![]() The game is a huge achievement, but the combat is a drag. My one real gripe is that Bethesda hasn't put more love and care into its combat system. ![]() They do different things and they set out to do different things. Which is really cool when you think about it. These are both games crafted by people who obviously care about the source material and the fans. And in its own way, in its acknowledgment of the need for fantasy to grow into something more - Skyrim is its own love letter to fantasy and fantasy nerds. It's pure epic fantasy, and it doesn't try to be anything else. And it’s what 38 Studios is going to have to learn to do if they want to take their gameplay and use it for a purpose rather than imagining it stands on its own.īut you know, as David points out elsewhere, Reckoning is basically a love letter to the fantasy genre. It’s the stories that we tell ourselves that make the game worth playing, and whether it’s one big one or something so small as making your way up a mountain to take a break at the top, those stories are what Elder Scrolls has always done best. That story is a little silly, and it comes across as very silly when you play through it, but the overarching narrative in Skyrim isn’t much to write home about either: there are dragons, and the player must kill them. Amalur can’t quite manage that feeling: the world isn’t deep enough to warrant that feeling of accomplishment through exploration, and the graphics don’t have the edges they need to hold the narrative the developers try to fill it with. Skyrim is all about the stories you tell yourself: it’s the stranger in a strange land, peering through this snowy world with wide eyed marvel before picking its secrets apart, delving into its tombs and dungeons and gaining the strength he needs to become the master of everything he sees. This also reminds me of David Thier's post on gameplay : The things about Amalur that I enjoy don't diminish the things I like about Skyrim in any way. In many ways it's a better game: it's more groundbreaking, more unique, more ambitious, more expansive, more open. Skyrim is a tremendous game, and I suppose if I was a gamer who really enjoyed the deep immersion that Skyrim offers, I'd enjoy it a lot more. Too often they are different enough, if not entirely different genres, to make that comparison almost impossible. This is the problem with comparing games. But the ease and naturalness of that deck stacking tells me that you're making a cross-genre comparison and so revealing a genre preference." Skyrimwould probably win hands down stacking the deck like that. "I could just as easily broken "immersion" into three parts: "geography", "lore depth", and "'vitality'" (whether it feels like a living world of its own). That's perfectly great! But that doesn't mean the game is "better" than Skyrim, it starts to say they're very different games with very different foci. To me this says that the game is more combat-oriented and you are as well. You gave them points on combat thrice, through "Combat", again through "Magic", and finally through "Fun Factor". Oh, and don’t forget about the trophy and achievement support, too."Kingdoms of Amalur sounds like it's actually a game about combat, like with the Neverwinter Nights series or Dragon Age. More accessibility options such as larger subtitles, brightness sliders, and controller sensitivity among other things have been thrown in, as well as more menu and subtitle languages. Other than that, the Landmark Edition only brings minor changes to the PC version. In other words, if you’re a fan of The Chinese Room’s work, you’ll likely want to give it a listen. The commentary will likely discuss the story, setting, and also the development process of the game. Accompanying the remastered audio is also a brand-new developers commentary with Curry, Rob Briscoe, and Dan Pinchbeck. While the visuals may not have got a touch-up, the audio has been remastered meaning Jessica Curry’s orchestral score will sound better on consoles than ever before. Instead, players will reap the benefits of playing on consoles in a number of different areas instead. ![]() Unlike most games that have been ported over to the current generation of consoles, unfortunately, Dear Esther hasn’t seen much of a visual improvement and is not listed in The Chinese Rooms list of new features and additions. Starting off as a mod for the Source engine back in 2008 before being remade into a retail title in 2012, developer The Chinese Room has now ported the game onto the Unity 5 engine to bring it over to consoles. Dear Esther: Landmark Edition sees the narrative-driven game make its way to consoles for the first time.
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