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Review: Kingdoms of Amalur: Reckoning  photo

Sometimes, the best way to become a blockbuster videogame is to act like you already are one. That seems to be Kingdoms of Amalur: Reckoning's modus operandi, and the gambit is paying off. Despite the big names attached to the project, very few people paid attention to the game until recently, when it started confidently presenting itself as a game that everybody wants. 

The power of persuasion at its finest. 

However, once you have everybody's attention, the hardest challenge awaits: being good enough to deserve your own contrived hype. Kingdoms of Amalur wants to play with the big boys of the role-playing genre, and even branch off into MMO territory. Now it's got to prove it has the right stuff to make that happen. 

Kingdoms of Amalur: Reckoning (PC, PS3, Xbox 360 [reviewed])
Developer: 38 Studios, Big Huge Games
Publisher: 38 Studios, Electronic Arts
Released: February 7, 2012 
MSRP: $59.99

Kingdoms of Amalur: Reckoning does not beat around the bush. It knows exactly what it wants to be, what it wants you to feel, and what a Western RPG is when you boil it down to the bare essentials. It is a game designed, from beginning to end, as little more than an indulgent power fantasy, pure escapism where players get to be anything they want to be, and feel awesome doing it. 

After creating a character using streamlined menus that allow them to pick a race, a gender, and some pre-set facial features, players wake up in the Well of Souls after having been killed and mysteriously resurrected. It's fairly typical RPG fare in what is a fairly typical RPG environment created by none other than R.A. Salvatore. It doesn't take long after the amnesiac hero's awakening before he or she is swinging swords, firing off arrows, flinging spells and stabbing unaware guards in the back. The small tutorial cave that guides players through the basics is over and done with fairly swiftly, before the budding hero is tossed into a colorful fantasy world with one ultimate goal: be amazing. 

There are three basic schools of combat in Amalur -- Might, Sorcery and Finesse -- and each one fills a stereotypical role that will instantly be familiar to those who have played almost any other RPG. However, unlike most other games, players do not have to pick a class and stick to it. As a "Fateless" hero, one is able to sculpt and shape their avatar into the perfect killing machine, designed entirely around their favored play style. 

Might, Sorcery and Finesse each have their own skill trees, and every time a character gains a level, skill points can be invested wherever the player desires. There's no need to commit to a single tree, either, so if a stealthy wizard is required, skills in Finesse and Sorcery can be obtained. Similarly, players can put points into all three skill trees to create a balanced hero, or a single tree for a truly specialized individual.

Fate Cards are unlocked depending on how many points are sunken into each skill tree. They bestow powerful new augmentations to better complement the chosen play style. For instance, putting points into both Sorcery and Might will unlock such Destinies as Battlemage and Paragon, which rewards physical mage combat by regenerating Mana every time a player takes damage. Should somebody want a character that purely specializes in Might, they'll unlock Destinies that boost melee damage, while Finesse characters can increase their sneaking and dodging skills. Completing certain quests also unlocks "Twist of Fate" cards, which confer permanent bonuses. 

For a game so focused on choice, it's important that players don't regret their decisions, and Amalur puts a strong emphasis on the power to undo skills and start over. For a large sum of gold, characters are free to visit Fateweaver NPCs and reassign their skills whenever they want. All skill points spent up to that moment will be returned, and may instantly be reinvested for slight alterations or complete reinventions. The ability to re-spec isn't new to RPGs, but Amalur turns it into an art form, an integral part of a game that revolves entirely around creating one's perfect vision of a fantasy avatar. 

All of this choice would mean nothing if Amalur were not an enjoyable kingdom to inhabit, but it thrills me to say that 38 Studios has created a rather splendid game to house its ambition. While it's not the most endearing game world, Amalur is beautiful and, at the very least, quite interesting. It's a world cobbled together by well-known tropes and populated with ideas borrowed from other, more venerable games, but the blend is as sweet as it is familiar. This isn't a game that sets out to innovate or break new ground; it simply sets out to be good, and that's definitely a goal it meets. 

