Amalur is an excellent and well paced hack`n slash rpg.
If you enjoy fast and colourful combat, picking up big, bristling, bulging bags of loot and eventually becoming so empowered you can swat the greatest monsters a fantasy realm has to offer as if they were a miniature version of Tinkerbell then you should certainly check the game out.
Combat is the backbone of Amalur and it is immediate, fluid and fun. A combination of any primary and secondary weapon, shield (or much cooler looking talisman), along with magic and special attacks give the battles a frantic, explosive look and more importantly gives the player a lot of option in how they want to grab their next bag of XP points. Attacks are strung together on how you time them and combine one with the other rather than having to learn a bunch of preset button sequences. A `Reckoning' bar fills up as you fight and can be activated once it is maxed out which slows time (for your enemies), greatly powers up the player character and allows up to double the XP for a battle following a final slo-mo kill. More than just the mechanics of how it hangs together though, combat is full of great little moments that reveal themselves the more you play.
Tied into the combat is character progression which allows for any custom design across three spheres advancement; might, finesse and sorcery. Fate cards are further unlocked during play which in turn can be used to supplement your playstyle. Outside of combat a single point each level can be spent on typical adventuring skills and it is here Amalur shows it's whole (Fate) card.
Most hack n' slash rpg's are happy to provide exactly that. Fight, earn loot and pick a skill tree and get back to the hacking. Amalur also has one eye on providing a solid rpg experience. There are mini games in the form of picklocking and dispelling treasure chests plus useful skills including detect traps, item forging, magic gem crafting and potion making. The crafting is fun and deep and like the combat it gives the player a lot options to play with and whilst picking locks is far too easy the dispelling mini game is a nice little challenge with the added sting of picking up a curse if you keep screwing up. And then there is the `Persuasion' skill and it is here Amalur stubs its big fantasy toe.
The world of Amalur is drenched in history and lore, wonderful snippets of which can be discovered by unlocking lore stones that are strewn across the land and provide poems, anecdotes, and famous tales, all nicely voice acted. That quality and character does not stretch to many of the npc's that populate the world. Too many of the quest givers you encounter are exactly that. A sign post to your next quest. They usually have many lines of dialogue but are more like dry encyclopedia's of game history than personalities. Combined with very stiff facial animations, all too similar character models, flat voice work and stale writing it does take the bounce out of Amalurs step. Having the option to `persuade' them during dialogue is unfulfilling and ultimately worthless because there is no personality to care about. There is also a lack of dialogue trees which can create a great atmosphere in feeling an interaction with a character could have gone one way or the other had you played it differently or had a `persuasion' skill to lean on. Instead there a list of options that lead nowhere but to another history lesson or piece of exposition. The quests themselves are a mixed bunch and too often they resort to nothing more than `kill the wabbit' for the quest completion XP bonus.
The other downside of Amalur is the rather unambitious art direction. The graphics are big, chunky and bold and do a fine job of bringing the world to life with the fantasy side of things definitely pushed forward. Motes of blue fairy dust filter through the air, oversized colourful plants grow just off the road side and where other games go for muddy realism Amalur adds a splash of peacock colour. It is a shame the races that populate the world don't look a little more fantastical or at least different to so many other games out there. Elf-like races and Fae have pointy ears, humans have well muscled bodies and big chins and gnomes are small and enjoy rich facial hair. A little more flair and distinction from Amalur's peers would have been nice. The monsters you fight do fare better however once you move away from those rpg stalwarts the giant spider and his cousin the giant rat.
Those criticisms of Amalur do come with one caveat. They tried.
The combat, crafting, character advancement and tons of loot you are rewarded is well designed and fun. The game world has a rich backdrop of history and event, looks great and is full of reward and activity. There are a lot of cool looking weapons and powers to wield and some great looking monsters to slay. If the populace sharing the world with you had more spark and substance, some of the side quests genuinely twisted, turned and held some surprises then Almalur would have had the lot. As a first effort from a new IP Amalur shows a lot of promise and is a blast to play.