Kingdoms of Amalur: Reckoning
Tuesday, April 17, 2012 at 07:39AM 
Developers: 38 Studios, Big Huge Games
Publishers: 38 Studios, Electronic Arts
Systems: XBox 360, PS3, Microsoft Windows
By Harry
I killed so many trolls this month… Kingdoms of Amalur: Reckoning is a very enjoyable game built in an interesting and deep new world based around a war with semi-immortal creatures. What’s not to love? Your nameless main character can tear up the earth with lightning and fire as a mage, become invisible and toxic as an assassin, or a fight as a juggernaut with nearly impenetrable armor in the soldier class. It’s fun being this near unstoppable force for a while, but eventually your character outstrips every enemy in the game by such a wide margin that the desire for a real challenge becomes acute. The plot of the game revolves around “the fateless one” aka the player, who is reborn into Amalur so he can fight off an evil race known as the Tuatha, and their crazed leader. The premise of the game is that everyone’s fate is set in stone, except for yours, as you have already died. This gives you the freedom to fight the Tuatha, save lives that were doomed, and alter the future. The game works well with this concept, and it leads to some interesting outcomes, like becoming the head of an order of Mages, or a famous mercenary.

Kingdoms of Amalur was originally meant to be a MMORPG, but later revised to be a single player game; the issue being that the game still occasionally feels like it still wants to be an MMO. The missions feel like they were designed with a full party in mind, not a single player digging away at packs of enemies. However, even though Amalur feels off in this respect, the game was still strangely easy. Once a character is fully upgraded, he or she becomes nearly invincible, and the player will wield powers that would make most bosses jealous.

Kingdoms of Amalur has an impressive number of abilities for each character type, which can be used to create a purebred or hybrid destiny, which allows the player to combine the best elements of two or even all three of the classes into one character. This allows for a very personalized character, but it comes with the issue that you can never hit the top tiers of power unless you focus on one particular class. A hybrid character has unique powers and abilities, but the truly terrifying powers can only be unlocked if a player focuses on a single class tree. Overall, the ability tree and destiny types are a ton of fun, and a solid addition to the experience.

The many missions found in Amalur range from toppling the empire of the Tuatha to stealing bracelets and killing gnomes. The variety and sheer number of missions make Amalur’s questing very enjoyable. I had about 60 hours worth of side quests and main storyline missions when I played through. I’d estimate that the full game might be about 70 hours for a normal player including all of the other quest material I have not gotten to. That’s a huge game, and the enormous scope of Amalur makes for an excellent playground for your character to complete theses missions and explore.

The art style of Amalur is similar to that of WOW, with fantastical creatures animated alongside humans and elves carrying absurd weapons. The environments of Amalur go from the dry deserts of Detyre (homeland of the gnomes), the shady forests of Dalentarth, to the marshes of Klurikon, the plains of Erathel, and the crystalline kingdom of Alabastra. This variety keeps the scenery fresh, and at several points in the game I took a moment to stop and just gaze at the wondrous land before me. At one point I climbed a giant mountain in the middle of the game just to look over the side at the rest of the country. Amalur is a very pretty game, and you will keep coming back to check the view.

The combat in Amalur is generally fluid, allowing the player able to pull off whatever fighting style they wish. However, the camera occasionally pulled too far away from my character and made it difficult to see what I was doing. The top-level loot eventually seems to disappear, and I never found a weapon or piece of armor that seemed undefeatable. This kept things slightly more interesting, as if I ever ran out of manna (very rare) then the fight against enemies became almost fair, as my weapons were not that superior to theirs. The overpowering abilities your player wields do eventually make the game too easy. This lack of challenge is one of Amalur’s major flaws (there aren’t many at all), one of the others being the buggy nature of its huge world.

It’s inevitable that an open-world RPG is going to have some bugs, but it’s still an issue having to go back to saves from the beginning of a dungeon when you’re almost at the boss and stuck in an invisible box. At one point, a bug in the game meant that I couldn’t finish one of the side-quest story arcs. This really angered me, as towards the end of the game the lack of powerful enemies means that to gain new levels you need to finish almost every quest. The negatives of bugs and lack of challenge weren’t big enough to get me to ever dislike Amalur for long, as its list of positives is far more extensive.

Kingdoms of Amalur: Reckoning is a solid game, and overall an enjoyable experience. I would definitely recommend this game to anyone who enjoys RPGs or MMOs, and I would even say that people who aren’t too interested in these genres might want to try this game out. Its design will give players of any type a depth they can sink in to, but the ease of fighting will let new players in easily. I’m probably going to keep jumping back into this game until the sequel arrives, so keep slaying fateless ones.
Grade: B+























