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Kingdoms of Amalur: Reckoning. Game Review

In the already distant 2012 came the expected Kingdom of of Amalur: Reckoning. Passage of this game promised to become an interesting and unforgettable spectacle, which was expected by millions of gamers. Still, after all on its creation very eminent developers worked, that should make a masterpiece the future Kingdoms of Amalur: Reckoning. The review of "Igromania" informed the players that Robert Salvatore (the author of many fantasy books) worked on the script, drawing was directed by Todd MacFarlane (comic book artist who created "Spawn"), and the general work was headed by the creator of "Morrowind" - Ken Rolston. But, as often happens, the stellar composition was not able to fulfill the plan.

System requirements

To begin with, we'll talk about what might be required to launch Kingdoms of Amalur: Reckoning. The review, which you will read further, is not intended to discourage you from playing this unquestionably interesting game, but to prevent and reduce excitement, so that you will not be disappointed in your expectations.

In order to play this RPG, you do not need any superpower. Even for 2012, the system requirements were very democratic. All you need is a dual-core processor with a frequency of 2.4 GHz, 2 gigabytes of RAM and a video card level GeForce 8800 GT with 1 gigabyte of memory.

To run this toy at maximum settings, you will need a computer with a quad-core processor with 2.4 GHz, 4 gigabytes of RAM and a video card that is similar in power to the GeForce GTX260.

As you can see, the requirements are very democratic for such a vivid and lively game as Kingdoms of Amalur: Reckoning. The review, which will read below, will allow you to fully appreciate the ability of developers to optimize their game under the weakest computers.

Plot

He is old as the world. However, it is unique in its own way. In a far-distant world called Amalur lived several races - Humans, Elves, Dwarves and Fay. Humanity, "dwarfism" and the elven race (despite longevity) were called the Peoples of the Ashes, since death came to them once and for all. Fay is an immortal creature that passes through hell after death and returns to life.

And here among this majestic race begin to appear apostates and racists who are confident in their superiority over the lower forms of life and decide to exterminate them. The apostates call themselves Tuatha and declare war.

The history of our hero begins some time after the beginning of this "crusade". The people of Praha gradually lose the war, despite the numerical superiority. The immortal troops of the Tuaths slowly but surely win. At the same time, weak races are trying to develop a device that will resurrect the dead. And the first of them is the main character, waking up in a dump for the corpses and not remembering himself.

First problems

And here an interesting idea and a fairy tale abruptly turn to the very dust, which is called the weak race in the Kingdoms of Amalur: Reckoning. Review and feedback from the players that they leave in a variety of forums may indicate that the game is becoming a semblance of the seediest MMORPG.

You are given quests - bring, take, kill - that can not please an interesting storyline separately, as it was in Dragon Age, they are not able to diversify and the main story in which everyone keeps saying that you are the chosen one Morrowind?) With its undetermined fate.

Perhaps, this is the only interesting solution in the plot. If in ordinary games the user becomes the chosen one with a certain destiny - to become a hero, to defeat the dragon, to save the princess - then everybody will say that you are free from fate. After all, the future of all the other inhabitants of Amalur is predetermined ... That's only this will not change anything, and at the end of the game you still have to defeat the dragon ...

The non-linearity promised by the developers of Kingdoms of Amalur: Reckoning, turned into a farce.

Races

Having dealt with the plot, let's get down to the gameplay and the game itself. Unlike many other games, you have a choice when creating a hero. The first thing you need is to choose your future race. This will determine the direction of the character's development and how he will be able to pray to the gods.

Despite the fact that there are gnomes in the game, you can not play for them. You have four options to choose from.

  1. Dokkalfar (the elf). A kind of intellectual elite. They are charismatic and intelligent. This race is ideal for those who want to play the magician.
  2. Llosalfar (the elf). In any other game, they could become forest elves or druids. Keepers of the forest and order, which are also more prone to magical sciences.
  3. Varan (people). A mercenary, a traveler, a trader. A closer class will be the Dodger (robber, archer). Of the skills stealing is good.
  4. Almaine (man). Warriors (paladins), whose life is dedicated to the fight against Darkness in all its manifestations.

Despite the fact that the description of the races makes you think that for someone class they are better suited, your choice will not affect the skills.

