Reviews for Kingdoms of Amalur - Reckoning - US & Canada [Legacy]


Two steps forward, one step back: The Game

nairume | Dec. 10, 2012 | See all nairume's reviews »

Kingdoms of Amalur is a passable game that often ends up being its greatest enemy. For much of the good it does, it often has something to counter it in some fashion and drag the game down. The game's graphics are well done and hold much detail, but the actual art direction of the game leaves much to be desired and often waffles between being too bright or too dark to make much of that detail out. The combat is also fun and varied, but also suffers from a lot of bloat in the form of unnecessary bonus mechanics. There's also tons of quests and diversions from the main plot, but that is almost necessary because the main plot itself is rather drab. The game's open ended character customization is perhaps the only thing about the game that isn't conflicted by some negative trait, allowing it to be one of the game's best points. Overall, the game is effective enough and worth trying out.


Such a shame, it is a decent game.

fluttersnipe | Nov. 18, 2012 | See all fluttersnipe's reviews »

This game got murdered by Skyrim coming out in the same week. It is a good game, a bit to easy though. Even on the hardest setting, you'll plow through most fights. I recommend NOT ever using the fate mechanic, you out level things way to fast using it since you get double exp from kills while using it. It has a great world, great story, and decent characters. I recommend it on sale.


A Generic Fantasy Game

das_regal | Sept. 26, 2012 | See all das_regal's reviews »

Kingdom of Amalur starts out on a high note. It gave me the illusion of depth. It's pretty clear that the story isn't that serious from the outset, but I didn't really get a sense for how shallow things were until I was ten hours in and a pervasive sense of hollowness gripped me. Technically, the game is impressive. The combat is stylish and fluid. The graphics are good. The crafting and loot system even seems deep, but at the end of the day it's all very soulless. Hidden beneath the colorful, cartoon visuals is a boring, uninspired fantasy game that feels a single player MMO. It's kind of like Guild Wars 2 sans social elements, which simply makes the world feel lonely and pointless.


Kingdoms of Amalur Review

khryon | April 28, 2012 | See all khryon's reviews »

Kingdoms of Amalur is by far one of the most entertaining RPGs I have played for awhile yet. After spending an astonishing 60 hours which, in fact, I had not expected for such a game. Being unfamiliar with the new game, Kingdoms of Amalur came off as cartoony and bland in terms of graphics. It was nothing really "impressive" as you would see in the ultra-realistic games such as Skyrim and such. Nothing is farther from the truth, however, as once you are put into the game you'll see that the artistic direction is meant to be light-hearted and unique. The gameplay however, is the most redeeming feature yet. Boasting a God of War-esque style gameplay, it really lets the player feel the twitch-based combat. A myraid of flashy skills leaves the player feeling satisfied instead of the same old "swing, swing, swing, kill" pattern. There are also three talent trees, each which have their own variance of skills and moves. There are also mini games which the player can do, such as unlocking and dispelling chests. These are undoubtedly fun mini-games for the first couple times, but starts to old - fast. However, this does not subtract from the overall gameplay and realistically, during a instance, you would encounter no more than 10 chests (most are without locks/spells). Another great part of Amalur is "perks". Reaching a certain level within a talent tree will get you a card. These cards act as stat bonuses and largely helps you in the selected role you are playing. As mentioned before, there are 3 talent trees: Sorcery, Might and Finesse. However, you can mix and match all three of these (not possible to get all of them maxed but you can still put points in all three) and there will be a different card for each mix-match pair. This leads to a wide variety of play and flexibility for the player. If the player wishes to be a stealthy mage, he would achieve the "Shadowcaster" card after going down that talent tree. The storyline is nothing special, which is a shame, considering the fun combat system involved. As much as I would love to praise the story, it's just not that memorable (in my opinion). Hero rises, hero fights, hero kills the last boss. But, Kingdoms of Amalur does not disappoint as they litter dozens of side quests that flesh out the main storyline and introduce the lore of Amalur, including bigger Faction quests you could do (each taking about a good 3-5 hours worth). Overall, I would give this a solid 8.5, with a very solid and entertaining combat system, flashy skills, multi-classing system and fleshed out character stories. The only thing that is keeping this from a solid 10/10 is the unmemorable main storyline which just does not appeal to me. This is very subjective to each person however, and you may enjoy the storyline much more than I did.