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.
THE VERDICT - Kingdoms of Amalur: Reckoning
Reviewed by Jim Sterling
8 /10
Great: Impressive efforts with a few noticeable problems holding it back. Won't astound everyone, but is worth your time and cash. Check out more reviews or the Destructoid score guide.
After playing the demo I thought it was solid, just not for me. I'm saving my rpg money for the Witcher 2 on 360 instead. I played it for a minute on my under-powered laptop and I know I'll love it. :D
"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."
But it delivers in an above-average way. It's not that it's entirely innovative, it's that it does what it does very, very well. I too had a hard time getting into the story, but I was just at the beginning. Looking at the skill-tree, I can see how the combat will become more fun, and more importantly - pretty different - depending on where I put mah pointzorz.
For anyone who read the last paragraph of this review. For those who like living in echo chambers. For anyone who has taken an on-line correspondence course in writing: Jim Sterling is your reviewer.
Good review as always Mr Sterling, and agree with the score too, based on the mediocre demo, 7/10 +1 for the inevitable goodies to come. In the spirit of your recent Jimquisitions should cry 'can't wait to play this bitch just as soon as the torrent downloads', but that would be fibbing. Its a BUY! 2014. Steam sale.
I wanted to like this game, but the world just looks so bland, sterile and stereotypical. Like Fable but with even less character. After the demo, I had no interest in exploring it at all. I'll probably give this a shot once the price comes down, because it hasn't shown me anything to hook me in (except for the box art, which is totally misleading!)
The market needs new games that strive to be fun instead of trying to reinvent the wheel and failing miserably at it. Amalur is the perfect example of a "fun" game. It's just....fun, and there is nothing wrong with that.
I wish there was a good review or two out there comparing platforms to see which this is best on. I've read that they designed it around the PS3 (but I never use my PS3)... All the reviews from the xbox version don't seem to note any technical issues... and although I have a killer PC rig I just don't see any good news about the PC version. I fear its just a bad port but I don't know.
On the developer's forum they talk about how you can't change the LOD at all because of the way it is programmed (to work best on consoles). I don't want to spend 60$ on a game that is a terrible port on a PC, but otherwise seems to be a good game.
Anyone else find any info or have a good or bad experience about the PC version? (not the demo)
Just kidding, great review. This is definitely everything I want out of a WRPG. It's not a game I'm so desperate to play that I can't wait a few months for it, but this summer may just be the time of Reckoning.
The demo didn't really grab me. It's little things mostly, such as the animations didn't seem great, My character kept putting his sword away mid fight so i felt like i had to button mash just to keep my weapon out. You can only jump at certain points which to me seems silly. The story also didn't capture me at all.
The Demo didn't convince me that this game was worth $60, and if they're penalizing their more value conscious customers, then f-em. There's plenty of games to buy and play that don't pull the online pass BS. Anyone notice that Bastion is the Xbox Deal of the Week?
Nice! I'm still finishing Skyrim, but I'll soon be ready for another WRPG and it'll be nice to have a world with color in it after the relative bleakness of Skyrim.
Another fantastic review. I will definitely be picking this up. One question, though. Why not more PC reviews? You were gifted that magnificent beast of a machine, but hardly any reviews since Battlefield 3, unless I missed something, have been the PC version.
Weird, the combat actually didn't feel meaty at all to me; I kind of felt like I was slapping the enemy with wet towels. Then again I've felt the same way about God of War and I was playing with dual daggers most of the time. Maybe I'll give the demo another spin with a hammer.
Also agree with the stunlock criticism, it happened more than it should have in the demo. When someone who plays Monster Hunter and Yakuza a lot thinks the game's enemies has too many cheap stunlock and knockdown moves, that's a pretty glaring problem. It honestly reminded me of some of Nier's enemies at times.
One thing I can't get around is how generic the game felt to me. It honestly bordered on self-parody at times (especially the elf names) and much of the art seems to have been nabbed from World of Warcraft.
Again, I'll have to try the demo again, but the whole thing left me feeling like playing Two Worlds II instead.
Jim, I like how you spend time evaluating each element of a game; other reviewers tend to spend less time on the specifics. I had zero interest (or knowledge of) this game until a couple weeks ago, but after watching a few videos, and reading your review I think it might be my cup of tea.
I passed on Skyrim because I have no interest in generic, Tolkien-esque fantasy environments, but Amalur seems much more vibrant and interesting.
Too bad EA doesn't want a dirty thief like me to buy it, but thankfully I still have Skyrim. I bought Skyrim new twice.
Just felt I should add that. It pays to treat your customer with some trust. Maybe I'll buy KoA used. Or maybe not at all. Hopefully this studio doesn't have a long-term deal with EA and can find a better publisher in the future.
