Kingdoms of Amalur: Reckoning Review
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The conceit of fate continues straight to the belly of the game in the shape of Reckoning Mode - the title's heavy-duty time dilation ability that has you "unravel" the destinies of enemies when fully charged.
Similarly, Amalur's emphasis on flexibility means crafting allows for old armour to be broken down and recycled into constituent parts to be reused for new designs if you ever decide to see a Fateweaver to reset your ability trees and have another pop with a different style of character.
Each zone has its own role call of fauna, ranging from ogres to variations on traditional supernatural fare like goblins. The wildlife is more fantastical than what you stumbled across in Skyrim, but there's still a degree of naturalism to the world of Reckoning when you spot certain species fighting against each other on road sides as if battling for territory.
This all combines to make up a main quest line that lasts over 25 hours, and Reckoning is bolstered further with hundreds of side and faction quests.
Still, somehow despite all this life the various kingdoms of Amalur are largely characterless. There's a pervasive sense of impersonality to the world: NPCs are wooden and strange, often unblinking and corpse-like during cutscenes. Their conversations can seem awkward in the context of the scene - my ageing, moustachioed hero has been referred to as "young one" enough times to baffle. Reckoning is more Westworld than Skyrim, a game that can feel more automaton than lifelike.
While Todd McFarlane's work as art director helps provide some limited level of comic gore and style to the fight sequences, overall Reckoning still seems to hearken back to an all-too familiar art direction particular to Blizzard, with its palette of primary colours, vaguely cartoon style, and even quest hubs and exclamatory markers that wouldn't look out of place in World of Warcraft. Add into this some basic BioWare-styled conversation wheels and you begin to get an idea of the difficulty of seeing the essence of Reckoning through its myriad slate of references.
Look deep enough and the spirit is there, however, with a mix of mechanics and lore that successfully ties Reckoning's ruminations on fate to the workings of the genre.
Kingdoms of Amalur: Reckoning's wholly undiluted overview of Western RPGs often amounts to a beige concoction of a thousand blended fantasy worlds, but it's also a testament to 38 Studio's inherent knowledge of the genre. It's a workmanlike interpretation of what makes an RPG tick, placing a spotlight on all the right mechanics and features that most titles struggle to perfect. Regardless of the game's bland exterior, Reckoning is considerably well crafted.
VideoGamer.com Score
8 Score out of 10- Massive explorable environment
- A thorough knowledge of the genre
- Struggles to develop its own identity
- Highly cliche’d




User Comments
FantasyMeister@ Wido
Wido@ FantasyMeister
FM, did you go into the first mine after the first part of the game? A Static bow with 20 damage + additional damage. Tough enemies in the mine by the way, but easily killed when you drag 1 or 2 away from the packs. A Iron Longsword can also be found, so it can get rid of the Rusty Longsword you get in the first part. Saying all that however... Seeing as you are 5hrs in, I guess you have? :laugh:
FantasyMeister
Very pleased to have this in my collection, got my money's worth for sure and should be playing this for a few weeks to come.
Darkr8zor
Wido
Clockpunk
To paraphrase - I feared the setting was rather bland with no distinctive setting characteristics - precisely why I am highly anticipating Risen 2: Dark Waters despite its questionable lineage... much more so than this.
I shall give the demo another run through as a female character, but... well, I didn't have any hopes of being a 'convert', and given the importance of a setting having a unique spark - which seems to be lacking here - I can't see it happening.
andyb2610
Endless
MrGloomy
I really admired Vigil Games' approach to Darksiders, and I get a similar vibe with 38 Studios approach to Reckoning, with it's use of tried and tested rpg mechanics. Good luck 38 Studios and well done for trying to meld free-flowing combat with old-school rpg-ing. I can happily say that I can trade in my MW3 without a single regret. Problem now, is that I'm still plowing through Skyrim without a hint of boredom.