Top critical review
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More isn't always better
on May 2, 2012
Big Huge Games is certainly an appropriate name for this game company since Kingdoms of Amalur: Reckoning is an absolutely massive game with hundreds of hours game play. Unfortunately, more is not necessarily better.
The world is vibrant, the voice over and music is descent and the core mechanics, especially the combat, work pretty good, but KoA feels like a half-hearted clone of other better games. Numerous elements seem to just be lifted from other games. Foe example, there's lockpicking, of course, since loot is important in an RPG, but unlike Fallout or Skyrim the core mechanics of this game element are weak. I invested nothing in this skill and still managed to open every chest.
The main story starts off with some promise, but never seems to build any really momentum. Part of the problem is that you can get lost in side quests for so long that you kind of forget what it is you were aiming at to begin with. The other issue is the way that conversations play out. You press on a word, just one word of text, and other characters respond as if you'd formulated a full sentence or question. You can talk to just about everyone, but you just won't want to, because conversations feel like lectures. It's just not immersive and thus the world and characters never feel real. You also keep being told what a big deal it is that you've come back from the dead and have no fate, but none of your decisions seems to have any real weight or consequence.
The ocb gamer who must check off every quest and get every achievement will get lost in this game for a long time, but others will just want the bloody thing to end. If you pick it up on sale and have nothing else to play and feel like grinding and grinding and grinding, give this a go. It's not a horrible game, but it's not nearly as good as it could have been. They should have focused a bit more on quality over quantity.