The world is littered with quests that can be undertaken or ignored at one's discretion, and the main story is complemented by a number of faction quest lines, each with its own self-contained plots and rewards. As one would expect, there are hundreds of tasks, ranging from simple fetch quests to dungeon-crawling assassinations, and while there's nothing unique about the litany of jobs on offer (in fact, some of the factions almost seem robbed from The Elder Scrolls' various guilds), they're all quite pleasant and they all contribute to the overarching purpose of gaining wealth, power and infamy. There's plenty of content, to boot. I have currently logged over forty-four hours, and I have many unfinished missions on the docket. 

Naturally, combat is a huge part of the experience, no matter which way you choose to fight. Players can carry two weapons at once, and can also select up to four special abilities or magical spells that are instantly deployed by a simple button press. General melee is a simple hack-n'-slash affair, although as new skills are unlocked, slightly more complex combo moves can be pulled off. Different weapons are better suited to different characters, with sorcerers able to use staves and ranged scepters, melee warriors gaining access to large, heavy weapons, and finesse experts wielding arrows or daggers. One face button is assigned to each weapon, so they can be switched on the fly to create versatile attack patterns. My own character, a specialist in Sorcery and Might, can send enemies flying back with a hulking greatsword, then continue to attack them at range with a pair of chakrams. Choosing two weapons that complement each other can make for incredibly gratifying action. 

Special attacks and spells are used as seamlessly as weapons, allowing one to instantly stop swinging a sword and start pounding the ground to create earthquakes or fling balls of electricity. Performing well in combat fills a Fate meter that, when full, can be activated to unleash Reckoning Mode, which slows down time and vastly increases the amount of damage dealt. In Reckoning Mode, enemies are whittled to a sliver of health and left stunned, prone to a devastating execution that can generate bonus experience depending on how hard the player mashes a button. If multiple enemies are stunned before the execution is activated, then the experience bonus is chained. It's a simple system, but a pleasing one. 

Combat is both fun and challenging, with a focus on efficient blocks and dodges that creates a more tactical edge than most button-mashing RPGs offer. Enemies are aggressive and players will need to be on the defensive just as much as the offensive. While it's a noble effort to inject a little depth into the game, it can become incredibly annoying. For instance, player attacks can be interrupted at any time, even if they're halfway through a lengthy spell animation. Meanwhile, many enemies can pull off attacks uninterrupted and will power through even the most deadly of abilities.

Perhaps the worst -- and most common -- grievance is had when fighting multiple enemies with fast attacks. It's not uncommon to get hit by an opponent and knocked right into the attack of another one. Some enemies even have their attacks timed to create almost seamless chains, with one blow ending just as another begins. For melee characters, this can mean blocking to an almost farcical degree, with there being almost no gap in an opposing assault. Just wait for an encounter with spiders, with those in melee range taking turns to attack while those positioned further away effortlessly lob projectiles. The coordination of the hostile forces can sometimes border on bullying. 

One other gripe with the combat is that special abilities, even when leveled up, feel remarkably weak. Even those skills designed to deal with crowds have rather small attack radiuses, and when they hit, they seem to do little damage. They're also really good at missing their targets, while enemy skills home in and hit with 100% efficiency, even readjusting their trajectory mid-flight should you dodge! It would also help to not be restricted to four mappable skills at the maximum. One soon learns that it's a waste of points to unlock more than four active abilities, as they simply won't be able to use them all -- not without constantly navigating through menus to swap them out. 

A final annoyance is the map system. The on-screen mini-map is practically useless, since it doesn't account for the lay of the land and the rather exasperating invisible walls that fill every path. The world map also uses a tiny gold ring to indicate where an active quest is, and it can be maddeningly tough to pinpoint. 

