The lights are on
With the grand talent put behind this game, it'd be difficult to disappoint. Introducing fast gameplay and streamlined environments, Big Huge Games crafted a nicely paced, not overly articulated RPG. No longer ground into the gritty realism or the over saturation of bogus items, KoA:R introduces a style of RPG I have forgotten about since Morrowind.
Big Huge Games' debut is a TKO, delivering indepth combat and skill sets that are certain to entertain for hours. On top of the deep skill system you have the ability to clear your stats (all obtained skill points will sit in a pool) so you can redistribute as you wish. Want to blacksmith immense armor pieces? Learn your craft, apply, then redistribute to sage crafting. Very deep, simply intricate.
Combat grants the player unfathomable methods of destroying the monster-kin of Amalur. Divided among three simplified categories of Finesse, Might and Sorcery, the player is allowed to mix and match as they see fit (keep in mind, you can ALWAYS redistribute later on). I can now play as a roguish mage (or is it more a magical thief?), a warlord with unquenchable destructive urges - you get the point.
The game's story is slow, simple, and straight forward. While I can see this being considered somewhat a flaw, it serves as a template for learning the very archaic and detail-rich universe. I have thoroughly enjoyed my time with Amalur, and will continue to enjoy it until I deem it finished.
Give it a shot - it deserves your time.
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