I will be starting the writing revival with a piece from the thing I know and love best: video games. Sorry, I promise that one day I will once again write something that has absolutely fuck all to do with games. But today is not that day.
Anyways, I had played through everything in my collection and was searching for something new. During my search I saw that a particular game was getting really good reviews and was apparently revitalizing some particular aspects of the RPG. This game was Kingdom of Amalur. I decided, what the hell, and gave it a shot. After all the hype, it turned out to be fucking cat's ass of flaming pile of failure. So, let us journey into the whimsical territory of outright suckage.
1. Why should I give a shit?
So Kingdoms of Amalur: Reckoning started out with a promising story. After the opening cinematic that sorta explains the scope of the war Amalur faces, you meet your character. Your character is the first mortal that has ever been resurrected and as such, doesn't have a preordained fate. You are The Fateless! You can literally change the fate of everything! You can win this war! How bad ass is that?! Alright, so I was hooked. Holy shit, maybe these reviews were right, this RPG has its balls on lock when it comes to a big story.
So as I set out with Jesus the Facefucker (what else was I going to name the first resurrected, no longer bent to the ills of fate mortal?), I got introduced to the combat mechanics, which felt great. The combat was in real time and, despite having those shitty numbers ticking above everyone's head when they took damage, it still felt like I was smacking an asshole with a rusty sword, that was nice. I was taught how the Y'all Are Megafucked Hyper Combo (or whatever you call those things; to me, if you build up meter and then unleash an ass beating ejaculate, it is and always will be a Hyper Combo) which looked awesome (you literally get to rip the fate out of enemies because you know, video games).
Behold, Jesus the Face Fucker
Well fuck me, the reviews were right! Give me a sixty hour quest of ripping the fate right out of the assholes of Orcs and Goblins in a massive war torn country and Jesus the Facefucker and I were going to have a rip roaring time together! But then I got to the first town.
The first town was pretty. The people were happy. The economy was just fine. What the fuck? Just a few minutes ago, I woke up from the dead and was attacked by The Bad Guys. An Important Character told me that this was the farthest inland The Bad Guys had ever made it in the course of the entire goddamn war! I am now maybe a mile from where that happened and these people are just dancing around, dick in hand. Why aren't you panicking? Why aren't you straight shitting your pants? These dudes have been getting the ever living fuck beaten out of them in a war for years, why is the economy ok?
On top of that, my dialogue tree allows me to freely and casually tell people that I am back from the dead. Their reaction? Holy crap, I might as well have asked them if my character has awesome mutton chops. They pretty much just say, "Well yeah, I guess that's about right. I am gonna go fart on the neighbors dog until it tries to bight me in the sack. G'day!"
So what, you used to be dead. Big deal, wanna fight about it?
So aside from an obligatory 'War is hell' style quip here and there, apparently no one really gives a shit about this massive war or the encroaching forces that are now in the goddamn country. On top of this oddity, no one thinks it even a smidgen strange that a dead man is walking among them.
Alright, alright this was only the first couple hours of the game, right? I can't hit the 'Don't give a shit button' yet! There is probably so much more to come.
What was to come? Side-quests, fucking side-quests everywhere. Now, this is an RPG. That means that one needs to stop hitting his or her self with a claw hammer if they don't expect a few side-quests to be sitting around. However, Kingdoms takes it to a whole new level. Every town, village, campsite, city, or even the middle of the goddamn woods will reveal at least half a dozen side-quests (and there are hundreds of settlements to uncover). All of these are the usual bullshit tasks you expect from RPGs (find my trousers, kill every indigenous species in this cave, I lost my trousers again, someone stole my books, twat a dozen gazelles and bring forth their hides, sorry but pants again). Each one shamelessly plugs in a bit of the lore of the world the designers have built which can be kind of neat, but none of them have anything to do with the main story. After accomplishing two main story missions and eighteen fucking side-quests, I just started skipping all of the dialogue. All of it.
How many times, Darryl? How many times?!?!?
The story, when you have the patience and sobriety to listen to it, makes it obvious that the war with The Bad Guys is a big goddamn deal. What more do you fucking need? Why do I have to run all over the fucking place doing ridiculous bullshit? Where is the immediacy? Why couldn't they make most of their side quests at least tie in with the whole 'impending fuck all doom of a war' theme? Why am I tracking down this moron's lost books when I could be helping a small town ready its defenses? Why am I skinning wild life in order to summon a troll in order for this bitch to get a magic ring in order for Jesus the Facefucker to smash her to death and steal said ring when I could be tracking down enemy settlements?
It never, ever gets better. Well, maybe it does, I gave up after forty-two hours. But that is forty-two fucking hours of never once feeling like I was making a difference.
So, developers of the world, remember that I need a reason to give a shit. I don't care what the story is, you must give the player a sense of immediacy..
