Prior to the release of the Kingdoms of Amalur: Reckoning demo, I was worried about the game’s potential success. It is, after all, an EA Partners game; the same program that failed in marketing Alice: Madness Returns and Shadows of the Damned at any significant capacity. Fans of western RPGs are also coming off playing through Skyrim, so expectations for other games in the genre are going to be through the roof, which may not be a good thing for Amalur’s perception despite having the designer of Morrowind on board.
Now that the demo’s available, I’m even more worried. It’s a known fact that RPGs don’t tend to demo very well, and Amalur’s represents the pitfalls some of them can have. And more.

Were amidst an interesting time where there’s a backlash against long, drawn out tutorials, which contain the feeling of making the player feel like a moron. While that’s not an accurate description of Amalur’s, it takes a while to pick up the pace. Apparently the developers felt it incredibly necessary to explain in detail that this game’s combat is very different from any other WRPG. It has its similarities to other action games like God of War, down to implementing QTEs. Combat in many other WRPGs can be pretty clumsy, this is comparatively a breath of fresh air.
It will take about 25 to 40 minutes to finish the tutorial dungeon, depending on how much you want to learn about the game’s back story from the characters, or how much you want to explore. After finishing it, you’ll be granted access to explore the world of Amalur for 45 minutes (which you can check via a timer in the menu). This gives the player time to experience a little of everything the game has to offer. For instance, you’re free to run into the first river you see and swim to a hidden cave to find special treasures. It’s the kind of exploration that makes RPGs of this type a joy to meander around in.
When you
arrive in the first village in the demo, you can purchase items and weapons -- which
you won’t need if you’ve done some extensive exploration before reaching there.
You can also go on some quests for the townspeople, though a good deal of them are
impossible to complete in the demo (the game tells you which). The quests are
when the demo starts getting very addictive, leading to the “just one more”
syndrome until time runs out. The main concern, of course, is whether everyone
curious about the game will be able to tolerate the tutorial long enough to get to this material.

And if they’re not put off by the tutorial dungeon, they might be dissuaded by the plethora of glitches present. It’s loaded with usually-intermittent graphical and sound errors that, while not severe, can be pretty annoying. I was lucky enough not to encounter most of them (I played on PS3, by the way). But there were times where the ground wouldn’t load upon leaving a house in the first village, making it look like I was walking on a giant mirror. Some players have reported that their sound goes in and out, while others claim they lost it completely minutes into the demo. The demo was made on an earlier code, so it shouldn’t be a problem in the final game. But will everyone who played the demo know this?
Reckoning has the potential to be an excellent game, but it was already going to have a tough time on the market due to a glut of good-looking titles releasing along with it. But there’s the chance that they’ve gained new purchasers in anyone who was curious about the game, or decided to play through all of it for the Mass Effect 3 DLC gear and found an interesting RPG buried within. The game hits retail shelves on February 7th.




























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