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We have collected 9 reviews of the Kingdoms of Amalur : Reckoning. Experts rate Kingdoms of Amalur : Reckoning 8.1/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Kingdoms of Amalur : Reckoning and PC games.
Even the greatest role-playing games aren't necessarily known for their great combat. They're frequently praised for their ambitious worlds, their involving stories, and the element of choice. But when you talk about your favorite RPGs, it's not often that the action is what you talk about first. Kingdoms of Amalur: Reckoning is not like those games. In the future, when you talk about Kingdoms of Amalur, the first thing you will probably mention is how fun the battles were. Incredibly, this RPG's combat is so exciting, it could have been used in a pure action game and would have held up just fine. In fact, from a swordplay, loot, and leveling perspective, Kingdoms of Amalur is as good as any RPG in recent memory. This is the role-playing game you should be playing if excellent action and progression are your primary concern. Of course, RPGs are about more than just swinging swords. The best of them aren't just games--they're worlds, in which unusual people mill about, inviting you into their homes and telling you of unimaginable treasures protected by unimaginable monsters. It's here that Kingdoms of Amalur falters. Amalur is nice enough to look at, and there are lots of things to do there.
Back in 2006 baseball's Curt Schilling did the impossible and managed to turn a hobby of questing through Azeroth into an actual RPG development studio. It should have been a disaster but instead Schilling, a born-again ex-Major League pitcher with no previous work in development, spent the next six years watching a pilgrimage of top-tier media talent hike through the foothills of 38 Studios and queue to work on Kingdoms of Amalur: Reckoning. The star-studded development cast includes former EverQuest designer Travis McGeathy, The Elder Scrolls' Ken Rolston, Todd "Spawn" McFarlane, and fantasy novelist R.A. Salvatore.You can't help but compare Schilling's efforts to Reckoning's own premise - the story of what happens when you break free of your intended fate and make a fresh start. The game itself opens with your character's death and resurrection. Your corpse has been tossed on top of a hill of bodies, and you promptly reawaken to be told you're the only successful candidate of an experiment to bring back the dead. Unlike the fatalistic denizens of Amalur, who live out their lives prescribed to fate's desires, you're no longer bound to destiny, and can also change the providence of those around you.
Kingdoms of Amalur: Reckoning begins with a back-from-the-dead storyline, which is appropriate because the early stages -- including a tutorial masquerading as an opening level -- feel stiff with rigor mortis. Give it time, though, and the debut RPG from Big Huge Games (and the first game from its new parent, 38 Studios) reveals itself as deep, different, and packing more variety than a Baskin Robbins. Once I got a real taste of Reckoning's role playing action, I wanted to go all Chunk in Goonies and sample each and every one of the many flavors it has to offer. Those flavors primarily come in the form of a lengthy menu of abilities. Reckoning's character development system bulldozes the walls typically built around fantasy RPG classes, allowing players to pick and choose abilities without constraints, and then add hard-earned experience points to Finesse (rogue), Might (warrior), and Sorcery (mage) abilities. In total, there are 60 different passive and active abilities to choose from, and much like The Elder Scrolls V: Skyrim, players are free to mix and match, customizing their characters as they see fit. But what makes Reckoning a real standout is how it fuses all of those unrestricted role playing elements into its intuitive combat system, creating the finest example of action in an RPG to date.
Who said that epic and expansive fantasy RPGs had to have subpar gameplay? For as much as I absolutely adore games like Fallout 3, Mass Effect 2 and Skyrim, gameplay in those titles simply didn't live up to the amazing standards set by their superb settings, narratives and quest structures. In Fallout 3, VATS was simply an excuse for its inherently clumsy combat, and for as much awe as Skyrim instilled in me, in-game fighting is sloppy. Good news, then, that Kingdoms of Amalur: Reckoning has come along. Reckoning proves once and for all that great role-playing experiences don't have to sacrifice what matters most in any game -- gameplay -- while still remaining true to all of the minutiae that makes the best RPGs great. And while Reckoning certainly has its own flaws, I still found myself utterly satisfied with my experience and anxious to parlay the good news to fellow fans of the western RPG. Reckoning certainly isn't a game you should sleep on. Quite the contrary: Amalur demands your attention. Kingdoms of Amalur: Reckoning's story, crafted by prolific New York Times bestselling author R.A. Salvatore, rests at the heart of the experience.
