Kingdoms of Amalur: Reckoning

Kingdoms of Amalur: Reckoning

released on Feb 07, 2012

Kingdoms of Amalur: Reckoning

released on Feb 07, 2012

Kingdoms of Amalur: Reckoning is an epic, open-world role-playing game set in Amalur, a mysterious and magical new fantasy world created by New York Times best-selling author R. A. Salvatore. Brought to life visually through the trademark visceral style of renowned artist and Spawn creator Todd McFarlane, Reckoning brings a new level of intense action combat to the RPG genre.


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Kingdoms of Amalur: Re-Reckoning
Kingdoms of Amalur: Re-Reckoning

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This is literally my favourite game of all time, everything about it is amazing! The story (which is written by R.A. Salvatore), the world-building, the visuals, the soundtrack, the voice acting, the mechanics, the weapons and armour, the enemies, the entire design... Everything is just perfect! It's still stupid how this game didn't sell well back there and led the developers to bankrupt, this is an extremely underrated gem that deserved more love and sequels. I am happy that THQ Nordic bought this IP to revive this awesome franchise, they finally made a remastered version, with an upcoming DLC, and hopefully, we'll see more of this game! From the MMORPG project to possible sequels!

Alyn Shir is such a waifu tho 😳

"Kingdoms of Amalur: Reckoning" apresenta um grande potencial com seu combate envolvente e sistemas de sinergia de classes.

No entanto, a narrativa carece de profundidade, deixando a história extremamente sem graça, além disso, adicione a fórmula um loop de gameplay monótono juntamente com um longo tempo de campanha, e tenha a receita perfeita para uma experiência que, apesar de promissora inicialmente, acaba se arrastando demais.

Poured so many hours into this as a child going into a town and killing their chickens with a hammer.

In some ways, Amalur is a pleasant surprise, as the setting itself is a intriguing spin on the "generic" Tolkien fantasy world, and the combat is often times kinetic in a way uncharacteristic of a typical RPG. However, it also plays like a MMO with the multiplayer aspect stripped out; the game environment itself feels lifeless in that regard, and many of the quests have that same oft-lampooned "collect/kill 10 of item/creature" aesthetic. This hampers the final game severely.

Kingdoms of Amalur is a Western open world RPG, often thought of as a 3rd person Skyrim. It has most of the features you would expect from this type of game. An open world map. A huge number of side quests. Character creation, skills and leveling. Alchemy, blacksmithing and opening locks.You pick between 3 character types, the classic Fighter/Mage/Thief typesets, each one having different special abilities and able to sue different equipment. You can also do a combination of the 3 if you want. The combat is quite fun, you combine your attacks with your special abilities and can parry and dodge too. It's nothing special and gets fairly repetitive after a while, but you have the option to change classes at any point in the game by use a fateweaver and this helps keep it fresh. On the face of it, KOA seems like a fairly standard RPG for this gen, but there are two things I think it does really well. Firstly, the dialogue in the game is really nice. All quest givers have something interesting to say to you and a lot of the time they will even accompany you or provide some form of voiced twist, even in the smallest of sidequests. They also separate the most menial of fetch quests into a separate group called tasks. Secondly, the map is excellent. For a start, it's bright and beautiful with a great variety of environments and enemies. The connections between each area really flows well too, which gives you a nice feeling of continuity and makes it quite fun to explore. It's a pretty solid RPG which I think probably holds up to the reputative it received at release as a decent but not special game. It's cheap too so pick it up.