Kingdoms of Amalur: Reckoning

Hit and myth


Review Like a mage's potion, Kingdoms of Amalur: Reckoning is based on a tried and tested formula: the essence of Fable II, a dash of Oblivion, the gizzards of God of War. And let's not forget the vital binding agent, of course: a liberal dose of Tolkien's legendarium.

Kingdoms of Amalur: Reckoning

Circle of strife

That's not to say Big Huge Games' debut title is without merit – quite the opposite, in fact. Or that there's anything inherently wrong with formulaic game design. But whether Kingdoms of Amalur: Reckoning is a worthwhile concoction will ultimately depend on your willingness to overlook its obvious indebtedness to those constituent parts.

For those jaded adventurers staggering back from Skyrim's impossibly large world, or limping bloodied and battered from Dark Souls' impossibly challenging one, KoAR's attraction will also depend on how much you buy into its fantasy.

Kingdoms of Amalur: Reckoning

An orc walks into a library...

Thanks to the talents of Todd McFarlane, R.A. Salvatore and Ken Rolston, Amular itself is as deep and rich a world as you could imagine. The aesthetics and narrative weave its disparate lands and creatures into a distinctive, wondrous whole, bringing Amalur to life with a verisimilitude as convincing as it is beautiful.

It's a world steeped in lore and brimming with encyclopaedic detail, evinced at every turn through hundreds of hours of NPC dialogue and a seemingly endless stream of collectible books and notes.

Kingdoms of Amalur: Reckoning

Seeing double

The world might be complex, but gameplay is defined by simplicity and accessibility. At its core it's an unapologetic action-RPG, where single-button attack types, blocks, parries and combo chains are more important than invisible rule sheets of stat trees and skill points.

Strike out

Despite the accessibility, combat is not shallow. Primary and secondary weapon slots allow you to instantaneously switch between weapons drawn from a multitude of classes, so you can mix and match range, power and speed types to suit your preferred style.

Kingdoms of Amalur: Reckoning

Twinkle in the eye

It's a satisfying system which complements the game's other, more traditional, RPG abilities – think elemental Mage spells, AoE Warrior power smashes and stealthy Rogue back-stabs – rewarding players with constant pyrotechnical and visceral delights. But it's not without flaws.

Combat simplicity can, at times, be the game's downfall. With combos easily mastered, enemy defences are often breached too readily. They may be immune – and indeed invulnerable – to certain attacks, but strike them with the correct attack and their resistance is temporarily broken, providing a window in which any subsequent assaults cause damage.

Kingdoms of Amalur: Reckoning

Burning desire to kill

So it's all too easy to settle into the same routine – irrespective of enemy type – assured that if you don't crack their defences first time around, you will with your next flurry.

Tougher enemies and larger groups help mask the problem somewhat. As do encounters where you need single out and deal with particular enemies first, such as minion-spawning shamans and mages which bombard you with projectile magic.

Kingdoms of Amalur: Reckoning

Swamp thing, I think I'll thump you

These aren't the game's most exasperating opponents, however. In fact, they're not even enemies at all. Occasional camera problems and a poor targeting system conspire to make some fights more difficult than they naturally would be. And the game's inventory is so poorly constructed, with long lists, sub menus and arbitrary ordering of items and consumables, that navigating it feels like a side-quest in itself.

Carry on adventure

Worse still, in striving for simplicity the inventory system ironically introduces some baffling complexity. Individual item weight isn't displayed anywhere, which makes managing overall weight limits difficult, to say the least. And when mapping consumables to the radial quick-select menu, the names of presently held items aren't listed.

Kingdoms of Amalur: Reckoning

Proper bow, I tell thee

With many consumables indistinguishable, it's impossible to know what you're swapping out until you've actually done it. Minor quibbles, you might say. And you'd be half right. Although they don't grate in isolation, the irritation accumulates across 50-hours of adventuring.

All of which is a shame, because elsewhere there's much to admire and enjoy. Thanks to Amular's rich diversity of lands and enemies, the kill-fetch questing feels varied throughout. Random JRPG-style encounters enliven lengthy explorations, and the occasional boss battles and set pieces of the main quest bring welcome changes of pace.

