Kingdoms of Amalur: Reckoning

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Kingdoms of Amalur: Reckoning

FEATURED Kingdoms of Amalur: Reckoning

  • Uncover the secrets of Amalur in hundreds of hours of immersive gameplay, from the vibrant city of Rathir to the vast region of Dalentarth to the grim dungeons of the Brigand Hall Caverns.
  • Rescue a world torn apart by a vicious war and control the keys to immortality as the first warrior ever to be resurrected from the grips of death. Turn your lack of a destiny to your advantage and harness fate as a weapon.
  • Explore deep levels of lore in a universe steeped in 10,000 years of fiction created by New York Times bestselling author R.A. Salvatore.
  • Customize your play in a dynamic combat system that delivers some of the most intense and responsive action ever seen in an RPG.
  • Seamlessly integrate magical and melee attacks as you take on scores of enemies in grand fight sequences and finish them off with brutal Fateshift kills.
  • Build the character you’ve always wanted with the revolutionary new Destiny system that allows you to continuously evolve your character class to your style of play.
  • Create and modify your hero with millions of combinations of skills, abilities, weapons and pieces of armor.

The minds of New York Times bestselling author R.A. Salvatore, Spawn creator Todd McFarlane, and Elder Scrolls IV: Oblivion lead designer Ken Rolston have combined to create Kingdoms of Amalur: Reckoning, a new role-playing game set in a world worth saving. Build the character you’ve always wanted and continuously evolve it to your style of play with the revolutionary Destiny system. Choose your path and battle through a master-crafted universe featuring some of the most intense, responsive, and customizable RPG combat ever.

Kingdoms of Amalur: Reckoning is a single player Action Role-playing Game (RPG) set in the brand-new game fantasy universe of Amalur. The game features an expansive Open World game environment, the unique “Destinies” system that limits character development only by the combination of equipped spells and items carried, intuitive yet challenging combat, a robust crafting system and a range of special attacks. Additional features include: the written and design talents of R.A. Salvatore, Todd McFarlane and Ken Rolston; dramatic special and metered attacks; as well as multiple in-game races.

Kingdoms of Amalur: Reckoning game logo

Amalur: a New RPG Realm with an Proven Pedigree

Kingdoms of Amalur: Reckoning takes place in Amalur, an all-new game universe inhabited by various races of beings and filled with thousands of years of history. This deep fantasy based world is the brainchild of best-selling Fantasy and Science Fiction author R.A. Salvatore and the combined talents of Todd McFarlane, the creator of the Spawn series, Ken Rolston, the lead designer of The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, and the team at Big Huge Games. Reckoning bears the hallmarks of each of these visionaries, melding an epic, master-crafted storyline, rich graphics and heart-stopping animations, and compelling open-world exploration. In addition to being the setting for Reckoning, this rich world will also serve as a base for a future trans-media entertainment experience, including books, toys, comics, and a planned MMORPG (Massively Multiplayer Online RPG) video game yet be announced.

Combat against a terrifying hybrid creture in Kingdoms of Amalur: Reckoning

An all-new Action RPG adventure and universe.
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Gameplay

Kingdoms of Amalur: Reckoning is a single player Action RPG that blends a new approach to character development with intuitive, yet challenging real-time combat. Characters enter the game as something of a blank slate after they are resurrected from death by the mysterious “Well of Souls” following a grand in-game conflict. Spurning the rigid character class systems commonly used in RPGs for the development of characters, the game instead focuses on player-shaped “destines” which hinge on the chosen combinations of abilities and equipped items and weapons attached to their character as the game progresses. With no traditional classes these are blended as the play wishes. This along with a large item inventory limit and a robust crafting system for creating new items, allows for a nearly limitless number of possible character paths, or destinies.

