Your donations keep RPGWatch running!
Box Art

KoA: Reckoning - Review @ GameBanshee

by Aries100, 2012-02-13 21:23:34

GameBanshee's Eric Schwarz has penned a review for this game. No score is given in this   four page review. A quote from the beginning of the review:

However, in having such defined entertainment industry figures involved, Reckoning can come across a little bit less like a coherent product and a bit more like a big mixing bowl of ideas - often great ones, to be sure, but Reckoning isn't quite the "dream team" product it's been made out to be by its marketing campaign. As much as you might like or dislike Todd McFarlane's artwork, for instance, whether it actually meshes with the game universe is a matter of debate, and the vestiges of Elder Scrolls gameplay included also don't quite feel as developed as they could otherwise. It's an interesting mix, but perhaps not the most consistent one.

A quote from a little later:

While the main and faction quests are generally quite engaging and well-written, however, Reckoning suffers due to its sheer size. The game draws much from modern MMORPGs, and as a result, its massive world is focused heavily around fighting through excessive numbers of filler enemies, picking up random loot (99% of which is junk), and performing side-quests which rarely go beyond your typical FedEx and monster slaughter models. There are some definite exceptions, and the writing is occasionally entertaining enough to give enjoyable context, but after the first few hours these side-quests all tend to blur together and begin to lose meaning. The bulk of the game's 100ish hours is made up of doing these side-quests and trekking across the vast, repetitive world of Amalur, and, while it's able to keep itself going for a while, about 30 hours in I was already getting tired.

And  a quote about the game's Destiny cards:

The final piece of the puzzle is the game's Destiny cards. As I mentioned, Reckoning doesn't have any attributes or classes, but Destinies sort of fill the niche by providing you with passive bonuses. Destinies unlock based both on your level and your investment into the different skill trees, so a jack-of-all-trades will get appropriate bonuses, but won't ever have quite has high a mana pool as a dedicated sorcerer or as big a damage bonus as a straight-up fighter. Combined with the cheap and freely-available respec options, Reckoning gives you a lot of choices, but wisely avoids forcing you into them for the entire game should you change your mind about your play-style.

And a quote from the conclusion:

Reckoning is one of the strongest mainstream RPGs in some time when it comes to its core mechanics, and brings together some excellent combat with a genuinely interesting, if somewhat generic, fantasy universe. However, its own sheer size gets in the way of it achieving its potential, with too many filler quests, and too much time spent running around empty expanses of terrain hunting down level-scaled loot. If you can force yourself to stick to the main storyline and the faction quests, Kingdoms of Amalur provides a great 40 or so hours of gameplay that fares far better than most other open-world RPGs. I just wish it wasn't wrapped up with an extra 60-odd hours of less-than-stellar content.


Source: GameBanshee

Information about

KoA: Reckoning

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: Released


Details