hold their skirts as not to have them blown by the wind. Castlevania never took itself too seriously until Lords of Shadows, which is also the reason as to why so many of the enemies look so generic. I admit it, most enemies in Lords of Shadows were incredibly generic, but Mirror of Fate finally reintroduced many of the classic enemies, like the Fleamen/Hunchbacks, Meremen, Armors and Skeletons. They still lack the personality of their Classicvania counterparts, but that's alright, Lords of Shadows is a game that takes itself seriously, Castlevania is not.
Weapons
The Combat Cross is pure genius. Let's level for a moment, a whip is not a very threatening weapon. I'm not saying it's a bad weapon, I'm saying that a whip is made to inflict pain, but not to kill. Lords of Shadow still had to pay homage to the classic weapon wielded by most Belmonts, so they got a fine compromise: A chain. It makes sense, in most games that allowed the Whip to be enhanced, it would eventually turn into a Chain-whip. The Combat Cross starts off as a chain already, and when the chain is stored, the weapon takes the shape of a cross. A holy item to fight foul beasts. The Combat Cross is a fantastic addition to the Castlevania mythos, it looks fantastic and it makes sense.
Mirror of Fate also reintroduced many of the classic sub weapons, but used the Nintendo-censored versions. The Holy Water became the Oil Flask and the Cross was changed for the Boomerang, which makes sense since the Whip is now the Cross and in some of the older Nintendo games, the Cross was called the Boomerang. The Axe returned, as well as Alucard getting his Bat subweapon back. It was great seeing the classic weapons back.
Story
Spoilers: Gabriel becomes Dracula. Story is a pretty subjective thing, unless you are a fanboy, in which case you already think it sucks. Regardless, I actually liked the story, and I loved the sequel hook at the end. I understand why many would call foul, as Gabriel was presented as Dracula, with no explanation as to why or how, but I think that it was a great sequel hook. I liked the story, so I wanted to know more. I wanted to know how. And I felt it was a fantastic twist to make a Belmont become Dracula.
Mirror of Fate finally reintroduced Simon and Trevor Belmont, and the way they introduced Alucard was really smart. Alucard was Dracula's son, so it only made sense for Gabriel's son to become Alucard, and who is Gabriel's son? Trevor. Why Alucard fights against his father also makes more sense now than before, why he curses his existence too, as we get to see how it all happens, instead of being told(as is the case with Classicvania's Alucard).
Regardless, this is pretty personal, I could tell you why I liked the story, but other people may dislike it for the very same reasons I do. And they are all valid opinions. Unless you are a blind fanboy. As to how it stands against the rest of Castlevania, it certainly is the Castlevania with the most depth and story thrown into the game, but Castlevania was never really about the story. I think that Rondo of Blood was the very first time we got more than and introduction and an ending, afterwards, Castlevania games began placing stronger narratives on their games. I'm not sayin that Lords of Shadows has the best story in any Castlevania game, but it's definitely the one that placed the most thought into it.
Gameplay
Arguably the games' worst feature. As much as Mercury Steam hates the comparison, Lords of Shadow was very similar to God of War. They are different games, with different mechanics, but the way Gabriel and Kratos fight is very similar, at least on a visual level. What has no excuse, however, were the Colossus battles, which felt very out of place in the game. I think the only one that made sense within the world of the game and the story, and was fun, was the last one. What makes it even worse is that there are only three of these, so why even bother? Mirror of Fate toyed with the formula a bit more, and tried to mix Castleroid gameplay with Lords of Shadow gameplay to... rather mixed results. Mirror of Fate, by Castleroid standards, was not too good, but otherwise, it was fairly decent, just don't expect it to be a Castleroid.
