Review:- Kingdoms of Amalur: Reckoning
Game: Kingdoms of Amalur: Reckoning
Format: Xbox 360, PS3, PC
Developer: 38 Studios & Big Huge Games
Publisher: EA
You may already know of my enthusiasm for Kingdoms of Amalur: Reckoning from pre-launch, but what do I make of the full game now I’ve had far more than just 4 or 5 hours to dabble?
Well, whilst the demo seemed to promise a lot there was always a nagging worry in my mind that the full game might not fully convert on this.
I needn’t have fretted.
Kingdoms of Amalur: Reckoning is a cracker of a game. Now I’m not going to spoil you experience of this beautiful game by talking about the excellent plot, but please don’t think that’s because it rubbish. As far as fantasy games go this is up there with the very best and, thanks largely to the involvement of R.A. Salvatore, feels both epic and relate-able. You do feel like you are awesome and that a great responsibility thus rests on your shoulders, and that you start as a player in a much larger scheme, but also that individuals matter and the mystery surrounding some of them is refreshing and pulls you through the game with both interest and appeal.

Oh! I thought you meant like a cool new ring of power for my finger...
Regardless of how good a plot is no game can rely on this alone to call itself successful. Increasingly we see developers pushing the envelope in terms game “width” as they try and cover as many bases as possible at a high level of quality and detail, most often any such attempt fails in at least one department, either the characters are flat, or the combat poor, or movement feels sluggish, or magic is uninspiring, or the progression system is unclear, the plot boring or confusing or, indeed, you feel alienated by your lack of control over your own avatar / in-game self, amongst many other possible failings…
Now Kingdoms of Amalur: Reckoning (“KoA:R” from now on!) is not perfect, to my taste the visual style is a little too stylised, but to be honest it’s so well stylised that rather than put me off as it normally does I have found myself both impressed and surprised at some of the care and quality present visually here. Some of the environmental work is superb and there are moments of real genius, particularly when it comes to environmental reaction to your character (think living plants al la Avatar) and clarity of locational design, that is to say every area feels like it has a clear and unique identity, a fact which is hugely influential in helping you not only understand what to expect, but also feel a sense of scale and difference as you travel. I can honestly say this is the first such “stylised” game who’s visuals I not only appreciate, but now actively respect and enjoy… well played Mr. McFarlane… you have won this round… ![]()

"Visual Style" you say? How many would you like with that sir?
So we have a very strong plot and a fantastic look and feel, but what about the framework underpinning this? Well as the final of the 3 titans strutting their stuff over this project Mr Rolston has done wonders for the genre on console. Taking his experience with the excellent Elder Scrolls series and putting it to great use in this universe the game benefits across the board, from clear, varied and effective quest design and management to excellent “mini-games” around crafting of various types (potions, equipment, and the gems with which you can augment the the later) and the more traditional interludes around lock and trap puzzles all is ship shape and very playable indeed.
One of the nice elements here is the extra distance KoA:R goes to to crank these up a notch, both tying them into “abilities” and also adding a few bonus mechanics into the mix. All this excellent work would be for naught however if the mini-games were boring, overly difficult, too easy or pointless. Thankfully, again, none of these are the case here. We get clearly constructed scenarios and simple rules and like any game the more time, effort and ability you put in the easier and more powerful they become… hats off here to the team, quests, puzzles and mini-games are well thought out and well delivered through out. “Dispelling” may take a few goes to get used to, but once you do it’s actually pretty exciting and satisfying to master…
So, all these elements make for a very strong all round RPG experience. But KoA:R has one more trick up it’s sleeve, and this must be some sleeve, because this trick is a real triumph. The combat in KoA:R simply puts the combat in every other RPG to shame. Fact. It not only introduces the need for careful thinking but also delivers the results of your, often real-time, planning, in a sumptuous and visceral bounty of sound, light, action, explosions, dodging, leaping, juggles, and chain effects to rival the very best action games out there. I would go so far as to say it’s other action games that have most to fear from KoA:R as by layering the combat and movement carefully into the RPG lattice Big Huge have pushed the action experience to the next level. With enemy attack-type vulnerability, flanking, rushing, defense and attack, movement, skill chaining and potions all playing very significant roles this makes for an extremely engaging end product. Thankfully the time between fights is kept down to an absolute minimum so you can enjoy the experience, particularly as you transform it by your selection of not only abilities, skills and equipment but also by the use of one of the games USPs (unique selling points)… Destinies.

