This game is so so so good. I'm not a huge fan of the story aspects, but the shear fun of playing it and exploring the world made me hooked right away.
Kingdoms of Amalur: Reckoning Review
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On 02/16/2012 at 02:06 PM by Mike Wall Curt Schilling’s 38 Studios knocks this one out of the park. |
A must play for any RPG fan.
It’s hard not be struck by deja vu while playing Kingdoms of Amalur: Reckoning, as it’s an amalgamation of every major Western RPG of the last five years. The art style and vibrant color palette are heavily inspired by World of Warcraft, the loot system rivals that of Borderlands, and the character development is an interesting Dragon Age: Origins/Fable hybrid. While Reckoning is quite liberal in its search for muses, it expands beyond many of them to forge a unique identity. Reckoning is to the games it borrows from, as baseball is to itself from 40 years ago; the concepts are basically the same, but everything is on steroids, making it far more enjoyable.
The world of Amalur is simply breathtaking. From the serene coastal beaches of Galafor, to the ravenous deserts of Apotyre, players will be ensnared by the exuberance that surrounds them. Each resplendent region offers a chance to explore with tailored dungeons, towns, and populaces. With a cornucopia of regions spanning over the five vast continents, the world is as expansive as it is detailed. Perhaps best of all, Reckoning is as accessible as it is a beautiful. Thanks to the simple yet effective fast travel system, players can quickly teleport to key locations (cities, monuments, etc.) making backtracking and exploring a breeze.
Crafted by legendary fiction novelist R.A. Salvatore, the story that surrounds Reckoning is as grandiose as the world itself. Fate is the centerpiece of this tale, as your character finds himself (or herself) mysteriously revived by a miracle of science. However, your revival did not only award a second chance at life, but the ability to dictate it. In a world bound by fate you alone can change the tides of destiny.
Unbound by the confines of fate you’re free to go where you wish and do as you please. Exploration of side quests and characters is where Reckoning reveals its vast lore and depth. Enigmatic Fae, reclusive Gnomes, shifty Dokkalfar (Dark Elves), pretentious Ljosalfar (Light Elves), and a colorful cast of Humans all inhabit the world, each with their own distinct cultures and personalities. In particular, interactions with the Fae – a mythical race of immortals that relive a continuous cycle of life and death (think Fantasy meets Buddhists reincarnation) – serve to showcase the gravity of your abilities, depicting them as both a wondrous gift and a monstrous curse.
With the world full of such an expansive group of people, there is always someone in need of help. The citizens of Amalur offer a plethora of quests, running the gambit from cliché fetch quests to grand adventures worthy of song. Whether you’re toppling a government conspiracy or clearing out a group of pesky Gnolls, each quest serves to illuminate the world around you. While not every quest captivates, all of them feel realistic within their environments. With such a bountiful array of quests available, players are free to choose the ones that inspire, while leaving the others by the wayside.
For those who find themselves relatively uninterested by the complex history and lore, there are always more tangible rewards to urge expeditions. Amalur is littered with loot ripe for the picking. Following the standard RPG format, items in Reckoning are classified as: Common, Uncommon, Rare, and Epic (which consist of both unique items and sets). With literally hundreds of Epic weapons and armors to uncover, players will have more than enough incentive to stretch across the four corners of the map. While admittedly shallow and vain, collecting and hoarding loot has become one of my favorite guilty pleasures.
If the loot, quests, and ambiance still fail to whet your appetite the combat is sure to please. A mix of action and RPG blend beautifully to create a symphony of destruction in a battle system that is unlike anything you’ve experienced before. Similar to a button-masher on its surface, Amalur requires lighting reflexes to dodge and block attacks, as well as set up timely combos and devastating power attacks. When you factor in passives, spells, abilities, and auras, the battle system reveals its amazing depth. It provides a visceral splendor that is only rivaled by the adrenaline rush received from flawlessly executing in an encounter.
The success of Reckoning’s battle system is actually owed in large part to the accessible, yet diverse character development. Abilities are split into three basic categories: Might (Warrior), Sorcery (Magic) and Finesse (Rogue). Players can choose to be devout in their category choice or mix any combination of the three. Destinies, which act as class types, allow players to truly explore the depth of the hybrid classes. By allocating a specific amount of points in each of the three categories players will unlock new Destinies providing additional stats that serve to facilitate your chosen role.
My current character exemplifies the depth that resides within this system. I decided that I wanted to play as an archer, but knowing that Reckoning is a dungeon crawler (with many tight spaces) I figured that it might be challenging to find enough distance to successfully attack enemies. Thus I opted for an Arcane Archer, which mixes the Finesse and Sorcery categories. With this configuration, the passives and abilities in Finesse boost archery damage, while Sorcery abilities are used to disable and disorient enemy units, providing the necessary distance to safely attack.
This is only one of the many viable builds that players can take advantage of. In many ways, Reckoning is what you make of it - by distributing points in Finesse and Sorcery differently, you can easily build a stealth mage or a melee powerhouse. The greatest thing about this system is that you can redistribute your points at any time, encouraging experimentation with new options and combinations.
Reckoning is a great game, but it’s not perfect. Similar to Skyrim, Reckoning fails to tether players to the vast world they inhabit. While the world is fully developed and the characters are interesting, so much is introduced at a rapid rate that it’s difficult for players to connect with any one particular thing.
In spite of its flaws, Reckoning proves to be a worthwhile experience for any RPG fan. The game offers plethora of quests and collectables that provide at least 150 hours of gameplay. With such a captivating ambiance, a rich and detailed plot, and a revolutionary combat system, you’ll want to see all this game has to offer. In an impressive first installment from 38 studios, Reckoning rests at the epitome of its genre, accompanied by many of the games that inspired it.
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