

There are probably more famous people from their respective fields attached to "Kingdoms" than in any other RPG in history. The first title of a partnership between Timonium's Big Huge Games and 38 Studios is not without its disappointments. It's simple to alter one's experience based on the class and race you choose and how you develop your character, the appropriately named "Fateless One." The game has a lot going for it that make the prospects of the planned companion MMO exciting for those who like spending time in Amalur. In addition to combat and logistics, "Kingdoms" has some truly excellent music, fast loadtimes and a ton of flexibility.

#MAGIC TRAIL WEAPON FULL#
While the burden of keeping your gear in good repair is always present, you don't feel like you need to incessantly loot every last corner to get a full game experience. It feels like a callback to the days of a paper-and-pencil RPG character sheet, which may create a steeper learning curve at first but ultimately results in a more rewarding and personal experience with the player character. There's a lot information to take in on the menus. Everything about your character is highly customizable, and more importantly, accessible in a way that feels relevant. "Kingdoms" also does an excellent job of providing a deep character experience, from creation to inventory managament, which can kill a good RPG if not executed well. Howevern, there is a tremendous rush you get in "Kingdoms" when you first realize how lethal you can be using the "dodge" function and shoulder-rolling around a group of bad guys. One pitfall fighting and action/adventure RPGs seem to fall into is including a "dodge/block" function and then making it a complete waste of time to use. The controls are laid out so you can quickly access every ability and equipped weapon you have. It's smooth, effective and, most importantly, fun. Once your enemies are near, the game almost seemelessly flips to a pure "Fable"-style fighting game experience, except you don't need to memorize any impossible combinations to rough up your foes. Some have also unfavorably compared it to a single player version of "World of Warcraft," but for many, including this reviewer, that was the most pleasurable and addictive way to play "World of Warcraft." If "Kingdoms" provides all the joy of solo questing in a large world without the trappings of also being a large-scale MMO, is that such a bad thing?Įxistential dilemmas aside, if there's one gameplay element "Kingdoms" completely nails, it's combat. To make one final comparison to "Skyrim" for those intent on equating the experience, "Skyrim" is a big ball of clay and "Kingdoms" is one of the biggest Lego sets money can buy. ↑ 1.0 1."Kingdoms" is less about the "open world" and more about the "open experience." Make no mistake, while the fictional realm of Amalur is vast and varied, there are invisible walls in in the world of "Kingdoms." Whereas a very sandbox-heavy open world title might require the player to be a "self starter" to get the full experience, "Kingdoms" falls closer to the end of the gameplay spectrum that continualy nudges you to building your player's history even if it's not at all a linear path to a dramatic end.In some cases, certain moves might even involve the change of the sword's properties, such as its length. A number of different blades can be employed for such Magic, with the most recurring ones being longswords and katana. In addition, the user can also remotely maneuver several swords at the same time. Some Sword Magic techniques seem to involve the use of elements commonly found employed by elemental forms of Magic, such as Fire Magic or Water Magic. Many of such moves are shown capable of going past the physical reach of the blade employed in their use, threatening foes at short-to-mid range.


A Magic which, as the name itself suggests, is focused around the use of swords, with those weapons acting as mediums for the user to perform particular attacks.
