Kingdoms of Amalur:
Reckoning is a fantasy action-RPG,
and was the first and only offering from the fledgling 38 Studios, founded by
former Major League Baseball pitcher Curt Schilling, and Big Huge Games. The creative talent included art direction
from Spawn creator Todd McFarlane,
story from fantasy writer R. A. Salvatore, and game design direction from Elder Scrolls: Morrowind and Oblivion director Ken Rolston. Though this review should be relatively spoiler-free,
there is no guarantee of that so read with caution. Spoilers will not be flagged with “ZOMG!!!
SPOILER ALERT!”
Disclaimer: I have 84
hours in the game as of now, and I have not yet finished it. This review is meant to give my impressions of
the game and gameplay to this point, not a final judgment.
Story:
The basic premise of the story, and the theme that runs
throughout the land of Amalur, is that all beings are tied to the Threads of
Fate, a concept seemingly borrowed from Greek mythology and modified in a very
interesting way. Your character is one
of many killed at the hands of the Tuatha, a sect of immortal Fae who inhabit
Amalur. Their leader, Gadflow, has waged
a bloody campaign across the face of Amalur in the name of his new god. The Gnomish alchemist Fomorous Hugues, in an
attempt to combat the onslaught, worked on a way to resurrect the fallen in
what was called the Well of Souls. It
was through this your soul was returned to your body and you were brought back
to life. Unfortunately, you wake atop a
pile of decaying bodies whose souls failed to return. It is an excellent way to start the game and
sets the tone immediately.
The escape from the Well of Souls provides all the basic
training you need to set out among the world of Amalur as a truly unique
individual. You see, having been
resurrected from the Well of Souls, you are no longer tied to the Threads of
Fate. In fact, you are able to control
Fate itself, affecting your future and that of others. It was a bit disappointing to find that power
is generally limited to specific plot segments or Fateshifting enemies (more on
that later) and many of the choices made have little to no effect on the world
of Amalur as a whole. Still, it is a
neat story conceit that keeps things moving in a land where a lot of things are
happening but there is very little genuine emotion from any characters. NPCs will talk to you with either a button
prompt or as you pass them by, but nothing gives the impression this is a
desperate, war-torn world beyond NPCs telling you it is.
Side stories and their attendant quests are plentiful, but
while the questing itself is interesting, the stories tend to be rather bland
and unmemorable. They are also
indiscriminate, so I can simultaneously be a member of the Travelers, which is
a thieves’ guild; the Warsworn, who are essentially mercenaries; the House of
Ballads, a Fae ruling council; and Archsage of the Scholia Arcana, which is more-or-less a mage’s academy (no, not
like Hogwart’s so stop it). It’s nice
they didn’t require you to choose a faction and then close off all other quest
lines, but it can be very difficult sometimes to keep track of what faction
holds your current quest. Also, if you
are given a mission as a Traveler to steal from the Warsworn, there is no
penalty for getting caught other than paying a fine or spending some precious
XP to get out of jail. While it would be
nice to see more action and consequence within the story, it doesn’t significantly
detract from the enjoyment of the game.
The writers and developers clearly intended for this game to be played fully, and by that I mean no options
would be closed to the player.
Visuals:
This world of Amalur is visually rich, and I mean rich.
Character designs are beautiful and not generic (if you can excuse the
fact nearly all Ljosalfar and Dokkalfar women have large, firm breasts that are
showcased quite fully by their outfits).
There are several skin tone variations to the characters as well as
several variants of facial hair and clothing.
All are actually quite pleasing to the eye.
The environments are, while not exactly stunning, extremely
pleasing to the eye and differentiated quite nicely. From the desert of Detyre to the
spider-infested forest of Webwood to the Tywili Coast near Rathir, each
environment is as unique and beautiful as those who inhabit the land. They are bright, colorful, and vastly
different. From a technical standpoint,
the environments do suffer from texture-popping and the occasional hitch as you
run from one area to another, but overall these are minor complaints.