I felt like an idiot. I had just walked for forty minutes down into the Portola neighborhood of San Francisco. It's not a bad walk because it was a sunny cool day, but I was kind of busy. A four-hour gaming session to play Kingdoms of Amalur: Reckoning was awaiting me. I walked up to the venue and realized nothing was going on. Ugh. It's times like this that makes your average gaming journalist feel more stupid than normal. So a week later I trooped down to Portola once more and settled myself down into Kingdoms of Amalur: Rekconing. The whole history of Reckoning is silly to me. I feel like some dudes got together and decided to make a fantasy RPG, only those dudes are baseball's Curt Schilling, Todd McFarlane, and R.A. Salvatore. It's a heavy line-up of names, yet even after E3 and PAX, I couldn't shake that this title is nothing more than a generic role playing fantasy game. That's the problem with fantasy games. Throw in an elf, some sparkly effects, add magic, and boom: you've got a fantasy game. It's too easy to make a potentially promising game into something wholly generic. That said, I've been proven wrong before. The whole Elder Scrolls franchise is built on generic fantasy, so if developer 38 Studios and Big Huge Games have something to surprise, this would be the event to do it.
Yesterday EA invited us to spend a few hours in Big Huge Games' new open-world fantasy RPG, so we strapped on our best enchanted gear and hacked-and-slashed our way through an army of evil elves destined to rule the world. Does Kingdoms of Amalur: Reckoning have a future in the post-Skyrim era? Read on to see what Mike and Dan had to say. We're pretty sure that sword on the ground is made of bacon. Mike Nelson, Editor: The last time I saw KoA was during a brief 20-minute demo at E3. Now that I've spent a couple of hours with this post-alpha build, I feel like it's best described as an amalgam of many different games: Fable, God of War, and Elder Scrolls, to name a few. (The team wasn't afraid to acknowledge those as some of their influences.) I dig it, and the longer I played, the more it grew on me, especially when I started to run around the open world picking up side quests. Before I get too carried away, was there anything that stood out to you right away during our hands-on session? Dan Stapleton, Editor in Chief: Definitely the fighting. After 100-plus hours of whacking people with pointy metal sticks in Skyrim, the flashy, energetically animated third-person combat in KoA is a welcome change of pace.
Can Kingdoms of Amalur: Reckoning stand out from the crowd?On the oatmeal scale of game titles, Kingdoms of Amalur: Reckoning is at risk of rating a shade below "porridge" thanks to a name so utterly devoid of character it's easier just to introduce its developers and skip formalities. This is a product built under the supervision of a fantasy-fiction dream team: Morrowind's Ken Rolston, Todd McFarlane of Spawn fame, and author RA Salvatore have each given the stamp of pedigree to the game that almost didn't see the light of day thanks to a dramatic period of being picked up and subsequently dropped by publisher THQ.It took being plucked out from the depths by former Major League Baseball pitcher and studio owner Curt Schilling before Reckoning finally debuted at GDC 2011 as a single-player, open world story about fate, fantasy and re-animating corpses.So goes the lore of Reckoning, anyway. RA Salvatore's narrative revolves around fate and resurrection. The denizens of the kingdom are bound to fate, which they acknowledge as predetermining every aspect of their life.ility tree.
Behind closed doors at Gamescom 2011, developer Big Huge Games was feeling bullish. "We believe [Reckoning has] the best combat in the RPG genre," we were retold by a representative of the company. Thankfully, they seem to have the goods to back this claim up, with stylish, exquisitely animated combat that rewards timing and combos in a satisfying and challenging way. Jumping in to play as a warrior class on a PC with an Xbox 360 control pad, we were immediately able to pick up the basics of combat. Our character had two different types of swords, mapped to the X and Y buttons, while roll was available on B. You can also block attacks using the left trigger, and timing this during enemy attacks sends them reeling back--a perfect time to unleash a follow-up blow. There were also special alternate moves that were accessed by holding the right trigger, such as a rage move that was useful when things got a big hectic. As well as playing the game, we got to hear about Reckoning's interesting approach to classes, which it calls destinies. You start out by creating your character and customising him in detail, but what you don't do is put him into a character class having not played any of the game.
There's a lot to be excited about when it comes to Kingdoms of Amalur: Reckoning, especially when there's an impressive amount of talent behind the project. Key members on the team include Ken Rolston, who was the lead designer on the third and fourth Elder Scrolls games; best-selling author R.A. Salvatore, who is penning the lore; and Todd McFarlane, creator of Spawn, who is handling the artwork. And, of course, you have Curt Schilling, Major League Baseball pitcher, who founded the studio and brought the dream team together. At a pre-Electronic Entertainment Expo event in Los Angeles, we were able to revisit Amalur and get some hands-on time with the game. For a fantasy game of this size and scale, a 30-minute demo only offered a tiny slice of what's to come. From the last demo, all we know about the story of our character is that he is back from the dead. However there are bigger problems brewing in this fantastical world. Big Huge Studios didn't go into great detail about the story this time around, but we picked up some tidbits here and there. We started off halfway through the game, outside the looming gates of the lovely Dokkalfar (dark elf) capital of Rathir, where we were introduced to the crime system.
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