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Kingdoms of Amalur: Reckoning Review

Nick_Tan By:
Nick_Tan
02/07/12
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE RPG 
PLAYERS
PUBLISHER EA 
DEVELOPER 38 Studios 
RELEASE DATE Out Now
M Contains Blood and Gore, Intense Violence, Suggestive Themes

What do these ratings mean?

Fate tempted, twisted, sealed.


Kingdoms of Amalur: Reckoning is a restless buffet of fantasy RPGs: a healthy serving of World of Warcraft's graphics, a scoop of Fable III's continuous world, a hearty slab of God of War's combat, a sprinkle of Dragon Age: Origins's loot system, a slice of skills from The Elder Scrolls: Oblivion, and bits and pieces from every other title in the genre. By the time you finish surveying the game's tutorial dungeon, you'll be crammed with a magnificent mishmash of ideas. Reckoning, like most buffets, aims to surprise you with its sheer size of options rather than its sophistication, and though it may not be as original as you might expect from an “original IP”, you will most certainly be full.

Reckoning persistently flirts with the generic, though it usually knows better not to follow through completely. It is, in few words, the well-done cliché—and nothing shows this more than the plot of the story: Hero has amnesia, finds out he/she has a special power, travels through the world using said power and cleansing it of bad guys (in this case, the Tuatha), and saves the world from the tragic war.



Luckily, N.Y. Times bestselling fantasy author R. A. Salvatore had more than just a passing interest as the writer for Kingdoms of Amalur, as he created its entire living, breathing universe. Though the majority of the dialogue is optional, it delves into the details of even the most minute sidequest with respectful attention to the written word. Common fantasy tropes instantly transform into enjoyable literature at the rhythmic construction of each sentence. Still, it's not until the faction sidequest for The House of Sorrows that the story truly moves away from standard fantasy themes. The even-handed Winter Fae and how they represent decay and death, two nouns commonly associated with evil, are one of the most interesting subraces I've seen in any video game.

Beyond these several brilliant moments, though, nearly every quest lacks significance apart from earning a handful of experience points and maybe a few coins. No matter how the writers dress up a side mission with interesting conversation, it's still a fetch quest. This might be acceptable in an MMORPG, but not in a single-player game that boasts 200 hours of content. It's troubling how much content inflation there is nowadays in fantasy RPGs, with worlds full of NPCs whose only purpose are to give out boring tasks, hand over a material reward, and then be discarded soon after.

Somewhere, the developers needed to concentrate on how quests connect together and on bolstering the player's influence upon the game world. Even after maxing out the persuasion skill, the choices you're given usually lead down the same path. This linearity would have been easier to swallow if there was at least an impactful consequence. There is a point in the main story that asks you to form allies for an upcoming battle, which would have been a reason to complete faction quests where perhaps the Fae, Warsworn, Travelers, and Scholia Arcana might offer a hand. Unfortunately, it's a missed opportunity, which only speaks to the general detachment of the core story from the abundant side quests of its world.

It also doesn't help that the voice work is not in sync with the character's mouths nor with the subtitles. This is a smudge that could be fixed with future patches but should have been ironed out through quality assurance.



Thankfully, smart combat and ample exploration propel the gameplay forward. Emphasizing a hybrid of strategies, fighting capably isn't confined to any particular skill tree, be it Might, Finesse, or Sorcery. Putting points into any skill tree is legitimate, as each of them have abilities for specific weapon expertise for both damage and new moves. Since the game rewards every build with a corresponding Destiny, which bestows additional power, and allows you to respec your character entirely with Fateweavers, there is no wrong way to develop your hero. You can even invest in all three skill trees if you want.

The third-person combat has comparable depth to the first God of War. In addition to a basic string of normal swipes and the ability to carry two weapons at a time, your hero can learn additional maneuvers out of a block, a dodge roll, and a parry, which will stagger an enemy if you block a melee attack at the precise time. Anyone who chooses the hard difficulty will quickly learn to switch between melee and ranged attacks, note which moves can be block-cancelled or used as juggles, exploit any weaknesses to elemental damage, and know when to use Reckoning mode where you enter a temporary state that slows time, enhances damage, and multiplies experience.