2. The World Is Not Nearly As Big As It Seems.
Even though it doesn't make sense story wise, the world of Kingdoms is a really pretty game with a bunch of detailed,. varied environments. Whether you are in a lush forest, a big ass desert with soaring canyons, a massive city, or whatever. It all looks massive and grand. Too bad it is all a well crafted lie.
A very pretty lie
First of all, your character can't fucking jump. The only time you can jump is if you come to a specific 'Jump Spot, just like in a Legend of Zelda: Ocarina of Time...you know, a game that came out nearly fourteen fucking years ago!
So your character has come back from the goddamn dead and is the dude or dudette that can single-handedly change the outcome of a previously lost conflict but he can't fucking jump? Oh that is just a hurricane of ass.
What this turns into is a clever way of concealing how limited the world really is. See those high cliffs? Better hope there is a trail that gently leads you up to them or else they are just another wall to your exploration. See those waist high rocks that lead to a small thicket of trees, just decoration.
Speaking of trails, the routes you may travel in the seemingly massive world are surprisingly linear and direct. Sure there will be plenty of areas where you can head off the beaten path to dick around for a bit but these never truly get you anywhere. Nearly every settlement or place of interest is found by following the developer's guiding hands, cleverly disguised as roads or trails.
You will follow the trail, fuckbag.
Why would you spend so much time building such a pretty world with a novel's worth of lore and story and put the player through a very pretty version of a corridor shooter? I mean, we have games like Fallout, Grand Theft Auto, Red Dead Redemption, and many more that generally reward the player for dicking around and exploring the playground that is the developer's world. Here, in Amalur, all you ever get might be another trinket in a chest. Nothing to do, nothing to see, and certainly nothing to gain.
3. Broken Mechanics Are Broken
Remember earlier how I said that the combat felt great? Well, it did for the first five hours. However, once I started to get used to particular skills, the flow of combat, and how to level my character in the proper way, I became an unstoppable force of pure destruction. In the forty or so hours I played the game, I didn't die once. Nothing could stop me, ever.
You see, there are a bunch of ways to handle combat in the game. There is magic, stealth, bow and arrows, and a variety of melee weapons.
Let me tell you this, craft yourself a good ass hammer, invest heavily in one of the two ranged options, find solid armor that heals you over time, and some armor pieces that boost whatever ranged option you took and you will never need anything ever again.
Not even the Lollipop Guild can stop me!
Too many enemies to hammer fuck to death? Use the unlimited sprint your character automatically has to gain some distance and then use the constantly regenerating magic meter or arrow supply that your character automatically has to pour your wrath into your foes. Clean up the rest with your hammer. Take any damage, that's ok! Just have yourself a cigarette, or make a sandwich, or fuck with the cat for a bit and your armor will heal you right up. Do this for every encounter and you never lose!
For a while I was having fun finding treasure chests and piles of various loot to either use or sell. But once I found that aforementioned kit (a really good hammer, a really good bow, the skill tree for the bow, and healing armor) I realized there was no point! None at all. My hammer wasn't even getting close to being outclassed for twenty goddamn hours of play. That is right, I was able to use the same kit for twenty hours of play! What is the point of going through all the development hell of dumping dozens and dozens of weapons and gadgets in a game when every enemy is so easily overcome by one load out for so long? That is insane!
Bring it, Fuckbag
So maybe you decide to mix up your kit just for the sake of keeping things challenging. Huzzah! Scouring the world for chests is suddenly fun again. That is until you make the mistake of investing too heavily into the lock picking skill. See, after a certain amount of lock picking skills gained, you can automatically force open any chest of a certain level. Invest enough and you can force open all but the hardest of chests! What the fuck? Forcing a chest only takes one lock pick per chest. This means that if you find yourself a good twenty-five picks you will be set to skip the normally required mini-game for hours on end.
After eighteen hours, there was literally nothing that could stand in my way (aside from magically guarded chests, but those are rare and I didn't give a shit). No enemy could stand before me, no chest was too hard to open, and I had been skipping the dialogue and story due to mind melt for thirteen hours. Holy shit, this game had lost all of its fun in eighteen hours and according to the reviews there was a good forty-two to go before I got to the end game.
I tried, I really did. I powered through for nearly another twenty hours of gameplay. I thought surely this can't be it. Surely the story will explode right around the corner, finally I will fight a Bad Guy that truly tests me, or maybe there will at least be a few more high difficulty chests. But there wasn't! Ever! So maybe I just had to play the game longer, maybe I was really close to the cool parts. But fuck me, if I have to slap my dick around for fifty hours before something interesting happens, that is when I stop slapping my dick around and find an activity that instantly and constantly entertains. Fuck you Kingdoms of Amalur, you have failed me.