Active combat plays a major role in the game as players explore the Open World environment of the game on quests that bring them into contact with all manner of creatures. Regardless of character paths, all characters have access to primary and secondary weapons as well as magic. Unique attacks are tied to your choice of weapons, armor and strategies. The game also features powerful slow-motion attack opportunities called “Fateshift Kills” triggered by specific situations and/or equipped items. These devastating attacks are measured out as players time moves to a separate “Fate Energy” power meter. Additional features include unscripted real-time battles against large-scale enemies, melee and ranged weapons and enemy tagging abilities for ranged or delayed attacks.

Additional Screenshots

Merged magic and melee combat in Kingdoms of Amalur: Reckoning

Seamless melee & magic.
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A female Dark Elf character from Kingdoms of Amalur: Reckoning

Multiple races & race varieties.
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A lush game environment from Kingdoms of Amalur: Reckoning

A beautiful Open World.
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A female hero character standing alone in Kingdoms of Amalur: Reckoning

Unique character customization.
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2 thoughts on “Kingdoms of Amalur: Reckoning

  1. 155 of 178 people found the following review helpful
    5.0 out of 5 stars
    A Great Mix of All That Is Good In Games, February 7, 2012
    By 
    Allison (Saline, MI, United States) –
    (REAL NAME)
      

    = Fun:5.0 out of 5 stars 
    This review is from: Kingdoms of Amalur: Reckoning (Video Game)

    When Big Huge Games announced they were working on an RPG, I was both skeptical and hopeful. I knew them for their strategy titles, and while they created quality games I was dreading another slow-paced entry to the genre. Well, it looks like all my fears were for nothing. While they don’t deliver anything extraordinarily ground breaking here, every element they have pulled into the game are ones I have found fun in other games. And one point I feel I have to make early on: This is nothing like Skyrim. Many people have asked me if it’s like Skyrim/Oblivion, and I’m assuming this has to do with the designer being involved in the game. Really, the only thing familiar was the lockpicking, the rest of the game plays vastly differently from Skyrim and it’s a good thing. So on to the key points I get asked about:

    Combat–

    This is where Reckoning shines. The combat is slick and fun, and it’s the first game I’ve heard touting the ‘Play any style you want!’ where it actually seems to work. Nothing like sneaking up, backstabbing someone, instantly throwing a fireball in the face of your next foe, and then switching to a two-hander and charging into the next group of enemies. If I had to compare the game to anything that would give you an instant idea, at first impression I felt like it was a mix of Fable and God of War. No, it’s not quite as much of a slaughter fest as God of War, but the combat has that fluid, satisfying style that God of War brought to the table.

    Environment–

    It’s big. It’s not a sandbox, and you will find yourself in valleys and going down paths without any clear way to get to the other side (if there even is anything on the other side), and in this regard the world reminded me more of Fable. But there is a lot to explore and do here, and I never found myself thinking ‘I really wish I could climb to the top of that mountain’ because there was too much to keep me busy right in front of me.

    Sound–

    Aside from a few times where I just thought the environment music was a bit odd, the music is great and the voice acting actually surprised me. Though I’ve read Salvatore, I find him a bit cheesy and repetitive at times, and for some reason my brain associated that with terrible voice acting. Fear not, everyone you meet is voiced well, and while I did roll my eyes once or twice the reason I did so has been long forgotten. Also, there is a lot of voice acting here. Even NPCs who have nothing really important to do for the story have quite a bit of dialog for the purposes of lore.

    Graphics–

    The environments are gorgeous, but you know that from watching the trailers. There will be some who don’t like the slightly cartoony direction that BHGs took with this, but I for one have thoroughly enjoyed it. I just got done putting in over a hundred hours with Skyrim (I know, I know, I’m running behind the rest of the pack), and I’m tired of looking at ‘realistic’ graphics. This was a refreshing change and one I thoroughly enjoyed. I will repeat what I’ve seen in other reviews because I agreed: As beautiful as the environments are, the character models are slightly lacking. They’re not terrible, and probably would have done well in many other games, but in comparison to the environments they feel a bit underpolished. Given a choice between fluid combat and a fantastic looking model, though, and I’ll take the combat any day. I know they had to make a choice here, and they made the right one.