Worship

Each race worships its gods. To save time, we have compiled a table for you. See the intersections of the columns. If there is a dash, the race does not receive a bonus from this patron.

Summary table of worship of the Gods
God Dokkalfar Llosaflar Varan Almaine
Arilla

+ 5% CP

+ 1% Crit Strength

X X X
Belem

+ 8% crit damage

+ 1% Crit Strength

X X X
Varaikor X X

+ 6% attack and def fire

Gaia X

+ 5% def

From magic

X X
Inadon X + 10% HP X + 10% HP
Lyria

+ 5% mana

+ 5% MP Regen

X X X
Lopoku

+ 6% Poison Damage

+ 6% deficit

X

+ 6% Poison Damage

+ 6% deficit

X
Mitaru X

+ 5% mana

+ 5% CP

X

+ 5% mana

+ 5% CP

Nyordir X X

+ 6% attack and

Def ice from cold

X
Onishan X

+ 6% attack and

Deflation from lightning

X X
Tidron X X

+ 5% physical. Damage

+ 5% Armor

Etin + 10% mana X X + 10% mana

As you can see, the classes are fairly balanced, and the bonuses from the patron are transparent hints at which class they will be more suitable for.

Combat system and classes

We have already considered the gods and the race in the Kingdoms of Amalur: Reckoning. Unfortunately, this review does not give us much. The main problem is that most of the characteristics of the characters depend on pumping it "into the field". There are several nuances that are worth remembering when playing this game.

  • There are only 3 branches of character development - magician, archer, warrior.
  • You can simultaneously pump out various aspects of personality, but remember that skill points are not infinite, and new levels are taken with difficulty.
  • In order to learn some skills, you will have to spend skill points on something useless. So, by improving the ability to own a dagger, you can open access to more advanced techniques of handling onions.
  • In the game, the "mouse click" method works. You can kill opponents with autoattacks, but it's much more effective to use combobooks.

This is the minimum that every player in the Kingdoms of Amalur should know: Reckoning. Overview of classes, if it is compiled in full, can take just a huge amount of time. Despite the fact that the tree of skills in each branch is relatively small, and each skill can be improved to a maximum of 5 steps, there are an infinite number of combinations that a player can assemble.

In addition, you will open maps of destiny, combining different classes. This will give you extra bonuses and "buns".

Retribution

This idea is old as the world, but even in the Kingdoms of Amalur: Reckoning, it will play with new colors. The bottom line is that, by fighting with many opponents, you will gradually accumulate a combat resource - the energy of fate. After reaching 500 units, you will be able to enter the retaliation mode, increasing your damage and slowing down opponents.

This is somewhat reminiscent of Devil May Cry (especially the 5th part) when reincarnating into a demon and the system of limits from Final Fantasy. In general, this function will save your life more than once in battle with a boss or a large number of opponents. Yes, and when fighting with ordinary monsters (of which there are most), you can get more experience entering this mode.

Such is the combat system in the Kingdoms of Amalur: Reckoning. Overview we continue the story about the system of factions.

Fractions

As such, there are no factional features here. In the Kingdoms of Amalur: Reckoning, the passage of the faction to the end does not give anything special except for the experience. And given that quests do not differ in variety, you will not be able to learn anything new about this fabulous world or the secret life and intrigues of "houses."

  1. House of Ballads. Adventurers, knights, bards - these are the main estates belonging to this faction. They are searching for legends. All tasks are easy enough, except for the final ones.
  2. Sworn to the War. Mercenaries, who for a considerable fee fight on the side of the Light. However, even they have their own problems. Taking part in the life of this faction, you will have to expel Niskar, which harm local lands.
  3. Travelers. A completely innocuous name for some guild means not at all what you think first. Thieves and scammers are the main members of this fraternity.
  4. School of Secrets. It is quite an ordinary name for the monastery of the sorcerers, if compared with other games. According to legend, they are those who are able to change the destiny of any being. This puzzle is perfect for your protagonist, who has no destiny at all.
  5. House of Valor. You have to go through 7 long missions, fight in the arena and, eventually, find your own home. Why he is needed in this game is not entirely clear, because the gameplay itself is not so long, and the return to the old locations is meaningless.
  6. The House of Sorrows. Apathetic and silent winter Fei, who make up the core of this faction, just watch the world die. If you enter here, you will have to accept their ideals.

