Avance: Kingdoms of Amalur: Reckoning

Por Author Ramón Nafria Nagore el 6 de febrero de 2012.

Cuando en 2006 empezamos a oír historias sobre una empresa fundada, entre otros, por R.A. Salvatore y Todd Mc Farlane, dirigida por la veterana Jennifer McLean, y con el poder económico del (entonces) jugador de béisbol Curt Schilling, esperábamos cosas grandes. Cuando nos dijeron que serían juegos de rol, seguíamos muy esperanzados. Cuando nos dijeron que era un juego de rol basado en un universo parecido al de El señor de los Anillos (R.A. Salvatore se mueve con éxito en esos páramos), ya no nos pareció tan bien, dado el exagerado número de productos basado en espacios similares.

No en vano, en 38 Studios, como se llama la empresa de estos 4 magníficos, levantaron 75 millones de dólares, con los que compraron Big Huge Games y ficharon a Ken Rolston, diseñador de Bethesda, para realizar éste juego de rol. Ken Rolston ha sido el embajador del juego desde entonces, centrándose totalmente a hablar de que se está realizando el juego de rol con el mejor sistema de combate de todos.

La historia del juego nos pone en la piel de alguien que, según parece, ha muerto. Podemos elegir entre 4 razas, hombre o mujer, y usar un complejo editor de personajes para decidir cómo somos. En estos momentos hay una terrible guerra entre una raza de “elfos” capitaneados por un “elfo oscuro” (temas que R.A. Salvatore conoce demasiado bien) y el resto del universo de Amalur. El resto de razas aguantan el envite, pero dado que los “elfos” son inmortales, por mucho que pelean no consiguen sino retrasar lo inevitable.

Y ahí entra nuestro personaje que debe ver que pasa en este enorme universo, mientras mejora como guerrero, mago o ladrón, algo que se muestra a efectos prácticos como la posibilidad de realizar mejores golpes. Como ya os he dicho antes, este juego de rol se centra sobremanera en el combate. Y hay que decir que se ha hecho un buen trabajo, con una puesta en escena espectacular, y una facilidad de ejecución interesante. Por así decirlo, podemos decir que es una mezcla entre Fable y Bayonetta, cogiendo lo mejor de ambos mundos, pero dejando los extremos para los especialistas. Según como vayamos avanzando, podemos ir mejorando a nuestro personaje con el clásico árbol de mejoras, con el añadido que en este caso hay especializaciones, que desbloquearemos según nuestra manera de jugar.

Dado que tenemos a Todd Mc Farlane también en el equipo, la variedad de enemigos es muy alta, y si todo fuese como sus creadores esperan, seguro que al final tendríamos muñecos de todos ellos en la tienda más cercana. Pero antes de aventurarnos en si esto pasará, os podemos decir que hay una gran cantidad de enemigos, muy diferentes unos de otros, y que mezclado con nuestro propio personaje da una serie de combinaciones muy interesantes.

Por suerte, hay vida más allá del combate. En Kingdoms of Amalur: Reckoning hay una gran cantidad de personajes con los que interactuar, con un sistema que aprende bastante de las últimas obras de Bioware. Así, si conseguimos determinadas habilidades o carismas podremos hacer aparecer nuevas opciones a la hora de interactuar con ciertos personajes. El mundo es realmente grande, permitiendo que las partidas más directas duren 30 horas para finalizar el juego, pero quien se quiera perder en él tenga más de 200 horas de juego si así lo considera.

Estéticamente, el juego hereda mucho de los juegos de rol multijugador, así como de un tufillo a Fable. Parece relativamente genérico, pero intentando conseguir cierta personalidad. Esperamos que lo consiga, porque es un juego que puede quedar bien si sus desarrolladores son capaces de elegir entre lo importante y lo superfluo.

Sobre Ramón Nafria Nagore...

Superviviente a la Asociación de Desarrolladores de Ocio Interactivo Digital (DOID), Ingeniero titulado en Informática, actualmente dedica su tiempo profesional a la producción de videojuegos. Su experiencia en la industria del videojuego le ha llevado a escribir en revistas (como Ociojoven y Vandal), ejercer de tester en Gameloft o a ocuparse de tareas de diseño y producción en Digital Legends. Actualmente es uno de los fundadores de A Crowd of Monsters.

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  1. Nada de coop, de ninguna clase.

    Este juego tiene muy buena pinta, pero va a salir en mal momento, tras la salida de Skyrim, sin movimientos faciales de tu PJ y con unos gráficos estilo Wow que se han quedado un poco desfasados.

    Yo me lo pillaré cuando baje un poco para 360

  2. A mi, por la demo… me dejó muy buen sabor de boca. Es inevitable pensar en WoW al ver los graficos, pero en control es muy dinamico y, bueno, el modelado mucho mejor que la bestia de Blizzard por la diferencia de años.

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