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Post by KostaAndreadis @ 04:06pm 10/09/20 | 0 Comments
Released back in 2012, I didn't get around to playing Kingdoms of Amalur: Reckoning, even though it totally feels like my sort of game. Fantasy RPG, deep and layered world building, fast-tactile combat with different build options, and some great talent behind the scenes. Like renown author R.A. Salvatore, Spawn creator Todd McFarlane, and Elder Scrolls IV: Oblivion lead designer Ken Rolston.

Perhaps it was the long development cycle, or the subsequent closure of the studio behind the project. Who knows, maybe I was still modding Skyrim with new textures and such. Either way, THQ Nordic recently acquired the Kingdoms of Amalur IP, and the release of Kingdoms of Amalur: Re-Reckoning presents a current-gen and PC remaster of the original and its expansion content.

Oh, and it's out now for PC, PS4, and Xbox One.



I'm only about four hours or so into the campaign but as per the headline, playing this feels like firing up a long-lost gem. Although it came out in 2012 I'd probably date the core feel and gameplay as mid-2000s. Visually it's dated, and the remaster effort is fine but lacking in overall bells and whistles. Put it this way, my RTX 20-series GPU had no issues maxing out the refresh rate of my display.

But, that's only part of it. The linear design of most levels and dungeons (at least early on) are a little bland and MMO-ish. That said the world building, voice acting, and soundtrack are all great. The combat works well too, with an action-RPG feel that is both fluid and rewarding for those that want to min-max a few stats and items. The music in particular has an epic quality that works wonders to help add to the atmosphere and really sell this as an epic RPG.

Who knows whether I'll be able to finish it before the 200+ games release this holiday season, but as a fan of RPGs, firing up Kingdoms of Amalur: Re-Reckoning these past few days has been wonderful.



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