-
techniques22hk liked this
-
gameraddictions liked this
-
stormbucketz liked this
-
novadirge reblogged this from galaxynextdoor
-
jd-another-side liked this
-
meloncholyhill liked this
-
hardcoregamer-jb reblogged this from galaxynextdoor
-
allenchester liked this
-
badwolfpiper reblogged this from galaxynextdoor
-
galaxynextdoor posted this
Impressions: Kingdoms of Amalur: Reckoning

Kingdoms of Amalur: Reckoning by all intentions should be brilliant. A rousing universe penned with 10,000 years of history by acclaimed fantasy author R.A. Salvatore, and a colorful world just begging to be experienced.
On paper, Reckoning looks and sounds the part of an action RPG that any RPG fan could easily get lost in; yet for all its richness, its lore so far falls flat on its face. There’s plenty of story here, or at least history. Tons of it in fact. Constantly thrown in your face carelessly with not an ounce of an introduction. You can’t go more than 10 minutes without coming across a talking lore-stone weaving more of Amalur’s history or a gnome regaling you with yet another 5 minutes of brand new fiction that you’ll desperately try and get a grasp on. So far, the world of Amalur has if nothing else tons of history, it’s just so damn convoluted you’ll just want to move along to get from quest A to B and try and manage to wrap your head around the main story.
Granted, I’m only about 7 hours in but in that amount of time I’ve managed to discover at least 10-15 side quests all with their own tiny story quest and at times dense back story. It’s enough to make me want to grab a pen and paper and start taking notes on who the Red so and so are and what was the name of that fellow who was bamboozled by elves. Why did he run away from home again? Oh, that’s right to see the world. But what was the name of that monastery he joined?
I’m sure I’ll figure it out sooner or later.
If nothing else, I’m pleased with Reckoning’s combat. Which should make just about every other RPG that wants to deal with deep stats and skill trees rethink the way combat has to feel and respond. Just because I like dealing with stats and seeing my XP grow shouldn’t mean that I have to deal with slow and cumbersome action that makes me feel like I’m stuck in a bucket of mollasses slowly swinging away. Think Fable’s combat but deeper and you’ll have the right idea of Reckoning. It’s a novel approach to an open world RPG that I love. I get the open vast world that I love to envelope myself in; along with the deep and satisfying combat of an action game. So far, I’m enjoying Reckoning - but not for the reasons I had expected. Story wise, so far I’m trying maniacally to try and get a grasp at the mountains of fantasy jargon being thrown at me. Gameplay wise, I’m enjoying the sheer thrill of finding a fight and having the ability to hold my own. Not because of my ever growing magic and combat skills but my skills with a controller.
With that said; Reckoning at this point still feels like a house that’s dressed with all the trimmings but there’s no one inside. It just lacks soul. I hope to find it soon.



















