Review: Kingdoms of Amalur: Reckoning


I have to say, I haven’t played an RPG like Kingdoms of Amalur: Reckoning and I’m not just talking about the combat. Sure, they’ve taken it up a notch with a grab bag of death-dealing kickarsery regardless of your play style, but it’s more than that. Forty hours deep as a rogue, the ability to simply ‘change my destiny’ let me continue on as a same level hybrid rogue/sorcerer without any extra grind.

Omniblade daggers for the win!

It’s an amazingly accessible system that lets you re-spec your character at the drop of a hat and redistribute all your skills and attributes instantly with no penalties other than a negligible hit to your coin purse. You completely bypass those “Man, I wish I had that,” moments, and it more than encourages you to try out all the classes, hybrids and mix and match till you find what works for you; and that’s not the only mixing and matching going on.

“Imagine a game that takes its cues from established action franchises like God of War. Then add a dash of artistic animation flair from comic book legend Todd McFarlane (the dude that done Spawn), a sprinkle of sultry sounds care of Grant Kirkhope (he made them tantalising tunes for GoldenEye 007, Banjo-Kazooie and Donkey Kong 64) and lavish lashings of lore by acclaimed fantasy scribe R.A. Salvatore (smashed out some Forgotten Realms novels for a dozen or so million fans). Carefully season and bake at 180 degrees under the watchful eye of Ken Rolsten of The Elder Scrolls III and IV fame and Kingdoms of Amalur: Reckoning comes together like an all-you-can-eat RPG buffet where it’s all pretty much on the menu.”

Would you like to know more? Click on through to my review for AusGamers found here

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Dave Kozicki

Shotgun Samurai
Video game reviewer, presenter and enthusiast. Film and TV-aholic. Pop culture geek. T-shirt and sneaker addict. All around nice guy and one hell of a sexy beast. Writer for Official PlayStation Magazine AU, AusGamers and Hyper Magazine.