How does it fare against older Castlevanias? Well, the first Castlevania games were very original, but then again, the NES era was were most of the classic games were born, at least the ones that we remember fondly. What Castlevania did, few games did like it, there were similar games, sure, but none quite like Castlevania and it's sub weapons. But when people talk about Castlevania, they refer, most of the time, to Castleroids. Know where the name comes from? Castleroid or Metroidvania is the result of mixing Castlevania and Metroid together, this is a genre that was born after Super Metroid(Even if Metroid was technically the pioneer). Castlevania: Symphony of the Night borrowed all the elements of Metroid while adding new ones, like equipping different weapons or using items. What I'm getting into, is that some of the most beloved Castlevania games borrowed heavily from other games, specifically Metroid. Calling Lords of Shadow crap because it's a God of War clone is really stupid when Castlevania stopped being wholly original after Symphony of the Night. If Castlevania: Lords of Shadow is a bad game for being a clone, that makes most Castlevania games bad.
Castlevania Lords of Shadow and CV:LoS:Mirror of Fate are not bad games, they have a lot of room for improvement, but they are not bad. It's OK to like or prefer older Castlevania games, it's perfectly fine to hate them after playing them, but to hate them for being different without even trying it? How stupid is that? And did you notice how the moniker Lords of Shadow is kept in every entry? This are not meant to be full reboots, but rather an alternate timeline of sorts, one that is not heavily burdened with entry after entry of adding or retconning stuff into the timeline. This is a fresh start, a different take on something you like. And if you don't like it, that's alright, your black-vested Alucard will live on forever in Symphony of the Night, and there's nothing Konami can do to undo it.
Tuesday, January 28, 2014
Review #90: Kingdoms of Amalur - Reckoning
Unravel their fates, turn them into a hammer, and pummel them with it!
I'm sure that by now, everyone has heard this game's story. Apparently, 38 Studios went way over budget, acquiring a loan from the State of Rhode Island, and needed to sell over 3 Million units in order to make a profit, which they didn't. Now both 38 Studios and Big Huge Games are gone, and the state of Rhode Island possesses the legal rights to KoA, which no one wants to buy. After all the hassle to get the game done, it'd better be good, right? Or is there a reason as to why no one wants to own the IP?
Kingdoms of Amalur - Reckoning is a Western RPG in the same vein as The Elder Scrolls or Neverwinter Nights, but whereas most WRPGs have very shallow excuses for combat, KoA boasted of having a much more involved combat system. The game pits you as The Fateless One, a player created character that resurrects very early in the game, he knows nothing of his past, but having already faced death, he is the only person in Amalur that Fate has no control over. He writes his own destiny, and he can alter other people's as well. The story is very engrossing, and the game has a very engaging lore to discover. You have the Fae, elves if you will, that have a very different concept of death than humans, or the Gnomes, think dwarves, who strive for machinations and arcane-technological advancements.
As with most WRPGs, you are given a huge open world to explore at your leisure, bar you encounter enemies way beyond your level. The game takes a few cues from World of Warcraft and Fable, as even though the world is pretty large, and you can go anywhere, there are set paths from place to place, and you can't jump, so no forcing your way through mountains a la Two Worlds 2. As you go from town to town, you can talk to NPCs in order to discover more about the place you are in or accept new sidequests. There are tons of sidequests, around 200, and early in the game you'll get swamped by them if you accept everything you come across. At times, you'll go from place A to B, in order to fulfill a quest, and when you get to place B, you'll come across even more sidequests! Kingdoms of Amalur is a game that just keeps on giving!
Enemies are plentiful, your get Wolves, Giant Spiders, Two-headed orcs, Trolls, Skelletons, Mermen and a bunch of others, and The Fateless One can equip many weapons in order to handle them. You can equip two weapons at a time, one on the Triangle Button and another on the Square button. While you can mash your way to victory, you can swap weapons mid combos or perform special moves, both features unique for every weapon type, and perform better combos. Maybe use the Long-Sword launcher, which is pretty fast, and use the Daggers to juggle them while they are helpless in the air, and before they fall, use the Grapple skill to get them closer to you, again. Even mages and their Staves get pretty cool looking attacks! For defense, you can either roll out of harm's way or block attacks, in order to reduce the damage taken. If you are feeling daring, press block just before getting hit in order to parry their attack, and counter with yours! Right between the HP and Mana gauges, you have the Fate gauge, which increases as you defeat enemies or mix your many spells, skills and moves. Unleashing Fate makes everything slow down, and you gain a huge damage boost, defeat every enemy while under Fate and Execute the last one in order to gain a experience boost. It's pretty handy, although if you save it for bosses, you can cruise through the game pretty easily.