These irritations are minor, but they will be with the player from beginning to end. It can grow incredibly frustrating, as players are often at the whim of luck, hoping the enemy attacks are aligned just right (or wrong, in their case) enough for an opening. However, when that opening is presented, that's when it becomes worth the hassle. Thanks to combat animations that feel incredibly meaty and impactful, a successful assault is intensely enjoyable. The game often reminds me of Monster Hunter, especially when using the oversized greatwords and hammers, as each attack feels weighty and bone-crunching when it connects. Once players level up and gain new attack combos for their regular weapons, the enemy oppression lightens up a little as well, allowing for a more even, and brutally enjoyable, battle. 

Outside of skirmishing, there are more passive utility skills that can be enhanced with each level gained. Taking the form of many genre staples, characters can learn to pick locks, increase their mercantile abilities, or learn one of the crafting trades. There are three crafting systems, one for weapon creation, one for alchemy, and another focused on creating gems that can be slotted into equipment. To craft items, players need to find components in the world (or salvage them from loot, in the case of blacksmithing) and take them to the designated crafting system. Fashioning a new item is a simple case of choosing the right parts and hitting the button. It's rudimentary, but elegant, and well worth the time. 

All of this takes place in a beautiful world, with character design by comic book artist Todd McFarlane. The human characters have a unique blend of realistic proportions and cartoonish features to create a rather pleasant cast that avoids the "uncanny valley" trappings of similar games. A varied palette of bright, contrasting colors makes this one of the prettiest-looking console games in recent memory, while a typically stirring soundtrack keeps things exciting. The voice acting is a little more spotty, with some decent performances marred by terribly forced accents. 

At its heart, Kingdoms of Amalur doesn't offer much that hasn't been seen before. Earning gold to buy more armor and weapons, performing quests for experience, battling monsters and growing one's skills to become a godlike master of war -- these are all things we've experienced a dozen times before. However, never before has a power fantasy been delivered in such a direct way. Kingdoms of Amalur doesn't waste time taking things slow; it doesn't let too much waffling get in the way of acquiring more gold, more experience, more loot and more skills. While there's something faintly sterile and alienating about Reckoning's world, the focused purity of its intentions is reason enough to keep playing. You'll want that new magic helmet because it looks cool and will give you more health, not because you care very much about using it to save the city. The game is all about you -- how tough you feel, and how bad your ass is. 

It's an honest, undiluted acknowledgement of what Western RPGs are all about, and I can respect that. Rather than try to be too deep or too meaningful, Reckoning simply presents players with a direct feed into the vein of empowerment and expects you to gorge until you're bursting. While the combat can often undermine that feeling of acquired strength, there's still enough rousing success to be had that keeps one returning for more.

For anyone who needs little more than a sword, a shield, and some monsters to annihilate, there are few games more committed to delivery. For those addicted to looting dungeons and crafting increasingly arcane magic gloves, there are few games more willing to serve the goods. For those who want an RPG free of pretense and utterly devoted to indulgence, Kingdoms of Amalur: Reckoning is your game.



Final Verdict:
8.0

Great: 8s are impressive efforts in their *genre* with a few noticeable problems holding them back. Won't astound the most discerning players, but is worth everyone's time and cash.













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Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize. Likes PS2, iPod Touch, Silent Hill 2, Metal Gear Solid, Dynasty Warriors 3 Meet the rest of the team



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116 comments | showing # 1 to 50
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next 50 comments

TheRemedy's Avatar - Comment posted on 02/07/2012 02:03
TheRemedy
Tits
Zyrallus's Avatar - Comment posted on 02/07/2012 02:04
Zyrallus
I am most pleased. :p
Lucrious's Avatar - Comment posted on 02/07/2012 02:04
Lucrious
Finally can read up on this and decide whether I should pick it up, still undecided if I should go for PC or 360?
DreamingDarklyRobin's Avatar - Comment posted on 02/07/2012 02:04
DreamingDarklyRobin
Did you have the online pass Jim?