The only flaws in the combat are the slightly underwhelming variety of enemy types and the lackluster ending battle. Not only is the big baddie reveal rather unimaginative, but it's less about fighting the boss and more about fighting yourself. Let's just say the ending is lucky that there's a post-game.

It's more than understandable if you think the graphics look too deritative of some World of Warcraft landscape, though the atttention to color, hue, and luminescence is impressive. No environment is left untouched, and merely running through the flora and fauna of the forest in any direction, shooting arrows at overconfident bandits, and picking embereye plants for alchemic reagents can be a sight to behold—surprisingly lush and oddly soothing.



Unfortunately, the camera gets in the way of the scenery, getting caught on a hill slant or behind a solid object like a tree that obscures the view. The latter happens on occasion during dialogue sequences, where the screen becomes a huge chunk of wall or a close-up of a throne.

The skill system, obviously adapted from The Elder Scrolls, thoroughly complements the rest of the gameplay, whether it's sneaking and looting with the Stealth skill or any of the crafting skills. Some would say it's watered-down from the original source, but its intentional simplicity makes it more approachable and understandable. Crafting gems, weapons, and potions becomes a natural part of the journey along with obtaining and selling loot. Best of all, maxing out the Detect Hidden skill reveals all traps, treasures, and Fae lodestones, so that you don't need to purchase a guide (though perhaps take a gander at my free one!).

Kingdoms of Amalur: Reckoning is a taste of what happens when a developer decides to contend with nearly every good fantasy RPG idea. It's an astoundingly extensive—and foolhardy—task for an original IP, whose largest mistake is not that it's unpolished in spots, but that it, of little fault of its own, comes only a few months after The Elder Scrolls: Skyrim. Knowing this well ahead of time likely propelled 38 Studio and Big Huge Games toward a cel-shaded, casual, jack-of-all-trades design, but all things considered, Reckoning carries enough momentum to sustain its lengthy journey and sweeping world. It will not change the way you think about fantasy RPGs, but it certainly fits right in.

Review based on Xbox 360 version. Copy provided by publisher.
Kingdoms of Amalur: Reckoning
fullfullfullfullempty
  • Well-written dialogue by R.A. Salvatore
  • The House of Sorrows
  • Cliched plot, side quests lack significance
  • Strong voice-work
  • ...but with heavy synch issues
  • Strong hybrid of combat and exploration
  • Lush, vivid environments
  • 60+ hours of content
  • Complementary skill system
  • Could have a much stronger ending
  • Camera isues
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Comments
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Feb 7th, 2012 at 9:02 am
    Thanks Nick. Good review. I'll be passing on this one until the price drops on Steam, not because I don't think it's a good game, but because I have better things to do right now.
  • warmaster670
    warmaster670

    Joined: Jun 2007
    Posted: Feb 7th, 2012 at 9:14 am
    Clearly you were paid off if you didnt give this game a ___ score instead of what you gave it.

    sorry, couldnt resist, im so sick of hearing that every time a game gets a higher score than someone thinks it should because thet dont like it, which is funny since they sound like they were paid to slam these games.

    Sorry, needed to rant, to many stupid people lately.
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Feb 7th, 2012 at 11:05 am
    I think that criticism is justified if it's a review of a game far in advance of its release date. Hopefully, the reviewer is honest regardless.
  • warmaster670
    warmaster670

    Joined: Jun 2007
    Posted: Feb 7th, 2012 at 11:43 am
    Certainly there are times when it could be justified, but lately I hear it for just about everything, as long as its a game that person doesn't like.

    For example, If I linked to this review on mmorpg.com forums, there would be people claiming you were paid off, which im 101% sure would be BS.
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Feb 7th, 2012 at 1:27 pm
    Yep, it's just a lot of hot air.
  • Imnickson
    Imnickson