Every time you level up, you can allocate one point into one of many different talents: Blacksmithing, Sagecrafting, Stealth, Mercantile, Persuasion and many others. These offer plenty of bonuses, from being able to easily persuade NPCs, displaying enemies, traps and hidden doors on the radar, crafting better weapons and armor to buying from merchants for less and selling for more! Then you get 3 points to allocate in any of the three branches: Might, Finesse and Sorcery. You can place all your points on one, or put point here and there, you get different Destinies according to how you spend your points, and all offer bonuses, so there's no penalty to building your character the way you want it.
As fun as sidequesting is, most of them can get pretty repetitive. Go to point A, kill B, profit. Or maybe kill a certain number of enemies, go to point A and kill the boss that spawns. Almost every quests involve killing something, there are exceptions, but there are not many. The NPCs and situations are not very memorable either. Faction Quests, on the other hand, are worth following through to the end, you'll get nice bonuses and they present fairly interesting narratives, usually with different outcomes according to your choices. Oh, and glitches. I came across my fair share, including: Getting stuck in a spot. I could attack all around me, and tried using moves that relocated or made the character dash, but just couldn't get out of. Another one in which I couldn't open the door that led outside the house, leaving me stuck(Luckily, saving and loading cleared the issue) and once the game froze once I initiate a Fate Execution, so tread carefully and save often, luckily, the auto-save feature is pretty smart.
The game is very colorful, and looks great. There are many different locales to explore which all look very pretty. Character models are not as good, hair looks like plastic!, but they are not awful by any means, and monsters look great. The armors and weapons are very cool looking, even if there could've been a few more of them. The art-direction is a mix of World of Warcraft and Fable, I quite liked it, it's a bit cartoonish but still holds some degree of reality. A bit. Voice Acting is pretty alright, with a game this huge, it's expected to have a wide range of performances, but most are pretty decent. Music is not bad, pretty fitting actually, but nothing you'd go out of your way to listen to.
Kingdoms of Amalur : Reckoning was the kind of Western RPG I was looking for. A game with a large world to explore, the freedom to do what you want when you want, and a fun combat system to boot! The glitches I came across were very annoying, but I only suffered about 4 of them in over 40 hours of gameplay, I think that's not bad. Not bad at all.
9.0 out of 10.
I'm sure that by now, everyone has heard this game's story. Apparently, 38 Studios went way over budget, acquiring a loan from the State of Rhode Island, and needed to sell over 3 Million units in order to make a profit, which they didn't. Now both 38 Studios and Big Huge Games are gone, and the state of Rhode Island possesses the legal rights to KoA, which no one wants to buy. After all the hassle to get the game done, it'd better be good, right? Or is there a reason as to why no one wants to own the IP?
Kingdoms of Amalur - Reckoning is a Western RPG in the same vein as The Elder Scrolls or Neverwinter Nights, but whereas most WRPGs have very shallow excuses for combat, KoA boasted of having a much more involved combat system. The game pits you as The Fateless One, a player created character that resurrects very early in the game, he knows nothing of his past, but having already faced death, he is the only person in Amalur that Fate has no control over. He writes his own destiny, and he can alter other people's as well. The story is very engrossing, and the game has a very engaging lore to discover. You have the Fae, elves if you will, that have a very different concept of death than humans, or the Gnomes, think dwarves, who strive for machinations and arcane-technological advancements.
