Kingdoms of Amalur: Reckoning - Xbox 360

Release Date:

10 February 2012

Also on:

Xbox 360 PC PS3

Viewing UK:

Also on USA.


Kingdoms of Amalur: Reckoning is an open-world action role-playing game set in Amalur, a mysterious and magical new fantasy world created by New York Times bestselling author R. A. Salvatore. Brought to life visually through the trademark style of renowned artist and Spawn creator Todd McFarlane. Reckoning combines intense third-person action combat with deep exploration, expansive character development and customization, and immersive storytelling in an extraordinarily detailed fantasy universe. Gamers begin their journey when they miraculously rise from the dead, wielding dangerous new magic capable of changing the very Fate of Amalur. Thrust into a brutal war between multiple races, factions, and alliances, players vie for the secrets of their immortality and the ancient evil that threatens to consume the world.

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Super Gamer Dude

Xbox 360


There has probably never been a game quite like Kingdoms of Amalur Reckoning, and that might not necessarily be a bad thing. That is not to say Kingdoms of Amalur is a poor by any means, but it feels like someone took practically every type of role playing game and mixed them together in a pot. The huge open world with more quests than you can manage evokes Bethesda titles like The Elder Scrolls, the combat feels somewhat like that of the Fable series, and the insanely detailed story feels like a Bioware title.

The fact I can talk about practically everything in Kingdoms of Amalur in the context of other games points to its core problem, that we've seen this all before. Nothing about Kingdoms of Amalur is in any way revolutionary or even vaguely interesting, and in many instances it takes perfectly good mechanics and drives them into the ground.

We can start with what was Amalur's most touted feature in the pre-release run-up to the game, its story. 38 Studios wanted to create a massive world with an intricate backstory for an entire series of games along with a full-fledged MMO, so they decided to spend as much money as possible and hire R.A. Salvatore. While a great idea at its core, the resulting backstory for the world is filled with incredibly bland fantasy conventions. Every NPC in the world has a few dozen conversation options in which you can ask them about the backstory, and the entire thing feels like it was shoved into the framework of a game that already existed.

Beyond the story though, the world itself can look absolutely fantastic. Amalur makes use of a cartoonish art-style that actually looks pretty great. That said, a great world that isn't filled with fun things to do isn't worth much. Kingdoms of Amalur manages to do the filling thing well at least. In every building inside every tiny little town are half a dozen quests for you to grab, and soon you'll find your quest log filled with a massive number of quests requiring you to go kill a specific amount of monsters in order to get a specific amount of loot.

In fact, none of the quests outside of the main storyline or guilds contain much of any story beyond giving you a flimsy reason to be doing what you're doing and slapping a marker on your map. At some point you'll be 50 hours into the game and have done a hundred or so side quests with no story progression whatsoever.

More importantly, the combat feels like a poor rip off of the Fable combat system, which already wasn't all that great, and you'll have much more time to grow tired of Amalur's combats while you're doing all those sidequests.

Put simply, this is an extremely mediocre RPG. It has everything an RPG should and more, but everything Kingdoms of Amalur Reckoning has consistently been done better elsewhere.

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