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Kingdoms of Amalur : Reckoning | Review & Gameplay

2012-02-21
what's up Internet Kevin here with TLD bringing you my full review of Kingdoms of Amalur reckoning for the Xbox 360 ps3 and pc the game had somewhat of a surprising release as a lot of people didn't really know what it was when it was coming out but once it was released a lot of people got interested especially after their demo and after hearing some of the names behind it such as RA Salvatore and todd mcfarlane during development the game made a lot of promises regarding both its action and freedom in terms of gameplay which is something that's promised a lot these days but always delivered yet surprisingly the game did a fairly good job with it in many ways this title reminds me of fable but on a much larger scale placing a large emphasis on third-person action-adventure combat supported by light RPG mechanics combat in the game is fairly fast-paced for an RPG hybrid and offers players a number of combat options varying from time to combo attacks charge attacks pairing and dodge roles players are able to fight using up to two weapons with nine different types to choose from ranging from the more melee focus weapons like long swords and hammers finesse weapons like daggers fate blades and bows and magic oriented weapons like rods staves and by far one most fun and overpowered weapons the Troc rooms I mean seriously just look at these things you just keep swinging and swinging it hits everything on the screen by equipping a pair of weapons players can devise their own combos switch between weapons as well as making use of a number of different lockable abilities gained through character customization such as throwing daggers a whip chain creating small earthquakes or using a number of different magic spells these elements make combat surprisingly deep for an action RPG hybrid and is one of the game's main shining points character customization is another one of the game's big strengths and that rewards players you're playing a variety of different roles whether you want to focus on with just one style of combat or if you want to play more of a jack-of-all-trades type dabbling in all the different styles that the game has to offer as players level they gain talent points which can be invested in three different trees might finesse and sorcery and through these trees they unlock a number of passive bonuses as well as new activatable abilities what really makes character customization addictive though is the destiny concept rather than having players pick a class that pre determines their abilities players are able to unlock class titles called destinies by investing so many points in different trees each destiny offers different significant passive bonuses whether they increase certain types of damage types or defense or special abilities like replacing the dodge roll with a short-range teleport what's fun about this is that players are able to freely switch between the destinies they've unlocked allowing them to adjust tactics when need be and the game also features a way to entirely respect your talent trees if you want to go her entirely different direction it also makes wanting to power level a lot more addictive because you no longer view it as just wanting to reach the next level but rather it's wanting to get enough talent points to get a new destiny to use items are another really strong point for the game featuring a fairly standard random loot table with greens blues purples that kind of thing you see in all that most now but also having a really strong crafting system players were able to make weapons armor gems for enhancing equipment and craft special potions and each works a little different and offers a little variety in terms of how you craft whether it's assembling a new weapon by picking different minor components learning new potion recipes by blindly mixing regions that you find or creating gems by fusing any two together the game's core mechanics are completely solid and keep players very entertained which is a good thing because honestly I feel like the game is just a little bit lacking at some of the other areas the world in which reckoning takes place is really beautiful with a number of different lush environments the each have their own flavor and sense of beauty the problem is the world also feels in many ways a bit empty and reminds me a lot of playing in an MMO style world without other players NPC's for the most part just stand around giving you quests and aside from the main storyline or special factions most side quests are very short vast and fairly bland outside of a few important supporting characters none of the people you meet ever really seem to stand out or come alive to be honest a lot of the game's backstory and setting info feels as though it sounds incredibly good on paper but the execution for the game itself just was not entirely there the main quest line in factions do provide a bit more substance but many of the factions feel a little short and while the game does offer player decisions none of them ever filled to gigantic or impactful except for a few last-second decisions you make at the end of quest lines players looking for a more fast paced action RPG hybrid with a fun and simple addictive combat will be more than impressed by this game however for those you that are much more narrative asur looking for a more immersive storyline may not react as well that's our review of Kingdoms of Amalur reckoning for the Xbox 360 ps3 and pc as always guys things checking our vids if you want to be extra awesome make sure that that like button and if you haven't got a chance yet make sure to check out our latest two bids and I'll catch you guys next time you
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