Kingdoms of Amalur: The Reckoning review
As a longsword specialist I’d commonly knock a foe flying with an upsweep, keep them in the air with a series of slashes, and then spike them with a magical ground stomp. This causes great rocky spines to explode from the earth, an effect that can be chained several times, triggering shockwaves to stun nearby enemies.
If you prefer a more acrobatic style, the crescent-shaped Faeblades can be wielded with blinding speed. Magic is more sluggish, but deadly. Mystic staffs give off waves of elemental energy when swung. These keep enemies at bay as you wind up devastating shock spells to finish them off. Advanced spells can draw all of the enemies in the room into one place, the perfect precursor to the awesome meteor strike spell, which drops a great hunk of space junk on their heads.
If you get into trouble, you can activate your fate gauge, which slowly fills with each kill. When this is full you can slow time to obliterate a field of enemies in moments, and execute the last one for a big XP boost. It’s a good way to win tricky boss fights.
Stealth is comparatively weak. You adopt a sneaky stance to creep through dungeons unseen; as you tiptoe close to enemies, their awareness meter will fill. If it maxes out, they attack. With enough skill invested in sneaking, you can get close enough to execute enemies with a showy stab. It works as it should, but sneaking around dungeons and picking off enemies just isn’t as fun as dropping a meteor on them.
A few other things niggle. The tendency for your character to get trapped in combos while attacks are coming in can be frustrating, as can the interruption and knockback attacks that some enemies will constantly spam your way. For the most part, it’s a decent, satisfying combat system, but alone it can’t sustain Amalur for the 30+ hours it’ll take to finish the game.
Expect to find a lot of loot as you wander the world. If you can’t stop yourself from clicking on sparkly things that may contain treasure, Amalur will feel like the seventh circle of OCD hell. Every road is lined with flowers that can be harvested to make stat-buffing potions. Almost every enemy drops loot, and there are chests everywhere. There’s a gem socketing system, too, which will let you combine found crystals into magical stones that can be put into your armour and weapons.
The constant trickle of new armour and weaponry is addictive for a while, and there are plenty of ways to tweak your character for combat, but this can’t liven up the bland world you’re fighting through, or add any depth to the story.
A few interesting ideas hide behind the passable dialogue and occasionally horrible voice acting you’ll encounter as you move from zone to zone. The elfin Fae, for example, achieve immortality by reliving ballads over and over. If bad guys get hold of their stories, they can upset the order of their society with an unscheduled pot twist. The idea of playing a character free from fate is nice, too. But straightforward quests, predictable cartoon character design and lack of choice prevent these touches from becoming anything more.
For a character whose greatest talent is the ability to change his own fate, you make few decisions with any lasting consequences. Big decisions at the end of faction questlines offer the illusion of choice, but without changing the world in a meaningful way. Beyond wiping out its wildlife, there aren’t many opportunities to leave your mark on Amalur. There’s something rigid and mechanical about the way quests are dished out in clumps, too. I found myself clearing zones as I would in an MMO, turning in batches of completed missions as fast as possible so I could quickly move on and see something new.
Above all, Kingdoms of Amalur is too long. With a faster main quest and the wildlife-slaying filler quests removed, the scenery would change faster and progression feel less like a grind. More care could have been taken in making each area feel interesting. The Faeland’s verdant forests, sunny plains and deserts are pretty, but always derivative. It just doesn’t feel like a place where people live, and there’s no sense of discovery to exploring its lands.
If you’re just looking to hit things, level up and manage a steady stream of loot drops, then Amalur delivers, but with Skyrim and The Witcher 2 still fresh in our minds, Amalur’s world, story and inhabitants can’t compete. It’s good fun for a good while, but ultimately forgettable
Great combat and mountains of loot can’t compensate for Amalur’s generic world design and familiar story.