This concludes our game Kingdoms of Amalur: Reckoning review. Part 1 of it we devoted to the game mechanics and some aspects of the development of the character. Now it's time to briefly tell you about the plot of Kingdoms of Amalur: Reckoning. The passage will be very brief, so as not to deprive you of the pleasure of knowing all the details of the story.

Part 1

For ease of parsing the plot, divide it into three parts, 4 chapters each. It is worth noting that the game itself is not long, but most of the time you will go to the pumping of the character side quests, so it was easier to go through the main story. So, Kingdoms of Amalur: Reckoning, the passage, part 1:

  1. Out of the darkness. You come to your senses on the mountain of corpses. Pick up a weapon near one of the bodies and look for a way out. Not far from one of them you will meet the same gnome who resurrected you, and help him fight back the attacks. Get on the marker before the exit, and the dwarf will open the passage. Here you have a few conversations, and then escape.
  2. To the light. This stage consists in traveling to the city of Garhart to the "Weaver of Destiny". After that, you will be sent to a certain Arden, but he will be dead. An unknown elf will give you the following task. You will go to the area of Dellach to Agarz. After talking with him, follow the guide into the caves. After a series of battles and regular chatter, the task will be completed.
  3. Hunting for hunters. Now your way lies in Didhenkhil. There you will receive the following quest for an adventure in the cave. Go to the end and break the stone.
  4. Old friends, new enemies. Now you will visit the Ballad House, and from there you will go to Caer Niralim and kill the next troll. After that, you will be sent to the gardens of Aisa.

Part 2

Despite the fact that the plot seems very simple, the hero along the way will meet a lot of interesting locations. Do not be lazy to investigate them and go through additional tasks.

  1. The approaching storm. After the Gardens you will be sent to the Supreme Court of the Kings and put the Code there on the pedestal.
  2. Old friend. After a series of conversations you will be sent to the desert of the Detai, or rather to one particular cave (Saltwell). Find in it Hugo and protect from the killers.
  3. Enemies at the top. Here you have to run the messenger to Adessa and back. And then defeat the Templar.
  4. Great everyday life. You have a walk to Emir. From there you will be directed to Urul-Taska, and then - to search and activate the Stones of the Winds. After that, go to the fortress and defend the general. After the victory, the quest will end.
  5. Breakthrough of the siege. First you have to get to the city of Raisir. After several dialogues, you will sail to another continent. There, talk to the commander several times and take a walk around the city. Then they will take you by the hand again to the next task. Remove the siege from the city, kill their commander and called monster.

Part 3

Here begins the final stage of your adventures in the Kingdoms of Amalur: Reckoning. The review though not full, and the passage is very short, but the completeness of the plot allows you to evaluate in all its glory. This game would be worth it to be born as an online project, but ... Something at publishers has not grown together.

  1. Quiet waterfalls. Having removed the siege, we immediately go for reinforcements to the Klyurikon region and fulfill the task of the local head to destroy the chapels.
  2. Echoes of the past. After the next dialogue you will be sent to Dannestar. Fight off the zombies and go to the tower. After a series of dialogues and another "mahacha" with corpses, the task will be completed.
  3. Pride goes before a fall. Go to the fields Haber. After a series of dialogues, defeat in two duels. After that you will have to go to the House of Pride and clean it from enemies, including the Dark Knight. Outside, destroy the crystal and skip the next dialog.
  4. Retribution. After talking with your friends, stamp in Alabaster. Hack through hundreds of enemies that are not capable of causing significant harm to the character from level 38. Then save your friend and after the conversation begin the attack. Destroy the House of Vengeance, kill the Viceroy, and then Gadfly.
  5. Pay. Follow Elin deep into the dungeons. There you will face the final battle with the main demon.

Summary

In general, the developers have got quite an interesting project. Despite the fact that they borrowed a lot from other games, Kingdoms of Amalur: Reckoning shines with bright colors in the role of the next slasher. It does not save the plot, nor the craft system, nor the graphics. However, players continue to highly appreciate this creation primarily thanks to the system of combat, which at later levels can compete even with Devil May Cry. We hope that our review of the Kingdoms of Amalur: Reckoning game was useful for you, and you were able to get all the necessary information from it.

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