This is where the spoilers live, so either don't read it, or don't complain.
So, this game is much like Oblivion and Skyrim in that it dumps you right into the story. To be direct, you start off dead. Two gnomes are pushing a cart with a body on it, and you are the body. At the moment where they are about to whip back the sheet and record information about you, the game pauses so that you can choose your race, and create the appearance of your character.
So, this game is much like Oblivion and Skyrim in that it dumps you right into the story. To be direct, you start off dead. Two gnomes are pushing a cart with a body on it, and you are the body. At the moment where they are about to whip back the sheet and record information about you, the game pauses so that you can choose your race, and create the appearance of your character.
Here, the game diverges from standard fantasy RPG format, because you don't pick a class. There are no classes in KOA:R. Actually, that makes it similar to Skyrim. There are three disciplines, called Abilities, Might, Sorcery and Finesse, which equate pretty neatly with Warrior, Mage and Rogue. You get three points at each level to put where you want in these three disciplines. Sorcery includes spells, staves, scepters (wands) and chakrams (flying disc weapons). Might includes attacks with sword, greatsword, hammer, and other weapons. Finesse includes dagger attacks, archery attacks, and something called faeblades, double ended daggers. There are also poisons, and other things of that sort.
After you set up your character, the dwarves reveal your newly created face, and then they dump you onto a pile of dead bodies...which is where you wake up. Now, you begin to explore and then fight your way out of the vast complex where you were reborn after having died in your first life.
So, that is enough spoilers for now. You fight your way out, and you learn about Fate, and Fateweavers. In the world of Amalur, all are ruled by Fate. Each person has a path through the weave of Fate which cannot be altered, at least not in any major way...until you come along. Shortly after escaping, you are told that you have no fate, that you are the master of your destiny, in fact, throughout the game, you character is called the Fateless One.
The problem is that the game belies that idea. You are pushed along a narrow path, as if you have no decisions to make on your own. You can delay the inevitable next step, but you cannot bypass it, nor can you choose how it will play out, at least not often. The best way to effect the plot line is to dump all the points you can into Persuasion, because then you may not have to fight as often, however, even that did not work for me during the penultimate confrontation with Gadflow. My persuasion attempt was successful, but I still had to fight him.
It reminded me of two spots in Mass Effect, where you have the opportunity to either Charm or Intimidate Saren, but either way, the same scene plays out.
Game designers need to work on more complicated scenarios, not only with multiple endings, but with TRUE multiple endings, and truly different paths to those endings. A persuasive or intimidating character should have the opportunity to resolve ending conflicts without a fight, or at least not the fight he imagines.
In the case of Gadflow, why not have the persuasion work, and Gadflow attempt to change, but then Tirnoch is too strong, and eats him anyway. Even if Gadflow followed you into the final chamber as an ally, it could still lead to the final confrontation with Tirnoch. He would still have served his purpose by getting you into the chamber where Tirnoch attempts to use you escape her prison.
I know there is only so much you can do with multiple storylines in the context of a game, but I think they can do better, and after seeing this in KoA:R, and seeing the same thing in Skyrim, Morrowind, Oblivion, Mass Effect 1 & 2, and reading all of the negative comments about the end of Mass Effect 3, it seems to me that game designers need to get with the program and move on to truly interactive storylines, where the player can effect the story and the ending in a bigger way.
There is one key part where the main quest line splits into two quest lines, but you either do both, or not and in either case, you end up in the same place, where they come back together.
So, like so many other fantasy RPGs, you pursue the mainline quest, the faction quests, and side quests. Some of the side quests are so paltry that they are called tasks. One annoying problem is that some of the tasks never end. You cannot complete the quest, which can be quite annoying.
Fateweavers will allow you to remake your character for a fee. You are set back to level 1, but you get back all the points you have invested in Abilities and Skills. This means that you can try out other builds, and if you find that you are annoyed with some choice you made in the past, then you can undo it. Level 40 is the maximum supported, and I reached that before I even got to the final portion of the game.
The faction quest lines are not quite as much fun as the ones in Oblivion...about on a par with Skyrim, but Skyrim wasn't as good as Obilivion.
I've run out of things to say, so I will stop here.