If so, are the restricted quests worth it?
dunnace's Avatar - Comment posted on 02/07/2012 02:07
dunnace
To me the demo played like Fable 3, but with all of the charm, humour and killer voice talent removed. This made it a worse game in my eyes. (I also liked fable 3)
BkV's Avatar - Comment posted on 02/07/2012 02:07
BkV
Awesome review Mr. Sterling. I'm picking up my copy later this morning.
Do you know if the"Online Pass" mission has been activated as I remember you having an issue with that¿
HoFT013's Avatar - Comment posted on 02/07/2012 02:07
HoFT013
I was on the fence about this. I just recently got into high fantasy (I'm a science fiction guy) by playing Skyrim. I downloaded the demo just for the Mass Effect 3 armor, but after playing the demo I was pleased by the gameplay. The art direction is nice, too. Seems to be what Fable wanted to be all along: a good Western RPG.
shizaam's Avatar - Comment posted on 02/07/2012 02:07
shizaam
8/10 = FAILURE
DimmuJed's Avatar - Comment posted on 02/07/2012 02:08
DimmuJed
Is that a bad ass modern Ekans in the first picture!?!?!?!?

Quick, someone fire up photoshop and make it have sex with Jim.
RudyChan's Avatar - Comment posted on 02/07/2012 02:12
RudyChan
This game is legit.
Matt Welch's Avatar - Comment posted on 02/07/2012 02:16
Matt Welch
I like how reviewers are all basically saying this has the stuff to compete against games like Skyrim but then underrating it in the score because it's not an established franchise and they don't know of it's safe to be excited about it.
jc83's Avatar - Comment posted on 02/07/2012 02:21
jc83
So should I buy this or the Witcher 2 for Xbox 360?
nondual's Avatar - Comment posted on 02/07/2012 02:23
nondual
Yes! My Special Edition pre-order was worth it! I ordered after seeing the vids and although the demo took a while to hook me, I'm very intrigued by the skill trees and new skill combinations.
TheRedComet's Avatar - Comment posted on 02/07/2012 02:26
TheRedComet
I woulda scored it a 9 for great success in combining Japanese console ARPG style gameplay (PSO/PSU and Monster Hunter) with what we've come to expect from Western RPG's but great write-up Jim.
Rammstein's Avatar - Comment posted on 02/07/2012 02:30
Rammstein
"Despite the big names attached to the project, very few people paid attention to the game until recently"

I must admit, this was me until recently. This goes to show the value of a playable demo. That thing sold me instantly.

"The game often reminds me of Monster Hunter"

HOLY MOTHER OF GOD I think with that single line you just made me realize I hate Japanese games. Because after buying and playing Monster Hunter 3 Tri for Wii and getting bored after a week, I was completely enthralled by the Amalur demo like I never was with Monster Hunter.

Or, you know, it could just be that Kingdoms of Amalur had a much more stellar cast of talented people working on it. I had no idea who was involved! After looking it up on Wikipedia:

"Additionally, noted fantasy author R.A. Salvatore created the game universe and lore, with Todd McFarlane, creator of Spawn, working on the artwork, and Grant Kirkhope, long-time composer for Rare Ltd., creating the musical score."

Yeah, that's just amazing. I couldn't be anymore sold on this game than I am. :) HATE OUT OF TEN! :D
llort het's Avatar - Comment posted on 02/07/2012 02:33
llort het
Gotta agree that this is probably what fable 3 should have been. Sounds good
Gorescream's Avatar - Comment posted on 02/07/2012 02:34
Gorescream
This is teh start of something wonderful.
Dukes Largest Nukem's Avatar - Comment posted on 02/07/2012 02:36
Dukes Largest Nukem
Oh damn... this game would've got a 10 if you could play Duke and wield his large Nukem. Oh yeah...
Camiwaits's Avatar - Comment posted on 02/07/2012 02:37
Camiwaits
So i take it is not full of game breaking bugs like the demo?
Winterheart's Avatar - Comment posted on 02/07/2012 02:40
Winterheart
Wow.
I'd consider picking it up if the lore were more appealing. I'll get it when it drops in price, I suppose.
Blake Stone's Avatar - Comment posted on 02/07/2012 02:44
Blake Stone
I don't know if it can take on the titans of the genre unless it has that special kind of bug that you only get in big Western RPGs, the kind where crap goes wrong, not in an infuriating way, but in the kind that makes you like it more.