Sound:
The sounds and music are, well, fairly bland. The same attack music plays every time an
enemy spots you, which gets old, and you get the same background music for
every load screen as well. Weapon sounds
are crisp and fit what you might expect from the various weapons in the
game. Voice acting is also somewhat
bleh, though it is clear some of the actors are actually trying, and as a bonus
they either had a positively huge cast or some very talented actors who are
able to significantly alter their voice for a wide range of characters. Still, the net result is a lot of talking to
characters that are either neglecting to showcase any emotion whatsoever, or
presenting their emotions in a way that contradicts whatever situation in which
they find themselves.
Gameplay:
This is where Kingdoms
of Amalur positively soars. I have yet to play an RPG with this degree of
ease in movement, potion and spell management, and combat. Everything your character can do in this
world can be quickly and easily accessed through quick buttons or the
menu. There is even a radial menu for
potions accessed through LB on the Xbox 360 and R-whatever on the PS3. And oh, the combat. When you dive into combat you suddenly feel
like you’ve moved from the RPG realm to an action hack-n-slash on par with God
of War. You have two main weapons,
mapped to X for the primary and Y for the secondary, and the nature of your attacks
is wholly dependent on the pattern of button presses. Want to slash the heck out of a
Barghest? Just tap X with a longsword
equipped. Prefer to use more powerful
attacks? Hold X or Y for a charged
attack that does major damage. Feeling
stealthy? Equip daggers and hit RB to
sneak up behind an enemy, then hit Y to perform a brutal assassination. Grab a shield to block attacks by holding
LT. Push the A button while walking and
you break into a run. Just be careful
because A also harvests reagents and picks up loot. Pull RT, and your magic menu opens. Hold RT and press a face button to perform
the mapped spell. It really is that
simple, and it works so very well when in combat. You can even access your inventory during a
fight if you want to swap an ineffective weapon for a better one. If you are too busy with a group of enemies
to hit the potions radial, pressing left or right on the D-pad accesses health
and mana potions, respectively.
Ultimately, there is never a moment where you feel as if you are tasked
with pushing too many buttons at once.
The effects of your combat moves are well-represented as
well. Longswords slash through the air
with authority, chakram look and sound incredibly menacing, and daggers are
positively deadly. There are greatswords
that make Ice from Game of Thrones look like a toothpick, and unique weapons
like Faeblades that resemble dual-wielded bat’leth. All of the weapons have a very satisfying
level of “thunk” when making contact with virtual flesh, and animations
faithfully reflect the weight of the weapon used. Spells also showcase the quality of animation
and effects quite well. Storm Bolt, for
example, will almost always knock back a normal enemy or grouped enemies,
possibly even stunning them. Quake
ferociously rattles the screen as your ground-pounding creates instant
stalagmites. All spells and effects
generate with authority, for lack of a better phrase. Even the Scorpion-from-Mortal-Kombat-like
harpoon doesn’t make you think “oh, they STOLE that one...”
Closing Thoughts:
There really is not much room for complaint if you are an
action-oriented RPG fan. The few I have
are centered around the rather droll voice actors and the fact it is far too
easy for enemies to a) lock you out of attack animations so they can beat your
brains out, because there are not very many clear-out maneuvers that are
instant, and b) if an enemy is resistant to a spell it has ZERO effect, to the
point where it does not even knock the enemy out of HIS attack animation. It is an annoying game trait, but only a very
minor one. The best compliment I can
give the game is this: I have played it
for over eighty hours and I am not even halfway done with it. I pick up the controller, swearing I will
only play for an hour, and I play for three or four. It is that easy to be absorbed into the
world. Start a quest here, and by the time you get there you have had conversations with a
half-dozen NPCs, sold some items, picked up and completed three fetch-this
quests and still have four more in your active quest line before you realize
you have yet to finish the quest you started when you loaded the game. It happens to me all the time because the way
the game plays is so unbelievably smooth. That alone makes a play through worth every
minute.
Overall score: 9/10
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