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Member
(01-27-2012, 09:27 PM)
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#2802
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Banned
(01-27-2012, 09:32 PM)
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#2803
I hate to keep bringing up the word "derivative" but Kingdoms of Amalur: Reckoning sounds a lot like World of Warcraft:Cataclysm =)
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Member
(01-27-2012, 09:33 PM)
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#2804
Keep up the good work, and I hope you check out the OT! :) |
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Member
(01-27-2012, 09:39 PM)
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#2805
The talent behind this game is amazing: Thank you. I hope the gaming community comes to celebrate their efforts. I cannot wait to play the full game. |
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Member
(01-27-2012, 09:42 PM)
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#2806
Have you guys tried "Mark of Flame" from the Sorcery tree yet? Awesome spell and very fun to use.
Have tried the demo three times now (once stealth, once heavy melee and once mage) and found new stuff every time.
Last edited by Sothpaw; 01-27-2012 at 09:59 PM.
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Member
(01-27-2012, 09:43 PM)
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#2807
Really love how the camera zooms out in combat, gives me the feeling of a jrpg but I'm in full control of everything and can see all the enemies. The creatures and enemys are interesting in a good way and cant wait to see what else is in this world. The sound effects and atmosphere are excellent and makes me want to explore the world. Day 1
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Member
(01-27-2012, 09:44 PM)
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#2808
Yeah, it's pretty boss. You can hurt guys that aren't marked if they are close enough to detonated marks too, so the staff vortex -> flame combo is deadly.
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Member
(01-27-2012, 09:44 PM)
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#2809
Curt - You seem like a passionate guy and I'm really looking forward to seeing Copernicus. I hope you guys will be the first company to really evolve core MMO gameplay while keeping the quality as high as players have come to expect. If Reckoning is any indication, you might be on the path to do just that. Thanks for posting and being honest. I wasn't in love with the default difficulty or the early combat depth in the demo, but I'll give the full game a shot next week.
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Member
(01-27-2012, 10:03 PM)
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#2813
Finally had the time to play the demo. I was very pleasantly surprised. I had never heard of this game before this thread popped up, but it really is a lot of fun. I don't have the money to spend buying day one, but I'll most likely either get it for a birthday present in April or pick it up myself in the summer.
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re-sign Martin Rucinsky
(01-27-2012, 10:29 PM)
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#2818
Well, I'd like to play the demo, but when I get to where I assume is supposed to be a town there is nothing and a lot of invisible walls.
Oh well, I'm already set on buying this game. |
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Member
(01-27-2012, 10:35 PM)
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#2820
Newegg's matched Toys R Us $45 preorder price, fwiw, 360 only?
http://www.newegg.com/Product/Produc...82E16874105708 |
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Member
(01-27-2012, 10:41 PM)
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#2822
Played through the demo once. I like it.
Anyone else feel like the field of view is weird or the camera is just too low or something? Something about it made me feel like I cannot see what I want to see. But that's pretty nit picky... It's still a lot of fun, I'll probably pre-order on steam soon. Also, I thought there was gonna be co-op. |
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Member
(01-27-2012, 10:43 PM)
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#2824
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Member
(01-27-2012, 10:43 PM)
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#2825
It seems like there is going to be a patch, either day 1 or later to remove the auto reset so you can see things instead of the grass. |
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Member
(01-27-2012, 11:04 PM)
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#2830
Another Reckoning video for your amusement. Beware of scary Ken SFX!
http://www.gamespot.com/shows/start-select/ |
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Member
(01-27-2012, 11:11 PM)
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#2831
There is also a IGN preview video up.
There part 3 of the review in progress should also be up sometime today I think. |
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XisBannedTier
(01-27-2012, 11:17 PM)
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#2832
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Banned
(01-27-2012, 11:18 PM)
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#2833
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Member
(01-27-2012, 11:21 PM)
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#2834
BTW...Just pre-ordered your game. I liked the demo, hated the LOD issues and the bugs, but reading your posts on the official forums, reading your posts here confirmed to me that you guys take the community serious, you respond and interact with the community and the only way to support companies that do this is to purchase the products you make. As long as you guys continue to listen to the community, provide updates to the games you make, you will have a pretty big fanbase. Thanks! |
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Member
(01-27-2012, 11:23 PM)
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#2835
Also I'll back up what cajole said and invite you to MLB-Gaf.
2004 has been erased from my memory
Pretty much. |
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Member
(01-27-2012, 11:29 PM)
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#2837
Couple of things I've already talked with and about in other places like FoH and our Reckoning forums.
