Reckoning lead designer begs for console install; discusses demo bugs
Kingdoms of Amalur: Reckoning lead designer Ian Frazier discusses why the game's demo is buggy, why developer Big Huge Games isn't happy about it, and begs for console users to install the game.
"If you have a hard drive, for the love of god, please install," Kingdoms of Amalur: Reckoning lead designer Ian Frazier begged gamers. "If you're on 360, please install. You will have much, much smaller load screens. Please, please, for the love of all that's holy, install."
Speaking to the bugs found in the game's recently released demo, Frazier noted that it wasn't developer Big Huge Games at the helm of the promotional release. Citing an outsourced job on the demo based on three month old code, Frazier says that some of the more recent bug fixes made to the game were not added to the recently released demo. "So we're all nervous, like, the demo's really buggy," he said.
Frazier promises that the final product "is in way better shape," which he cites as a source of his nervousness, according to event attendees OXM UK and Eurogamer.
"We're very not happy about that. But at the same time, the feedback overall has been really positive. Given the bug situation I'm incredibly happy with how positive the reaction has been." Frazier wouldn't say that the final game is "bug free," saying that "no game is."
Frazier wasn't prepared to throw the unnamed outsourced studio under the bus, however, saying that the company did a "good job" considering the little support they were offered by Big Huge Games. According to the lead designer, the demo team was forced to cut everything that wasn't needed for the demo, including "extra art and audio assets" in order to comply with demo regulations for both Microsoft and Sony.
Of course, Frazier's reasoning doesn't explain some of the feedback the game's demo has received on the Steam forums. Have you played the Reckoning demo? What do you think of the game based on your first experience?
Kingdoms of Amalur: Reckoning is coming to the PC, Xbox 360, and PlayStation 3 on February 7. The game, which was imagined by the team at 38 Studios, will be published as part of EA's Partner program.
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Xav de Matos posted a new article, Reckoning lead designer begs for console install; discusses demo bugs.
Kingdoms of Amalur: Reckoning lead designer Ian Frazier discusses why the game's demo is buggy, why developer Big Huge Games isn't happy about it, and begs for console users to install the game.-
Are two articles enough to start a new "Outsourcing" tag? http://www.shacknews.com/article/70913/eidos-montreal-says-deus-ex-bosses-were-a-weakness
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Hah, yeah... those old games were VERY rough around the edges compared to modern games. WoW kind of introduced the more user friendly way of accepting and executing quests. Really the big thing which WoW did right was take what EQ and UO had already done and just make it user-friendly and streamlined. The quests in WoW (especially in it's original form) weren't any more complex than previous games.. they just were better at wrapping an interesting story around it and made the process of going through them super simple and clean.
EQ and UO were more like huge open worlds for people to live in with some quests thrown in to get you started and figure things out. Once you learned the ropes you were kind of on your own. I don't think this game is too much like that. It's a lot closer to WoW than that. Actually... now that I think of it.. UO really didn't even have quests... that was kind of something which EQ and other games brought to the table.
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Its not in the same league as Fable(btw I do like Fable btw, this is way better) its much better in every way basically its on a different level.
They are similar in combat(the base) but Fable is more like a basic lite RPG and KOAR is a full out RPG, the combat in Fable is one dimensional compared and there is way more variety and things to do.
Really all I can say is you have to try the demo, also do give up on it till you are outside(not that inside sucks it more of a tutorial than the real game). -
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Same, I am with you, I freaking loved the demo(yes there was some stuff not perfect but its a demo and old code) it will be a solid RPG for sure and like you said key "fun as shit" real time combat is such a nice change with all the RPG trimmings.
Also don't forget the LOOT and shit load of classes, talents, spells, combos, crafting, etc.
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If you have the time, listen to this interview with Curt. It starts at about 1:07:35. It's pretty good and you can tell his heart and soul are in it.
http://finalscoreshow.com/2012/01/there-will-be-a-reckoning/ -
My demo hard crashed on me the first two times I tried to play it. It ran fine enough the third. For all the podcast talk about how awesome and amazing the story would be and all of the other high level discussion on games, I was expecting more than a super generic fantasy rpg. The combat is pretty good good though. I won't buy it day one based off of the demo, but when it's like $30-$40 I'll probably pick it up.
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It's so awesome how you have the freedom of putting points into whatever you want and still find success in not focusing on a few stats, thanks to the destiny system. It's truly flexible and makes me want to experiment with all sorts of builds all on a single playthrough rather than having to build a separate character.
I hate to say it but I found it more enjoyable than Skyrim. -
Demo was more fun on the PC then the 360 for me. It's combat system is super fun. I think Amalur does combat better then Fable 2 and WAY better the Skyrim. I am going to try my damnest to hold off on the day 1 purchase foreseeing a sale schedule not unlike what happened to Saints Row 3. While I think the game is worth 50-60$ I don't see it taking that long for the price to drop with all the competition out there.
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