I dont think the game is worth 200h of my time, if i was in a budget and could only afford one game, then by all means i would get it. But there are so many i have yet to play, i guess i will skip this.
@bulletcurtain
"I passed on Skyrim because I have no interest in generic, Tolkien-esque fantasy environments, but Amalur seems much more vibrant and interesting."
Generic? I think you got Skyrim and Amalur switched around there. I'll take Tolkien over cheesy modern high fantasy any day of the week.
I pre-ordered from Toys R Us for only $45. Shipped this morning. Can't wait to get my hands on this. I have been in a fantasy RPG mood for months, but skipped Skyrim because I knew, like all Bethesda RPGs, that it would be riddled with bugs and glitches. Plus I was unconvinced Skyrim made the combat much better than in Oblivion.
I loved the Amalur demo. It alleviated all my fears that it wouldn't nail the gameplay like it was seeking to. Glad to see it is getting good scores. Sad to see there seems to be a lot of "it's better than Skyrim and other mainstays in X, Y, and Z ways, but we won't score it better because no one knows about it." I will be surprised if this is not in my top 3 games of the year by the end. Just looks to be so solid.
@bulletcurtain
If you don't like "generic, Tolkien-esque fantasy environments" then stay far, far away from Amalur. It's R.A. Slavatore we are talking about, the second most generic Tolkien wannabe out there (the first is Terry Brooks, FYI).
Good review, very accurate in my opinion. Have only been playing for a few hours, but the game so far is very well done in terms of its execution. The only gripe I have is that the game just doesn't stand out that much... people new to the genre will probably love it, but if you're like me after spending hundreds if not thousands of hours on games like, WoW, fallout, elder scrolls, etc. you will probably yearn for something more.
This is about as generic a fantasy wrpg can get, in all its forms, but that's not to say it isn't extremely accessible, and entertaining for casuals and core gamers alike.... basically everything that was said in the review.
@rammstein
Oh, come on. You love Japanese games. ^.^
I know the truth: you only pretend to hate them because you like to see people overreact to your hate rants. V,v
You can't hide the truth from me....
0.0
I.... SEE... EVERYTHING....
This game looks pretty good. I always thought it had a more realish sorta Fable thing going on. I was so looking forward to it and even tried out the demo and everything.
Unfortunately for EA, I will be boycotting this game. I only ever buy new games, but the fact that now an online pass is included that hides a section of the game really pisses me off. If this is supposed to somehow make EA money I do not see it. Currently, they have lost $60 + what I would have spent on DLC.
The online pass would not have affected me either, I would have bought it new on release day, but now if I ever do want to play it, I will borrow it for free from a friend so EA gets NO MONEY.
Like I said, I was really looking forward to it, and was going to buy it day 1 for full price. However since there is an online pass, which would not have affected me, the principal behind it pisses me off and I will not pay for this.
I'm curious as to how much the online pass affects the game. Is that quest line really deep and engaging or is it just another side quest sacrificed to the online pass gods? This game seems like it will be a fun time sink and engaging enough to keep me smiling. Will Gamefly this down the road.
Its a high 7 for me, pretty much for the same reasons, but also because I don't think it looks all that good visually. But its a great game so far and 38 should be happy with their work, because they managed to take all the old tropes and not really fudge them up while they played with them.
I wouldn't call it the massive release that Gamestop seems to mark it as, but I could see the next one, should there be a next one, being much higher up there in stature. Great job with releasing a new IP in a world (of both gamers and developers) that seems to think new IP can't shine without a new console release.
Nice to see that some people like this, but after playing the demo for 10mins I thought it was blander than a wheat cracker boiled in water and dried out in the sun.
I actually really hate hack'n'slash games. I love Fable because of its charm, I love Elder Scrolls because its First Person and mods. Thats about it, lol.
I was getting excited for this game but it's more of the same for me right now. I'll have to pass. I'm leaning towards Mass Effect 3 at the moment - given how much I've invested in the series. After ME3, I'll be looking for some less serious over-the-top action like DMC or Lollipop Chainsaw.
Good review. I know I'll pick it up once the price is at $30 or $40 or even when an "Ultimate/Complete Edition" comes out, for now there is a growing backlog I have to take care of and ultimately all my current Gaming time/money is primed and ready for my dearly expected Mass Effect 3.
"The game is all about you -- how tough you feel, and how bad your ass is."
"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."-Jim Sterling, Destructoid. 8/10
There are two perfect box quotes for Electronic Arts to use on future editions of the game.
That's so much better than "It's like Fable but not underwhelming on most fronts."
If this game has big billowing red cloaks and chains as equipment, I might have to give it a higher personal score than an 8. What is the point in having Todd MacFarlane work on the project if such objects aren't so much as hidden extras or DLC?
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