As with most WRPGs, you are given a huge open world to explore at your leisure, bar you encounter enemies way beyond your level. The game takes a few cues from World of Warcraft and Fable, as even though the world is pretty large, and you can go anywhere, there are set paths from place to place, and you can't jump, so no forcing your way through mountains a la Two Worlds 2. As you go from town to town, you can talk to NPCs in order to discover more about the place you are in or accept new sidequests. There are tons of sidequests, around 200, and early in the game you'll get swamped by them if you accept everything you come across. At times, you'll go from place A to B, in order to fulfill a quest, and when you get to place B, you'll come across even more sidequests! Kingdoms of Amalur is a game that just keeps on giving!
Enemies are plentiful, your get Wolves, Giant Spiders, Two-headed orcs, Trolls, Skelletons, Mermen and a bunch of others, and The Fateless One can equip many weapons in order to handle them. You can equip two weapons at a time, one on the Triangle Button and another on the Square button. While you can mash your way to victory, you can swap weapons mid combos or perform special moves, both features unique for every weapon type, and perform better combos. Maybe use the Long-Sword launcher, which is pretty fast, and use the Daggers to juggle them while they are helpless in the air, and before they fall, use the Grapple skill to get them closer to you, again. Even mages and their Staves get pretty cool looking attacks! For defense, you can either roll out of harm's way or block attacks, in order to reduce the damage taken. If you are feeling daring, press block just before getting hit in order to parry their attack, and counter with yours! Right between the HP and Mana gauges, you have the Fate gauge, which increases as you defeat enemies or mix your many spells, skills and moves. Unleashing Fate makes everything slow down, and you gain a huge damage boost, defeat every enemy while under Fate and Execute the last one in order to gain a experience boost. It's pretty handy, although if you save it for bosses, you can cruise through the game pretty easily.
Every time you level up, you can allocate one point into one of many different talents: Blacksmithing, Sagecrafting, Stealth, Mercantile, Persuasion and many others. These offer plenty of bonuses, from being able to easily persuade NPCs, displaying enemies, traps and hidden doors on the radar, crafting better weapons and armor to buying from merchants for less and selling for more! Then you get 3 points to allocate in any of the three branches: Might, Finesse and Sorcery. You can place all your points on one, or put point here and there, you get different Destinies according to how you spend your points, and all offer bonuses, so there's no penalty to building your character the way you want it.
As fun as sidequesting is, most of them can get pretty repetitive. Go to point A, kill B, profit. Or maybe kill a certain number of enemies, go to point A and kill the boss that spawns. Almost every quests involve killing something, there are exceptions, but there are not many. The NPCs and situations are not very memorable either. Faction Quests, on the other hand, are worth following through to the end, you'll get nice bonuses and they present fairly interesting narratives, usually with different outcomes according to your choices. Oh, and glitches. I came across my fair share, including: Getting stuck in a spot. I could attack all around me, and tried using moves that relocated or made the character dash, but just couldn't get out of. Another one in which I couldn't open the door that led outside the house, leaving me stuck(Luckily, saving and loading cleared the issue) and once the game froze once I initiate a Fate Execution, so tread carefully and save often, luckily, the auto-save feature is pretty smart.
The game is very colorful, and looks great. There are many different locales to explore which all look very pretty. Character models are not as good, hair looks like plastic!, but they are not awful by any means, and monsters look great. The armors and weapons are very cool looking, even if there could've been a few more of them. The art-direction is a mix of World of Warcraft and Fable, I quite liked it, it's a bit cartoonish but still holds some degree of reality. A bit. Voice Acting is pretty alright, with a game this huge, it's expected to have a wide range of performances, but most are pretty decent. Music is not bad, pretty fitting actually, but nothing you'd go out of your way to listen to.
Kingdoms of Amalur : Reckoning was the kind of Western RPG I was looking for. A game with a large world to explore, the freedom to do what you want when you want, and a fun combat system to boot! The glitches I came across were very annoying, but I only suffered about 4 of them in over 40 hours of gameplay, I think that's not bad. Not bad at all.
9.0 out of 10.
Subscribe to:
Posts (Atom)























