Kingdoms of Amalur: Reckoning Reviews

We have another batch of reviews for 38 Studios and Big Huge Games’ Kingdoms of Amalur: Reckoning, seemingly in line with the positive reception the open-world heavy-on-the-action-RPG has received so far.

Lazygamer, 7.9/10.

I loved this game. If I had written this review before finishing the game, it would be a shining, stellar example of what a combat RPG should be. Sadly, a bad delivery makes me wonder what happened, considering this game had three amazing creatives on board. Maybe too many writers do spoil the plot?

God is a Geek, 8/10.

Kingdoms of Amalur: Reckoning is a game blatantly made for fans of the RPG genre and is unforgiving if you aren’t completely familiar with what the genre has to offer. It brings all aspects of it full force, unrelenting in its forwardness. Looking over the sections where the game falls short, none of them are actually things wrong with the game. The battle system and storyline idea regarding fate are just so well thought out and planned that the rest of the game looks puny in comparison, even though they’re solid RPG elements.

Kingdoms of Amalur: Reckoning won’t define the genre. It may define parts of the genre, but overall it slots nicely in with the big hitters in the same category without making much of a big deal, and for fans of those particular areas, that’s more than enough to keep you returning to the wonderful game.

The Verge, 7/10.

Reckoning as presented is a game that’s drowning in its influences, but there’s an enjoyable 20-25 hour action-RPG floating in there somewhere if you’re only willing to fish for it. The trick is in ignoring the excesses crowding out the worthwhile adventure and, in doing so, exert the restraint that seemed to elude its creator.

Dragon Blogger, 4/5.

Amalur’s faults do not damage the hours of gameplay. In fact the old adage of quantity does not equal quality is crushed by this game. There’s so much packed in that you’ll enjoy it’ll make you forget that lousy 2 gold coin drop you just received. I hazard to conclude that Amalur can be merely described as (a success.) I believe a more befitting description of what Amalur is would be (no strings attached.) Just as the game promises, you truly are a fateless being that can forge a destiny entirely of your choosing. It is for that reason that I find this RPG one for the ages.

GameDynamo, 95/100.

Amalur certainly is not without its flaws. A few technical hiccups and strange design choices here and there can take you out of the experience (like ranged combat’s unrewarding auto-aim feature), but they do not detract from the game’s overall high quality. With days upon days worth of content, Kingdoms of Amalur: Reckoning stands on its own as perhaps the strongest, most realized game to debut in this young year.

Marooner’s Rock, 87/100.

Amalur is the very definition of a mixed bag. There is a great deal of fun to be had hacking and slashing through various areas, and the leveling can help cut the tedium and add new wrinkles to the game, but the story quickly becomes a parody of itself, and the landscape and paths go from breath-taking to boring very quickly, and without any quest variety, many people will find themselves sprinting to the end. For their first foray into games 38 studios made a fantastic game, one that most RPG fans will enjoy. Yet for every exciting moment, there are two points that don’t quite measure up. Kingdoms of Amalur: Reckoning doesn’t quite match the hype, but it sets the table for what could be the future of RPGs.

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