IamLEAM1983 said:
One of my biggest problems with Amalur is how it handles its story, actually. Skyrim knows to let the environment speak and to present its fiction in digestible chunks. On the other hand, Amalur is bloated with exposition that's delivered in a fairly lifeless manner. It doesn't help that while Skyrim's world design ensures that there's always something around the corner, Amalur is mostly lifeless until you run into some other town or encounter the same mob for the -nth time.
The only thing Amalur has going for it is the combat. Not to piss on anyone who appreciates R.A. Salvatore, but cribbing from Celtic mythology for a change doesn't save what's ultimately a fairly bad example of kitchen-sink design. Amalur's been competently put together, but there's just no uniqueness or personality to it all.
On a personal level, I also think the interface design is fairly horrid, as well. Why do I need to hit B three times every single time I leave my weapon selection screen or switch apparel?
To be fair though, Amalur is the first game in a series, and Skyrim was not. The enviroments of Skyrim don't really speak that well for themselves, and are just as generic pseudo-viking stuff as Amalur is celtic. The differance is that most of the major exposition needed for Tamriel took place in other games. While they exist, very few people who are playing Skyrim are actually new to the series, the anticipation based on previous titles is exactly why it was a blockbuster before it even appeared, with people literally creating songs about it before it's release.
See, with The Elder Scrolls, all those books and pieces of NPC and quest dialogue built up quite a world. Chances are if your playing Skyrim and singing the praises of Tamriel you either read a LOT of this stuff in previous games, or you had someone who DID explain it to you. The storyline of Morrowwind which is where the current gameplay comes from was not conveyed entirely through the actions and enviroment, to find out all of the stuff that sold that plotline and is currently common knowlege you had to track down and read books, private notes about guys like Vivec, and pay attention to what people were telling you. The same is true of all the ramifications of what was going on throughout Oblivion.
To be honest one of my big criticisms of both Oblivion and Skyrim is that I feel they built too heavily off of Morrowwind and actually haven't included much in the way of world development, in favor of becoming inceasingly casual. A lot of the books and lore is simply system assets recycled from previous games, as opposed to a lot of new material being created for this game. While the story of the Dragonborn is interested, compared to the depth of Morrowwind and that entire divine soap opera, it's nothing.
I tend to agree with Amalur not being anything special though, to be honest I was quite disappointed. I expected more from an RA Salvatore/Todd Mcfarlane team up (I believe he did the art), even with Todd doing a less dark art style. My issue isn't so much that they borrowed from Celtic mythology, which would have been awesome normally, my problem is that they decided to pretty much crib the basic plotline from David Edding's stories about Sparhawk, which I won't go into. When I hear the term "Well of Souls" that's generic enough where it makes me roll my eyes.
There is a LOT of good stuff and cool stories that could be told about the summer and winter courts, and their natures and conflicts. Jim Butcher's "Dresden" books draw on this heavily for some of the material. I don't think this did it though from what I've seen.
As far as Dark Souls goes, I don't think anyone can lionize that in terms of story. It's pretty much pre-Tolkien fantasy that is so old it's new I guess. It's like some of the darker Michael Moorcock or Robert E. Howard stories atmopherically, except their uberness is replaced by your plot-justified abillity to keep coming back from the dead and graveyard zerg the scenario through patience.... a death prone glaciar that inevitably consumes everything if your persistant enough. You might think the dark horror elements are unique, but really at the time a lot of classic fantasy was written the genere was generally "wierd tales" and it was highly incestuous with writers borrowing from, copying, and amulating each other left and right, and even collaberating and outright borrowing each other's work with permission. Some people who didn't follow the time period occasionally catch some lovecraftian themes present in Conan or something that seems to be a referance to Conan as a pre-history in a Mythos story, well that's because Robert E. Howard wrote mythos stories with Lovecraft's permission and they collaberated. Michael Moorcock dealt with the same guys, and characters like Sojan The Swordsman, and what eventually grew into his entire Champion Eternal mythos were due to him finding the nature of characters like Conan too limiting for the stories he wanted to tell (I read some things about it).
Basically in playing Dark Souls, I feel like I'm walking into one of those old wierd tales, where the author just got permission to use some of Lovecrafts work to my misfortune, and it shows in the design of my enemies and atmosphere of my sword and sorcery story (which is more over the top than anything he would actually write).
But then again, I'll also say that while fun, I'm pants at Dark Souls, and the utterly craptastic magic system hasn't given me much motivation to play. When I play fantasy I want a dedicated wizard to be a viable option, and this game pretty much forces me to play melee who can only use magic in a sporadic and limited fashion.