    Joined: Jul 2006
    Posted: Feb 7th, 2012 at 10:10 am
    I was really excited about this game until I played the demo. Curt Schilling was pushing the "open world fighting game" card too hard and I don't think it worked well enough. The world just felt like open areas connected by corridors and the fighting system did not feel like a fighting game. Yeah, it was better than Skyrim but that's not saying much. But my biggest problem was the fact that you couldn't jump of ledges, who thought that was a good idea? I know it was the demo but the demo should be a representation of the final product and I don't want any of the final product after taste testing.
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Feb 7th, 2012 at 11:09 am
    Heh, hopefully you noticed that I used the phrase "continuous world" instead of "open world", of which the game really isn't. Yep, it's just open areas connected by narrow corridors. That design is perfectly fine, just don't call it open-world. Not being able to jump off ledges is a bit annoying. There are few specified points where you can jump off a ledge, but it should have been more flexible. I think it was just a matter of not wanting to deal with the glitches that might happen by jumping down anywhere you want.
  • Paulmichael
    Paulmichael

    Joined: Oct 2010
    Posted: Feb 7th, 2012 at 3:10 pm
    Excellent review. I may rent this game sometime down the line.
  • Jonathan_Leack
    Jonathan_Leack

    Joined: Jan 2012
    Posted: Feb 7th, 2012 at 8:01 pm
    It's always cool to have options, but if I'm going to play an engrossing RPG with MMO-style mechanics I'd rather have multiplayer functionality. I'll stick to World of Warcraft.

    Great review.
  • intoTheRain
    intoTheRain

    Joined: Jul 2006
    Posted: Feb 8th, 2012 at 11:20 am
    Good review, I'd give it the same rating. It's clearly a flawed game, but it is also a great game, as far as I'm concerned. I'm maybe 4 hours in, level 9, and am having a blast. I've been pulling the (I'll get up and workout then do errands after this quest 10 quests later) That's a sign of a successful RPG to me lol.

    I think the graphics are fine, atmosphere is great, enjoy the music. The combat is great for an RPG, very God of War like but does get repetitive. The not jumping off ledges is the biggest pain in the ass for me. The lip syncing is brutal, but doesn't really bother me. I just speed read and skip through everything before half of it is said. The only games lore I've ever truly enjoyed was Diablo. So I can't say if you'll enjoy the lore or not.

    This is a game that will have review scores all over the spectrum. Some people will adore it, some will enjoy it, some will despise it. Read a bunch of reviews and go with your gut.

    I personally am glad I pulled the trigger.
  • NecroWolf
    NecroWolf

    Joined: Oct 2005
    Posted: Feb 9th, 2012 at 2:49 pm
    I'm loving every second of it.

    I don't think its fair to say its like an MMO, many RPG's before Kingdoms had the same quest structure, simple Fedex quests. See, I prefer this style over Skyrim... Skyrim, despite its 'length', is more repetitive than Kingdoms, to me. The reason it is more repetitive is the quests of Skyrim are all -exactly- the same, as in every single one leads to a dungeon. All the time, every time. Sure, Kingdoms quests can get the same way, but at least I'm collecting 4 deer heads to summon a troll for a fight once in awhile, instead of always going to a dungeon like in Skyrim.
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Feb 11th, 2012 at 8:11 pm
    I concur with the criticism of Skyrim. Bethesda needs to stop with the quest inflation. The reason Fallout 3's main sidequests worked well was because each told a long story with strong moral choices. Skyrim just has too many Radiant quests that were fine the first five times they're given but became repetitive quickly. I would rather have a world filled with a small number of awesome stories than a large number of menial ones.
  • NecroWolf
    NecroWolf

    Joined: Oct 2005
    Posted: Feb 11th, 2012 at 9:36 pm
    I agree completely. I played Fallout 3 a lot more than I did Skyrim, and the side quests was the reason why, as well as choices I could make during those side quests.

    Kingdoms has a crap load of quests, but can suffer from the same thing as Skyrim... but at least, as I said, there are collection quests, bounty hunting, and social quests (like talking to people), as well as a few puzzles to figure out, rather than going to a dungeon every single time I grab a quest.

    Also, their Faction quests actually require you (mostly) to use the proper class for them. Travelers for Finesse, Warsworn for Might, and the Academy for Magic. Oblivion (And Morrowind even more so) required you to have the skills the Faction represents. Skyrim, however... nope. I can do every single quest, whether thief, mage or assassin, in full plate with a two-handed sword.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Feb 9th, 2012 at 10:00 pm
    5 hours in and I can't stop playing it. My jaw literally dropped when I got fey blades and saw how awesome they look. Gotta say the A toggle for run feels most natural for me tho

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