Originally Posted by dlconner
Gabe from Penny Arcade wrote a brief review on what he has played so far. He has had the full version for a few days now, and had time to dive into it.http://penny-arcade.com/2012/01/27/amalur
Pretty much confirms my thoughts. In terms of game design, Reckoning seems to pick up where the first Fable left off. If Fable 2 was one possible outcome, then Reckoning is its other (more interesting) possibility. I'm excited to play the full version when it launches.
I also kind of agree with his thoughts on Skyrim. As I've had more time away from it, I realize a lot of things about it that didn't quite work for me. Usually with a Bethesda game (or any other long RPG), I know when I'm done. I will have done everything I set out to do and felt a sense of real accomplishment. But in Skyrim, there's never a sense of an endpoint. As big as Morrowind and Oblivion were, I knew very clearly when I was done. Neither of those earlier games had a credit sequence or a game-ending battle, but I knew I was done because I'd seen through each of the storylines I wanted to see through. I was done when I was done.
But in Skyrim I just sort of petered out. Over time, I'd collected so many quests that I no longer had any sense of direction or story, just a collection of unfinished quests. It's sort of like walking into a bookstore and buying a book, but in order to understand that book, I need to buy three others. And in order to understand each of those three, I need three more. And so on. Over time, you would lose track of what that first book was about, and you'd lose track of all those others in-between. All I'd have is a room full of unfinished books. I may have enjoyed reading what I read, but I never would have gotten anywhere. That's how Skyrim feels.
I hate walking away from a good game feeling like I didn't finish it. And even though I finished the main questlines for Skyrim, I still feel like I'm not done with it. And not in a good way. In a compulsive way. To me, that's a flaw, and it's where Skyrim has crossed some invisible line into MMO-style design. I think that's what Gabe meant by feeling "paralyzed" by it.