|Game:||Kingdoms of Amalur: Reckoning|
The launch price point of $US 59.99 might seem like a lot to pay after the game glut of holiday season 2011. But 76 completed quests and roughly 40 hours in, I was just on the cusp of the Siege of Mel Senshir what Big Huge Games described as just a little past the halfway point of the game and I was already experiencing a good problem: quest overload.
Reckoning somehow always avoids that 'another dungeon, another hundred corpses' feeling - an acheivement for an aRPG.
Reckoning simply gives players way too much to do at any given time, and there’s enough quality in Reckoning’s quantity that I want to do it all. Considering that most action RPGs barely stray from the main quest, this is a very positive development.
Replayability is always a consideration with single player games, but with playtime estimates in the hundreds of hours and little reason to reroll , it’s hard to imagineou can always visit a fateweaver to respec or a mirror to re-customize. The only features of your character you can’t change are your race and the deity (or non-deity) you worship. These beginning features seem largely inconsequential to your character - I've yet to find an NPC that makes reference to my Verani race - so even with Reckoning’s limited selection of humanoid characters, I’m not sweating a lack of replayability since the game’s jammed packed with plenty of worthwhile quests and side quests.
On its own, Kingdoms of Amalur: Reckoning is a fun, nuanced, and well-told story with fluid combat and mesmerizing visuals. As the lead-in for a grand new fantasy IP, the writers make a stretch or two (Roman Gnomes make me think of a Travelocity commercial), but Amalur is a world I hope to visit again.