1) "Derivative" Yes, and no. There was a review awhile back that spent most of the article labeling the things in our game 'taken' from other games. Loot = Diablo, Combat = GoW etc., it numbered them. The review ended up at like 14 games (can't find the review anywhere right now) but then went on to the point I try to make to anyone not already bleeding from the ears as I talk about the game. They stated that ya, we did steal from many, but the difference was that we didn't skim the surface, we took that feature we loved and we added our personal touch and craft to it to make it ours, over and over. That's where I believe we did this so different. We're not the first company to take great gameplay and incorporate it, but I think we're one of the first in this genre, with this type of game, to do it so widely AND deeply in a way that in the end, makes this game it's own. 2) Jumping. For the folks in here that are in game dev you know this to be true. Jumping, the addition or subtraction of it has IMMENSE consequences on a few things. The first and biggest to me is world building, like climbing, swimming, etc, every one of those has huge implications on how you construct your world. I promise you had we included user desired jumping we'd have NOT had 130+ hand crafted dungeons, no shot. The other is our combat, if you could jump, we'd have to turn it off or completely change how our combat system works. We wanted a hand crafted very different combat RPG, and jumping would have only made our goal harder to achieve. You can disagree with the decision, but that's the main reasons we made it. 3) Multi-Player. MP is it's own game, period. It's an ENORMOUS undertaking in what was or is an already enormous job. Ask the ME guys. BHG was already 3+ years into the engine dev when we rolled up, MP was never an option. 4) Mod tools- We ABSOLUTELY want players to mod, but we made our own engine, our own tools, our own everything on the tech side. I have very little knowledge of the details but after hearing players early on comment about their desire to see and want them I went to Ian and to Joe and Mike to ask and talk about them. It's not a 'we don't feel like it' reason, it's actually a crap ton of reasons not the least of which manpower and resources, both dollars and time, are now invested in DLC and RPG2 and other Amalur related projects. If there is ever a chance to have it done and done right by us for Reckoning I promise we will try, if a player or players do it, awesome. There's more, but for now, again, thanks to everyone in this thread, good posts and negative posts, for giving a shit, it matters BIG TIME to us that you do. |
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Member
(01-27-2012, 11:33 PM)
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#2839
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Banned
(01-27-2012, 11:39 PM)
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#2840
Ahh this sucks. I feel like I can't say anything negative about the game with Curt here. Mainly because he ended the curse of the Bambino. I know he and the other players think the curse thing was stupid, but it was all too real (and admittedly stupid) to us Red Sox fans.
But seriously thanks for the input and thanks for sending Joe and Ken on tour. I've enjoyed listening to and watching them on various podcasts. Mostly I'm just excited to swap the controller back and forth with my wife as we play your game. |
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Member
(01-27-2012, 11:51 PM)
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#2843
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Member
(01-28-2012, 12:02 AM)
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#2844
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Member
(01-28-2012, 12:06 AM)
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#2845
If Curt is still here I'd like to hear a bit more about that DLC since you brought it up.
How does it connect the world of Amalur to the MMO?
He doesn't seem like my kind of RPG fan so I'm not going to be holding my breath for his review. The IGN reviewer, on the other hand, seems worth listening to. I pre-ordered it because of his enthusiasm.
Last edited by Sylonious; 01-28-2012 at 12:08 AM.
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Member
(01-28-2012, 12:08 AM)
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#2846
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Member
(01-28-2012, 12:12 AM)
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#2847
edit: I forget, did you have to turn that on in the settings? As a side note, it was hilarious when MS screwed up and provided the full download of Fable 2 (instead of episodic) for a bit. That game was quite active again!
Last edited by RiccochetJ; 01-28-2012 at 12:18 AM.
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Member
(01-28-2012, 12:17 AM)
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#2848
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Member
(01-28-2012, 12:19 AM)
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#2849
It's great reading from Curt in this thread. I always got the impression that he was such an avid gamer from the first interviews and reveals and it was what first made me interested in Amalur, and his philosophy being: "well I like this and this and this from these games, so I am going to make one that has all of that" is what clicked with me. Everything in VGs is derivative nowadays, but this game really seems to have found its own identity with well thought out mechanics.
Also, I don't mind the no jumping and can see how it can break stuff for the game designers, especially when they aren't really going for much verticality on their environmental design. Other than a couple of ledges near rivers I never felt it was necessary and I'd rather have the cool combat system than the jumping tbh. Both if there is a point to having both, but baby steps. As long as you are reading this just wanted to say: keep up the good work guys, this game is going to be quality. The best devs out there are the ones who engage the community and have a direct line to them all the time (and also, support their products through constant content :P) so you are on the right track.
Last edited by inky; 01-28-2012 at 12:21 AM.
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Member
(01-28-2012, 12:25 AM)
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#2850
Which is why I said option. You could always turn it on/off in Fable.
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