Please tell me it has these kinds of bugs. Please tell me it has ragdolls that get thrown into the skybox or giant rats that pile up into a campfire and die one by one. I want to see an ambitious project by a new studio do well. It gives me hope for the future of the hobby. This is crucial.
Vargas Prime's Avatar - Comment posted on 02/07/2012 02:46
Vargas Prime
@Matt Welch I can't find one instance in Jim's review that says he felt Amalur is on par with Skyrim, so why should his score be the same?

Besides, an 8 is still good, so I don't think anyone who was looking for a hack n slash that's a little more accessible than the Elder Scrolls games is going to be disappointed.
Nick Jones's Avatar - Comment posted on 02/07/2012 02:47
Nick Jones
Looks excellent. I played the demo and I'm hyped up to play the game myself. I'll be renting it, but if it's good enough, I may even buy it new.

@Jim Sterling: Did you ever play the additional quests on the "online pass"? If you did, would you say that they affected the story enough that they shouldn't be gated off? That was my concern; if it really was going to be day-one DLC, then it shouldn't.
JoeCamNet's Avatar - Comment posted on 02/07/2012 02:47
JoeCamNet
Can't fucking wait for my Exclusive Edition to come in the mail today. The wait is brutal...
Syn's Avatar - Comment posted on 02/07/2012 02:51
Syn
That sounds kind of fun. Maybe I'll check it out, been lookin for a new game
Mr Andy Dixon's Avatar - Comment posted on 02/07/2012 02:55
Mr Andy Dixon
Well I'll be god damned. Great to hear!
SirNinjaFace's Avatar - Comment posted on 02/07/2012 03:00
SirNinjaFace
Great review. My body is ready to be filled with all that wonderful lore.
ArrestedDeveloper's Avatar - Comment posted on 02/07/2012 03:05
ArrestedDeveloper
I was worried about this games quality up until the last week or so when people like penny arcade and Giant Bomb started to let on that it was pretty good.
Ryoonz Wu's Avatar - Comment posted on 02/07/2012 03:11
Ryoonz Wu
I loved demo of this game, but I will wait til the price drop for this game because only sucker pay full price
Dr Rainbow's Avatar - Comment posted on 02/07/2012 03:13
Dr Rainbow
Glad to hear it's a good game.
Manthai's Avatar - Comment posted on 02/07/2012 03:17
Manthai
This game seems like it does everything right on paper, but I just didn't feel hooked by it at all. It's just a bit too generic. I would probably have given it more chance if Skyrim hadn't just come out. After putting 150 hours into that and with Mass Effect 3 just around the corner I think I've had my fill of Western RPG's for now.
ChaosTeaCup's Avatar - Comment posted on 02/07/2012 03:17
ChaosTeaCup
Got, Got, Got, Need, Got.
Discobox's Avatar - Comment posted on 02/07/2012 03:20
Discobox
Alright, I'll give it a go... During a release dead period.

My main gripe with the Demo was I equipped a shield but my character didn't hold a shield in game. That was an instant turn off.
doomknight66's Avatar - Comment posted on 02/07/2012 03:21
doomknight66
a Wrpg that focuses on game play and not some z grade crap storyline?


now just to finish the billion other games I got
nfm1337's Avatar - Comment posted on 02/07/2012 03:25
nfm1337
You review games good.
seeafish's Avatar - Comment posted on 02/07/2012 03:29
seeafish
Played demo. Wasn't good. Got ME3 armour. Yay...
Electrium's Avatar - Comment posted on 02/07/2012 03:31
Electrium
Jim's opinion definitely sounds the most grounded of all the reviews I've seen.

