The game is running 60 fps for me without any problems.
It's a great game with many quests to do,u can really sink hundreds of hours in this game.
It's sort of a mix between oblivion and Fable 3
If an Action RPG and Character action game had a child it would be this game. The perfect blend with your traditional character builds and combat with so much depth that you'll want to experiment with different builds and combos all the time.
However, there are some issues like enemy variety which is almost non-existent as you'll fight the same enemies hundreds of times over and over... Even bosses are no exception to this rule. Side quests also suffer from the aformentioned lack of variety. It's the same ol' fetch this, fetch that, kill this, kill that and with no interesting side-stories whatsoever. It's incredibly dull.
And speaking of dull, the world itself. While pretty looking, it's empty. Lifeless. You're just running around from point A to point B without anything interesting to see or explore. The caverns and dungeons are shamelessly copy pasted from one another, and all of this leads to a world that's completely forgettable.
Story is serviceable. It's expected from these kinds of games and that's fine. Combat is the highlight here while the rest of the game holds it back severely as I mentioned above. I just hope a sequel expands the combat while completely reworking the whole world, with interesting side-quests and places to explore and get lost in.
There are so many things to do and so much freedom in this game that it's a different game every time it's played. Not to mention that the protaganist can be different every time. I never get tired of this game!
Review as 1.08 version.
To summarize KoA-RR as much as possible, it'd be more or less like oblivion with less in-depth mechanics and WoW-like graphics. However, the game has interesting qualities and flaws alike.
Performance wise, I'm playing on a Ryzen 5 3600, 1050ti and 16gb, runs fine, although I can't see the FPS on GOG, feels 60 FPS or more, likely the patches solved performance issues people mentioned.
Another important feature changed after patches is how the area changes the leveling (not of chests loot) everytime you enter, instead of the first time. This is quite good in Amalur for two reasons: first, the level of the area is capped, second because of the massive ammount of content, you'll hardly manage to do everything that area had to offer, so the dinamic leveling gives you a chance of revisiting while keeping it worth your time.
Exploration is surely one of the biggest qualities of this game. A vast open world game, lorestones scattered around to give you some good lore, sometimes even in form of poems and songs, which is really nice and fitting for some cultures. Plus, they give you XP and permanent bonuses for finding all of the same set.
However, there is a big flaw that hinders the exploration, that you can't jump unless on certain platforms, hence the movement suffers a lot by that.
Quantity of content is absurdly big, more than most of open world games. The quality of them is varied. Some quests are bland, but many quests are really good and interesting, and so are the NPCs. I've never met a character unvoiced so far, and most quests have a good background to mask well the chores themselves.
Sadly there isn't a first person camera, and while there is a day/night cycle, there is no clock and the night is too bright, you might think it's day. Plus no character sheet with summary of status (like Morrowind's).
Overall, I'm hopeful for a sequel that THQ Nordic will keep the amazing qualities and work on some of the most important flaws.
When you first start out in Amalur, you will be pleasantly surprised: how is it, you may think, that I've never heard of this well-written game with pleasant graphics, atmospheric music and an intriguing plot? But about twenty hours later, you will have seen all of the games opponents, done the 2 types of quests (fetch or kill), and have enough of a feel for what the game has to offer to make the next 80 hours feel repetitive and dreary.
Maybe I'm getting older and valuing my time more, but I used to be able to power through a game's dead spots if it meant seeing a good plot through. But in Amalur, there are no dead spots. There are no peaks. It's all the same. And after 100 hours and change, doing more of it may start feeling like work instead of play (the game's even longer: 100 hours was all I could stand).
It's not a bad game. The writing is solid and consistent, the voice acting -- excellent (honestly, it's been years since I've seen this level of commitment from even the smallest bit players); and the overall finish very good. And some areas (especially the DLCs) are very well done. KoA simply overstays it's welcome. I've read that, originally, it was supposed to be an MMO and that's exactly what it plays like: except without other people to liven things up.
If you don't mind boring gameplay, this game is excellent value for the money and will occupy you for yonks. But if you want something memorable or original -- I'd give Amalur a pass.