Amalur is so non-linear, answering such questions becomes difficult.
In Re-Reckoning, very subtle adjustments, centering on the processing of foes based on difficulty setting and a select few other factors, only further made the esoteric facts, more esoteric...
IN A SENSE, YES. In a less globular, more nuanced sense, YES, and also NO; or, NO and YES, trans-rationalistically.
Re-Reckoning has enhanced the verisimilitude and experiential salience by, whilst not totally doing away with the "area-level-cap" bogeyman, further refining the system; VERY HARD difficulty fans shall encounter enemies very realistically mirroring their own skill and time investment, regardless of zone caps... People claiming the game is yet still cheap and lame owing to the zone-cap issue, are simply not playing Re-Re on VERY HARD... Zone caps exist in Re-Reckoning more "organically", setting a limitation to things, basically, to not allow pure chaos for the player, as opposed to limitative restriction or arbitrary interference... The very widely-criticized zone-cap issue is really not that horrendous - play VERY HARD in Re-Reckoning, and it barely even crosses the mind...
The narrative direction of the game is not totally open-ended - every game cannot be a totally open-ended "open world", each game is coherent in its own terms (ideally) - the devs and creators did have a ROUGH sense of where the player should be, at certain times, at certain levels... But the restrictiveness is incredibly LIBERAL. The narrative intelligibility would collapse surreally if the game had not been developed along such lines... I believe the official guide lists the original milieus the player was ROUGHLY, GENTLY indirectly encouraged to explore in a certain LOOSE but existent order, and it is totally comprehensible in terms of narrative of Amalur...