Kingdoms of Amalur: Reckoning

Red eyes of an all night clubber

There's an enjoyable, albeit simple, crafting system for concocting potions or constructing powerful items and modifiers; neat minigames for lock picking and dispelling magic wands; and a decent system of economy and commerce throughout. But it's the game's levelling philosophy that deserves particular praise.

There's nothing unique about the system itself, allowing you to specialise as a Mage, Rogue or Warrior, combine two disciplines, or even become a Jack of all Trades. Where, Kingdoms of Amular really excels is in its liberal attitude to levelling. Unbinding skills and attributes is a simple and relatively inexpensive task, which can be carried out as many times as you wish without penalty. A near-sacrilegious act in so many other RPGs, here it's an essential element that prevents the mainstay of combat from becoming too repetitive.

Kingdoms of Amalur: Reckoning

Cut it out

Verdict

For all its high fantasy, Kingdoms of Amalur: Reckoning feels as much a product of market research and the boardroom, as it does anyone's imagination. You can't blame Big Hat Studios for sticking within a rigid formula for its first game, of course, especially when it nets you the world's biggest publisher. While there's perhaps not enough to heartily recommend the game this time around, there's still plenty of promise to suggest we'll be seeing more of Amular soon. ®

More Games Reviews

Final Fantasy
XIII-2
Soul Calibur
V
Star Wars:
The Old Republic
Need for Speed:
The Run
Saints Row:
The Third
70%
Kingdoms of Amalur: Reckoning

Kingdoms of Amalur: Reckoning

A well-crafted and enjoyable game cast from a ancient mould. Available on Xbox 360 (tested), PS3 and PC.
Price: £40 RRP

Similar topics


Other stories you might like

  • US-APAC trade deal leaves out Taiwan, military defense not ruled out
    All fun and games until the chip factories are in the crosshairs

    US President Joe Biden has heralded an Indo-Pacific trade deal signed by several nations that do not include Taiwan. At the same time, Biden warned China that America would defend Taiwan from attack; it is home to a critical slice of the global chip industry, after all. 

    The agreement, known as the Indo-Pacific Economic Framework (IPEF), is still in its infancy, with today's announcement enabling the United States and the other 12 participating countries to begin negotiating "rules of the road that ensure [US businesses] can compete in the Indo-Pacific," the White House said. 

    Along with America, other IPEF signatories are Australia, Brunei, India, Indonesia, Japan, South Korea, Malaysia, New Zealand, the Philippines, Singapore, Thailand and Vietnam. Combined, the White House said, the 13 countries participating in the IPEF make up 40 percent of the global economy. 

    Continue reading
  • 381,000-plus Kubernetes API servers 'exposed to internet'
    Firewall isn't a made-up word from the Hackers movie, people

    A large number of servers running the Kubernetes API have been left exposed to the internet, which is not great: they're potentially vulnerable to abuse.

    Nonprofit security organization The Shadowserver Foundation recently scanned 454,729 systems hosting the popular open-source platform for managing and orchestrating containers, finding that more than 381,645 – or about 84 percent – are accessible via the internet to varying degrees thus providing a cracked door into a corporate network.

    "While this does not mean that these instances are fully open or vulnerable to an attack, it is likely that this level of access was not intended and these instances are an unnecessarily exposed attack surface," Shadowserver's team stressed in a write-up. "They also allow for information leakage on version and build."

    Continue reading
  • A peek into Gigabyte's GPU Arm for AI, HPC shops
    High-performance platform choices are going beyond the ubiquitous x86 standard

    Arm-based servers continue to gain momentum with Gigabyte Technology introducing a system based on Ampere's Altra processors paired with Nvidia A100 GPUs, aimed at demanding workloads such as AI training and high-performance compute (HPC) applications.

    The G492-PD0 runs either an Ampere Altra or Altra Max processor, the latter delivering 128 64-bit cores that are compatible with the Armv8.2 architecture.

    It supports 16 DDR4 DIMM slots, which would be enough space for up to 4TB of memory if all slots were filled with 256GB memory modules. The chassis also has space for no fewer than eight Nvidia A100 GPUs, which would make for a costly but very powerful system for those workloads that benefit from GPU acceleration.

    Continue reading

Biting the hand that feeds IT © 1998–2022