Maybe it's just gamers as a whole, but I feel like Western RPGs get such special treatment these days. Most reviewers totally neglect tropes of stories (sci-fi, fantasy, character archetypes, or otherwise) in Western games. In the past year a lot of people will be coming into Amalur fresh off titles like Mass Effect, Fable, Deus Ex, Skyrim, etc. Creating my own character and making my own "choices" doesn't really feel that significant anymore, yet a lot of reviewers are giving these common systems a lot of weight in scores.

It feels fair, to me, to say that Amalur is a great machination of borrowed systems, but not so great when you expect it to do anything fresh. I've seen it called a "must-play" and that absolutely baffles me - I knew from the second I saw a trailer (and confirmed when I played the demo) that this game offers an experience I've had before.
Electrium's Avatar - Comment posted on 02/07/2012 03:33
Electrium
Whoops, typo in that middle paragraph. Must've slipped past my revising.

Scratch: "In the past year"
HighWindXIX's Avatar - Comment posted on 02/07/2012 03:34
HighWindXIX
I enjoyed the demo and can't wait for my limited edition to arrive tomorrow. I wish Skyrim had a combat system even half as interesting as this game. Awkward first person melee combat vs fast and fluid 3rd person combat? No contest.
Thane Vickers's Avatar - Comment posted on 02/07/2012 03:41
Thane Vickers
Consider my pessimism quelled
Nephlabobo's Avatar - Comment posted on 02/07/2012 03:46
Nephlabobo
This game deserves a -1 from its score because of the online pass.
Tiredman's Avatar - Comment posted on 02/07/2012 03:53
Tiredman
I was going to get this, but even with a positive review, I don't feel like supporting EA's new style of locking games. I love R.A. Salvatore, huge fan of McFarlane, but their game is one of the games that will determine how EA handles games in the future. While I don't mind them locking a 7 quest line out of the game, I feel they should of found another way through in game content and first month bonuses to get people to buy new. So this is a no sell to me till its much lower in price.
GRiVEN's Avatar - Comment posted on 02/07/2012 04:08
GRiVEN
I'm getting this and Revelations in the mail tomorrow.

The gameplay from the demo reminds me of recent WRPGs like Divinity II, Risen, etc mixed with elements from dungeon crawlers and MMOs.

Looking forward to digging into this.
Sexualchocolate's Avatar - Comment posted on 02/07/2012 04:13
Sexualchocolate
Sounds pretty fucking good.
kaizokuonii's Avatar - Comment posted on 02/07/2012 04:20
kaizokuonii
Thanks for the review Jim!

In all honesty, I was kind of excited for this, and am a bit disappointed that the story wasn't all everyone and their mom on the dev team was making it out to be.

I'm still getting it---just not for $60
FapCitus's Avatar - Comment posted on 02/07/2012 04:44
FapCitus
I am playin the game right now and lovin it! Its so awesome! Good review thou!
jackdan594's Avatar - Comment posted on 02/07/2012 05:19
jackdan594
As someone who really disliekd Skyrim, this pleases me. Because it fixes what I didnt like about it, and that is combat and not being an overrated game that nobody will shut up about.

Perhaps I will check out the demo :D
jinkaz95's Avatar - Comment posted on 02/07/2012 05:27
jinkaz95
I truly admire all the facts which you have provided,It is really remarkable as such delicate issues are been addressed by great intelligence. binary options trading
Bobthecatlol's Avatar - Comment posted on 02/07/2012 05:43
Bobthecatlol
Amalur is generic as hell and even Jim admits it: "At its heart, Kingdoms of Amalur doesn't offer much that hasn't been seen before."
It's western rpg at it's most mediocre, the fact that they get away with it because of the big names attached is ridiculous.

The game deserves a 5 for being average because it is an average fantasy game.
Varta's Avatar - Comment posted on 02/07/2012 05:43
Varta
I think a point alot need to remember is, this game is a setting up lore and a readily imaginable world for an upcoming MMORPG (Copernicus). That's not to say this game was rather forced by 38 Studios, but it does allude to their priorities. At first they were just going to focus on the MMO, the single player game to get players familiar and more invested in their world was an idea that came later down the line.
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