Gabe voices my opinion on Amalur (mind you he has played a much more complete build than I, my demo has been plagued with headless characters, silence-except-for-the-ambient-music, and rushed through conversations) perfectly in this link
http://penny-arcade.com/2012/01/27... though there are some distinctions I'd like to make. On Gabe's scale of combat, where God of War and Bayonetta are 10, and Skyrim is negative 10, Amalur is a 6. For some odd reason he compares DMC and Darksiders, but I would argue that DMC 3 and 4 has at least 3 points over Darksiders. Also, he mentioned that finding a vampire cave in Skyrim is a chore because of the mediocre gameplay, does anyone else share his feeling?
Speaking of Darksiders, I prefer the look of that game by far over Amalur. Gabe never went into that point, but he did say that as an artist he enjoys Amalur very much, and didn't enjoy Skyrim's constant barrage of grey and brown (Is Gabe off base here? I haven't played Skyrim yet, but from what I've seen green and white play big roles

t

. To bring yet another game into my post, I prefer The Witcher 2's look over any other RPG overall, and it goes for a realistic look. Skyrim only went semi-realistic, which I think was a design choice, considering the size of the game. I don't vastly prefer Amalur to Skyrim when it comes to art style like Gabe, even though we're both probably right-brain dominiant. I can say that I honestly enjoy the freshness of Amalur.
If you've read this far on the Skyrim thread you should stop now, cuz I'll be focusing on the Amalur demo. Anyways, did anyone else panic that there was now choice for more mana or hp when leveling? I'm curious if both just go up automatically when you level up, which would be highly annoying for those who want to create a very specific character. If that is the case, I call bs. Amalur is just a bit too simplistic in some ways. I love the combat and stealth, but decisions like putting arrows on a cool-down timer is weak. If I'm going to roll as an archer, I'd like the opportunity to stock up on arrows, thank you very much. Which is funny, because I never really play as an archer, but I see their gameplay decision as frustrating anyways. Dimensional pockets for the arrows segues nicely into my next complaint: where in the heck is the shield when you're not blocking!?! Has there ever been a game where a shield and two-handed sword where equippable at the same time? It might be one of the smallest choices in a game, but players should have to strategize whether they want better defense, or better offense. My solution would be to allow for blocking/parrying with large weapons and dual-wielding, but about 1-5% of the attack would come through. And health regeneration would be nice, I bet that is a might/finesse perk. Last but not least, dying with no consequence is one of my biggest pet peeves. They couldn't even go the Rage route and give you 3 freebie revives before making you restart the mission, they just chose the Bioshock (original version, not PS3) route. Hell, they chose an easier route than that, you respawn EXACTLY WHERE YOU DIED, FREE OF CONSEQUENCE. At least take some XP away, like when your character goes to prison. I don't agree with how DS handles death, but I don't like this end of the spectrum either. I'll have to wait and see if there is a save system structure like Oblivion, or if there are constant autosaves like DS... I might be overreacting to their demo checkpoint solution. It would fit in with their other simplistic design choices
Enough with my whining, now onto what I loved about the demo. The fae blades and chakra (both I only got by completing the thresh mission) are both exquisite weapons. The FBs might have more speed, but the chakra remind me of the Blades of Chaos, they're range is superior to all of the other melee weapons, at least to my understanding. I'm usually more of a two-handed weapon/medium weapon+shield kind of guy in other RPGs, but Amalur has won me over to the small, dual-wielding weapon side of the force. Certain enemies might make me open a can of whoop ass with a hammer or great swords, but those just aren't as fun to use as daggers and discuses(discusi?). Sadly there is no lock on button, otherwise the magic would be much more fun. It's still enjoyable, but I preferred the first spell to the 2 unlockable ones. I bet there are 10+ spells that I'll have to juggle through my multiple playthroughs, so it's all good. Since I've already spent a paragraph or three talking about vido game art I won't say much more here, I'll just add that I do enjoy the look of Amalur, more so with the characters designs than the environments, which is definitely the reverse of Skyrim.