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February 14th, 2012, 21:31 GMT · By

Reckoning Diary: The Annoying Lockpick and Dispelling Mini-Games

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Lockpicking is a chore in Kingdoms of Amalur: Reckoning
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Kingdoms of Amalur: Reckoning was released last week by 38 Studios and Big Huge Games with the help of Electronic Arts for the PC, PS3 and Xbox 360.

We’ve already reviewed the game and talked in depth about some of its features during this gamer diary series. From the tutorial to the gameplay variety or the stylized visuals, we really liked a lot of things about the game.

Now, it’s time to talk about some of its negative aspects, chief among which being, at least for me, the Lockpicking and Dispelling activities.

Lockpicking, for someone familiar with role playing games like Skyrim or Fallout, is nothing new. While Reckoning’s own version is very close to the ones in the aforementioned titles, its sensitivity is the true problem.

When you pick a lock you set the position of your actual pick and begin moving the lock forward. While you can’t get it right the first time, you aren’t helped at all by the actual feedback given by the lock.

Normally, when you haven’t picked the right position, the lock starts to shake as you get closer to the end. Sadly, in Reckoning, that shake lasts a fraction of a second and it immediately fails the activity, causing you to lose a precious pick, which is hard to come by at least in the beginning.

While the lockpicking isn’t that bad, the dispelling mechanic is much worse.

While most chests in Reckoning are locked, some of them are protected by magic wards. This means you need to enter a special dispelling mini-game that basically challenges you with clicking your mouse when the cursor is on top of certain runes during a certain time.

Besides the fact that the mini-game becomes quite challenging, the penalty for failure is a curse inflicted upon your character. This doesn’t fade over time so you need to go to a healer that will charge several thousand gold to lift the curse.

Sure, you can spend some talent points in upgrading your Lockpicking or Dispelling capabilities, but I preferred to invest them in other areas, like Persuasion or Detect Hidden, while abandoning these activities altogether.

What did you think about these two mini-games from Kingdoms of Amalur: Reckoning?

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READER COMMENTS:


Comment #1 by: Xelliz on 15 Feb 2012, 14:03 UTC reply to this comment

It took me a few locks just to realize that I could adjust the pick. Even with the instructions it came across that I had one shot at the locks. Also, in the demo I had no idea what the dispel was asking for, but I got it in the fell release...of course I'm not very far in the game, so I'm sure I'll hate it later.


Comment #2 by: Eric on 15 Feb 2012, 20:43 UTC reply to this comment

For a game that pretends to "shatter" genres, these two mini-games are tired, boring, and very poorly done...You're absolutely right. There's no good reason to max these skills, but having a trainer level them up for you is helpful. I just don't see how they play-tested this portion and thought "yeah people will love this".

A gripe I have is how NPC death is handled...in that it isn't. Just like Skyrim, killing "important" NPCs just renders them unconscious for an absurdly small window of time. Then they hop back up and start slashing at you with full health. That's just stupid; for a game whose basic premise is that the main character can change fate, why can't I kill people? I get that main characters important to the primary plot shouldn't be killable, but this applies to "important" side characters, too...and why do they jump back up after a minute as if nothing happened? Can't they stay dead for at least 5 minutes? Why even give the ability to attack NPCs if many of them are completely immortal? What if I don't care about their quests and just want them dead? It seems completely arbitrary, which people I can kill, and which I can't. And there's really little or no consequence for massacring a whole town, anyway.

The boss fight with the Balor is horribly done and emulates an MMO in the worst way; the opening sequence shows you running from the creature's eye blast, but in the real fight, you have to know to run to your ally because the blast can't be dodged or blocked (unlike most everything in the game)...it isn't hard to figure out, but the lack of feedback and counter-intuitive instruction is just bad game development for a single player game...perhaps they wanted their boss fights to feel more like an MMO, but why not tell the player what they are supposed to do? Or at least give them hints, instead of thinking this "trial and error" sort of boss fight is fun.

Frankly, the side quests start to get very boring. Too many are lame rip-offs of MMO style-quests, such as delivering papers or the like, and though some are very well written, I find that I care about them less and less as the game goes on. Many just feel like chores. Instead of trying to emulate the "tons of quests" models from MMO games, I feel they should have dramatically reduced the amount of quests to improve their quality so I actually *want* to complete them.

Overall, this is a great game, but they copied a lot of concepts from others...and that's to the product's detriment.


Comment #3 by: Molly on 19 Feb 2012, 06:41 UTC reply to this comment

I agree that the dispelling games is extremely annoying. I can't do it fast enough even on the easy difficulty. There should be a code to automatically dispell things for those of us who no longer have quick clicking reflexes.


Comment #4 by: Sabot105 on 28 Feb 2012, 22:11 UTC reply to this comment

I got used to the lockpicking mini game quite fast but after almost have completed the game I still got problems with the ward stuff. I just buy or make health potions and use them right after open a ward spell though


Comment #5 by: Tk on 13 Mar 2012, 12:24 UTC reply to this comment

These two aspects of the game were totally frustrating. If I wanted mini-arcade games I would have bought them. I have yet to successfully open a locked chest or a magiked one by using the proper means. Total waste of time. Like you said, I prefer to add points to the character enhancing skills. So far, other than a handful of bugs, the game has been fun, although not as story driven as DragonAge.

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