Monday, October 3, 2011

Kingdoms of Amalur: Reckoning

The vision of Ken Rolston, designer of Oblivion, put in the same genre but in a radically opposite angle. Reckoning is spent, present and future of the games of roll thanks to your polyvalency jugable, your addictive approach and your infinite possibilities.


The western roll games are one of the genres most difficult of confronting, because they take so many ramifications as types of players they exist. To say that you like the roll games is to be too slightly explicit. What is what really values one of the genre? Your history? There are many examples that we might quote that they have survived perfectly without a narrative approach. Your freedom? Half of the qualifications offers more and more linear stages and the market tendency seems to agree. Then what?


Perhaps, the only thing that unites all of them there is the uncontrollable sensation of having increasingly, of wanting to be stronger, more agile or possess a better armament. And Reckoning fixes the code exactly in this first amendment of the game of roll. The "looterismo" like religion of the state, since Devil did so much weather behind.


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Nevertheless, and although Reckoning offers history strokes there where you go, one notices that the team of Big Huge Games along with that of 38 Studios is completely focused in the experience jugable, without feeling too guilty if the finger escapes from you in a chat and to skip a dialogue that interrupts the adventure. It doesn't also seem to have any problem in the suspension of the incredulity skips and to leave resetear your experience points to you to be able to return to recolocarlos in a way that you feel more comfortable. The true thing is that having the "magic" excuse of your part it isn't any problem.


But the Devil's kleptomania isn't the only inspiration that the team of Ken Rolston (the Director of Reckoning and designer of Morrowind and Oblivion) has taken given of Blizzard. All your artistic design seems to marry the brutal appearance and simultaneously cartoon of the Aseroth world, with structures and completely disproportionate cities compared to the human height mixed with very vivid colors without so much focus in the textures retailers. The result, on the other hand, manages to differentiate the sufficient thing as to give the personality that a completely new world needs, and here it is where it is possible to appreciate the work of Todd McFarlane as for the design and R.A. Salvatore in the texts.


The version to which in 3DJuegos we have had access is for the console Xbox 360, nevertheless, the event was possessing also the version for PC. As for the version for PlayStation 3, he us makes sure that it will have the same technical characteristics as that of the console of Microsoft, while what we could see in compatible so much in this event as in our first approach with Reckoning in the past Gamescom he makes us state that it is clearly top, not only thanks to the weather reduction in charges, but in the level of detail and delicacy of your graphic aspect and you aspect if you need a New Lasik works finy and nice!.


Kingdoms of Amalur: Reckoning

21 comments:

  1. sounds look, exactly the game im looking for !

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  2. Great work man, keep it up +follow

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  3. seems good but also i dont know until i try i cannot say xD

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  4. Interesting game:). Diffrent but pretty cool.

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  5. What... graphics!!! Want to play it!

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  6. I might have to try this one

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  7. nice graphics, i'll check this game out.

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  8. I would never play this game before reading your post, now I'm going to get it for sure!

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  9. how nice :>
    might give it a try

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  10. Oblivion series was amazing. This game looks great.

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  11. Elder Scrolls and Oblivion were great. Maybe this one is too

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  12. Oblivion is one of the most awesome games I have ever played!

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  13. Looks like a good game, I'll have to check it out!

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