    I suppose it should be noted that I’m playing this on Steam, as I’m a bit once-bitten-twice-shy with Origin registration. I’ve seen reports of bugs and glitches, but aside from the odd texture popping up where it shouldn’t maybe five times during my play, I haven’t encountered anything that would bring me to a halt. Really, though, if you’re not sure if you want this game, play the demo. It runs you through the tutorial portion of the game and then gives you 45 minutes to explore–and while you’ll only touch the tip of the iceberg in that time, it will either save you sixty bucks if you don’t like the style of the game or it will make you crave more. Personally, I’m betting on the latter.

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  2. 65 of 73 people found the following review helpful
    5.0 out of 5 stars
    Action-RPG hybrid with an emphasis on ACTION-rpg, February 8, 2012
    By 
    Scott Cameron (Austin, TX) –
    (REAL NAME)
      

    = Fun:5.0 out of 5 stars 
    Amazon Verified Purchase(What’s this?)
    This review is from: Kingdoms of Amalur: Reckoning (Video Game)

    Background:
    For those that do not know, Kingdoms of Amalur: Reckoning is a new intellectual property and is the first in what is hoped to be a new line of RPG games. The game was created by 38 games/Big Huge Games and published by EA. There are quite a few properties that are out there populating the field that it wants to become part of. This game has quite an all star group that have helped to create the game and I believe it has earned its place in the gaming world. Also, for a while there, the RPG field was bare and dry especially on the XBOX and so I welcome the change to explore a new and interesting world.

    Todd McFarlane, the genius behind Spawn and other adult themed comics has provided inspiration for the artwork. The storyline was written by R.A. Salvatore who has published 20+ books in the field of Sci-Fi/Fantasy. Executive Director was Ken Rolston, the lead designer of the Elder Scrolls III Morrowind and Elder Scrolls IV Oblivion.

    Graphics:
    The graphics on this game are beautiful and colorful. Over the past few months I have finished playing Elder Scrolls V: Skyrim and Dark Souls and it is refreshing wandering a world that is bright and colorful. It reminds me of some portions of World of Warcraft such as the Blood Elves on the Horde side. You can see Todd McFarlanes influence on the art department in the multitude of characters you encounter.

    Combat:
    The trend for RPG’s have aimed for the hybrid of Action-RPG with most falling on RPG elements and action as a second thought. This game has chosen to put Action in the forefront. The combat resembles the God of War: Collection series. When you are at a certain point, a lot of button mashing is required to score the kill and extra experience that comes from it. After the extreme difficulty of Dark Souls and continuous dying, it was nice to be able to enjoy combat that I felt I had an actual fighting chance of winning.

    World:
    The game originally was going to be an online MMO. You can sense that in the way that the world is created and interactions with the characters. It feels like an online MMO in a way but without the interaction of other players. The world is a liner sandbox world. It resembles somewhat a game such as Fable: The Lost Chapters or some of the Final Fantasy X games. There is a lot to explore in the world around you, though, so there is plenty to keep you busy.

    Other:
    Communication is a lot like Mass Effect where you rotate to the conversation choice. You can have negative or positive communications but I have not really seen many that affect the outcome or interaction with my character too terribly much. I may find more later on.

    There is pre-order download content. I received the game in the morning. Unfortunately, the codes for the DLC (mainly items to help you start off with) did not arrive via email until around midnight which made their use moot.

    Overall Impression:
    I am an old school RPG player ever since I received my first free copy of Final Fantasy 1/Dragon Warrior (Dragon Quest) with my paid subscription to Nintendo Power back in the day. The trend for RPG’s has to continue to the action-RPG hybrid element which I feel it has successfully achieved. With todays world, simplicity is the key. The character creation and leveling I feel has been watered down. Not at the level that is the Fable series or other RPG’s but it has been simplified. You really cannot go wrong in how you create your character and you can truly customize the character to your playing style. The bugs that were present in the demo have…

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