It's your destiny to meet your end by my blades... erm... chump! Sorry... can we start that again?
You see it seems that, not content with the myriad customisation and progression options they’d already build into the game, Big Huge decided to add just one more layer, the cherry on the cake if you like, and that is “Destinies”. These fit “over” your existing skill trees (Finesse, Might & Magic) to add further, additional buffs to your character setup. Like some kind of toxin you can add to your already sharp sword to make it even more awesome and deadly… or maybe a fifth knuckle to add to your punch, a second string for your bow, or another step to your skill chain… As ever these are designed mechanically and visually with great care and precision and work fantastically well in practice. An addition I hope to see in many more such games and one of the many improvements to the genre that this game has kindly given us players.
I would love to go into more and more detail, but there is just so much this game does, so many options, so much depth, that I could easily go on for many thousand more words. Which you might then be kind enough to read… when really you should be playing more KoA:R.

Aha! I've sneaked up on you! Wait... no... erm... why are you facing me?!?
I’ve agonised over this because the Stealth system itself, although seemingly a small part of the game at first, is beautifully delivered and a real treat to enjoy. The variety of equipment with it’s different types and families of weapons, such choice, and each having a very markedly different effect and benefiting from a different approach. The armour and accessories you have, in their seemingly infinite and marvellous combinations, unique items, random drops, armour sets, rings & necklaces all building to a highly individual load-out providing for any play-style imaginable and each having clear pros and cons. And I haven’t mentioned shards & gems, or fate, or the brilliant skills system. We are definitely not in Kansas anymore. This is a whole new ball… nay, sword game people. So get on-board now, because one day you’ll be able to say “I remember that game, what a classic, I played it when it first came out…” with the pride and satisfaction that phrase will come to bestow upon any player who had the privilege to do so.
Review Round Up
Gameplay: 5/5 – RPG? Check. Action? Check. Questing Galore? Check. Combat? CHECK!
Graphics: 4.5/5 – Not usually my style, but done so well it’s completely won me over… bother… ![]()
Sound: 4/5 – Strong all round, with some touches of musical brilliance.
Longevity: 4/5 – As much longevity as you could ever really hope for in a single player RPG.
Overall: 4.5 Fateless Destinies out of 5
Summary? Erm… Buy it. Pithy, Non?
- Richard “Rax” Burley
@Raxous








Bought it!
Now I need time to play it
I feel your pain, but do make time, it’s so rewarding once you get a few levels under your belt! Can’t wait to get back on and bang some more heads!
I love this game, I started playing this time last week and I’ve done 30 hours so far with up to 70-75 quests completed, lol.
I can believe that, it so easy to spend a very serious amount of time on KoA:R!
The quests are interesting and a great length, the leveling up is great fun, the equipment hunting and the crafting can get very addictive and it might just be me but I’m spending quite a lot of my time managing my inventory with all the different weapons and equipment combinations…
Anyway, back to Amalur I go!
My biggest complaint is the camera in combat while using a xbox controller on a pc is terrible. It’ll stop following you around once combat starts or if you go stealth. So the camera will be looking off in some direction that is NOT the direction the character is facing, like some wall or somewhere that doesn’t have the bad guys trying to beat your face in.
Yes, annoying… expect a fix for this shortly tho. I’ve heard good things coming from support about patching up the, to be fair, few bugs that have been reported. I don’t expect the first update to be far off…
I’ve just started playing this (rented). Looked good but assumed it would be too much of a chore for me. I’m actually finding it really accessible at the moment and liking it. Not played much yet, though. First impressions are good.
One thing I really liked about it was the lack of grind. Other than a few seconds to grab potion ingredients on the way through it’s pretty free-flowing stuff…