Ok, well here's the deal then.
Spoiler: general ability stuff
Anything else you're unsure of just ask (or need clearing up, I'm on my first coffee of the day after all). I'll try to find out about alchemy, from what I've heard from people playing along with me is that it's strong but super micro-managey.
Last edited by McKnight; 02-09-2012 at 08:43 AM.
My nephew's birthday is in a week. He's turning 13 and is psyched he can finally play teen games, though the standard has been slipping over the last year or so, and he's even managing to convince his dad to let him play 'M' shooters sometimes... it's become a slippery slope. Anyway, I know he'd love Amalur, but it's rated M. Can anyone who's played pretty far into it give me a sense of why? Strong language and mildly suggestive sexuality along the lines of what you see on broadcast tv doesn't bother his parents - god of war style blood and guts (especially when perpetrated on other humans) and hard R sexuality do though.
By way of comparison, I passed on getting him Skyrim for Christmas even though he desperately wanted it, because of the violence against other human/oids. Any advice welcome, thanks!
I think theres a intense use of violence (like fatalities, and generally the urge to destroy stuff... ) , theres some sexuality... you know ...oh scandly clad elves womens... *sight*.
Other than that, I have not seen much, but I have not progress further than the starting area... probably there are some scary encounters (Spiders!) and some dead bodies.
You guys are making this really hard to resist, I don't have time for this awesome game!
try the smashing your dagger repeatedly through the head of an enemy lying down fatality then for kicks....
Honestly, I'd turn them off if I could
Obviously I'm not saying that there's nothing objectionable from a parenting POV with regard to Amalur since that's subjective. I just find the comparison to Skyrim (and the idea that Amalur is more objectionable) to be kind of weird.
Last edited by Telefrog; 02-09-2012 at 10:35 AM.
I think it's awesome. The world is just the right type of colorful for me, I'm loving the combat system, at least mostly focused on magic, and the quests are plentiful.
Do the fateshift kills get better in the full game? The ones I saw in the demo were very bland and a lot less exciting than I wanted them to be. Kind of like the art style, world design, and graphics in general.
Of course, my scale might be off because I recently played Space Marine. I could watch the foot stomp execution a hundred times in a row and still guffaw at number 101.
They do seem to get more elaborate, at least that's what I've noticed.
It's sort of funny, in that I already bought it for myself, it just hasn't arrived yet, and I paid no attention to the rating until I found out it was my nephew's birthday next week. Anyway thanks for the tips, this is not what he's getting for a gift from us ;-)
Humm... I don't know. I think most childrens tales are very hardcore really.
Cinderella is the tale of a prince kissing a dead women (necrophilia). Then theres other tale for a princess kissing a frog (zoophilia). Hamsel and Grettel is about two childrens facing the risk to be eaten by a witch ( canivalism ).
You forgot Pinocchio (pedophilia).
I'm not a huge fantasy guy anyway, but I rarely skip dialogue in games and in Amalur I hammer the X button during conversations like my life depends on it. I just don't care about the tinkly winkly pixie wixie elfy welfy crap they all spout. Additionally, although the "the world is dictated by storytelling but you're outside of fate so you can change stuff at will" thing is a great idea for a videogame due to the very nature of the player character in an RPG, so far the game doesn't reflect that at all in terms of what I'm playing. Sure, NPCs blather on about how "ONLY THE GODS CAN DO THAT OMG" but I just don't feel like what I'm playing is synching up very well with what I'm reading.
On the whole, when it comes to open world action RPGing, I think Divinity II has this beat aside from the excellent combat.
Last edited by MattKeil; 02-09-2012 at 12:03 PM.
Has anyone figured out how many potions it takes to fill 1 inventory slot? I've definitely seen it go up one slot when picking up a potion, but it doesn't happen every time.
Also, do lockpicks take up slots?