Kingdoms of Amalur: Re-Reckoning - Review, the return of the fantasy of Destiny

Kingdoms of Amalur: Re-Reckoning - Review, the return of the fantasy of Destiny

Although slightly muted, in 2012 one of the most particular fantasy action RPGs released up to that moment arrived on PS3, Xbox 360 and PC. Kingdoms of Amalur: Reckoning it was highly regarded by critics, and the ratings received were also very good. After all, the title boasts names like RA Salvatore, who wrote the entire history of the game, but also how Todd McFarlane e Ken Rolston. Despite exploiting in a very coherent way the "zeroing" of his character, thanks to the rewriting of his own destiny, and despite the fact that the narrative was incredibly detailed and had an intriguing and engaging lore, the title it was branded as relatively simple to be completed, and with characteristics and weapons that did not decisively affect one's victory. Eight years after the release of the original title, it finally arrives Kingdoms of Amalur: Re-Reckoning to the delight of the fans, but also for those who were intrigued and could not get their hands on it for generational issues. The title also includes i DLC that the game has received, but also some unreleased content, and some changes in terms of progression that have turned up their noses so much. In addition, the title will be enriched with an additional DLC that will arrive next year, Fatesworn. Thank you, THQ Nordic.Kingdoms of Amalur: Re-Reckoning - Review, the return of the fantasy of Destiny



The Only Success

Kingdoms of Amalur: Re-Reckoning is set precisely in the kingdoms of Amalur, which are populated not only by humans, but also by other different races and creatures. The noblest of these are the Fae, mystical beings, endowed with incredible magic, practically immortal and with a lifestyle that thanks nature. The threat, however, arises precisely from a division of these - the Court of Frost - corrupted by the darkness (and by the bad guy on duty) that gave life to the Tuatha and the great war in progress.



Without going into too much detail of the intricate and fascinating plot, know that right away you will find yourself catapulted into a strange reality: the first time you see your character, in fact, it will be ... dead. The initial video is followed by the creation phase, which will see us choose race, features, creed and so on, data that will also determine some basic characteristics of our avatar. Once done, our character will awaken "miraculously", and there won't be much to discover, as we play this first step which will serve as a tutorial, that we are the only successful experiment of the Well of Souls, a particular invention that reconnects the soul to one's body shortly after the death of the subject. The greatest peculiarity of this rebirth is that our character will be a sort of "chosen one", the only individual whose fate has not yet been "woven".Kingdoms of Amalur: Re-Reckoning - Review, the return of the fantasy of Destiny

The future is ours

This little, big feature is the basis of Kingdoms of Amalur Re-Reckoning: in the world, each individual has his own fate, a destiny already written that in one way or another will be fulfilled, and there is nothing that can change it. However we will be "without a destiny", and we will create it as we go. This will happen with increasing level, which as in classic RPGs will make us spend the various skill points both for those dedicated to the non-combat phases (burglary, alchemy, dialogue), but also to those dedicated to "classes". Pay attention to the quotes, because more than classes, they are three skill trees, divided into those concerning the Force Magic and Dexterity. Based on the points we will spend on each of these, we will be able to equip different weapons and armor, but also unlock cards called "Destinies”Which will define our effective class. Clearly, as we ourselves lack a written and marked destiny, by talking to a weaver we can reset the points spent and redistribute them as we wish… under fair compensation.



Here then is that the gameplay will stand out in various directions, allowing us to adapt our game to our personal style, being able to become a magician in all respects, a shrewd thief, or perhaps a brutal warrior, without forgetting the middle ground or the "factotum" who manage to have great skill in all fields. Of course, some of the situations can be resolved even without the blood, and so also be careful to give the right importance to the ability to persuasion. However, know that there is still a slight imbalance in favor of this mechanic, as in the main version, and that persuading could be, with the right scores, even quite simple.

Removed these mechanics, we are faced with a fantasy title in a certain sense "standard", filled with main missions, side and factions, with ourselves that we will find ourselves making choices to finish some tasks, and a fair freedom of exploration. The game world is very large, and exploring it in its entirety will require hours of gameplay. To our aid it clearly also comes the quick trip, available when we are outside, but as against we find gods very long uploads that break the rhythm of the game (which unfortunately has not changed from the original version).


What changes in Kingdoms of Amalur: Re-Reckoning

This revival of the game it has in many ways refreshed what was the original version: In addition to a basic graphic cleanup, some mechanics have also been filed and adapted to today's audience. Graphically Kingdoms of Amalur: Re-Reckoning did not shine with extremely accurate details, and since it is not a remake in this case, however, many of its imperfections have returned; nothing that certainly affects the gameplay too much, apart from the low brightness of the more shady or dark areas (such as caves) which in some cases made it seem like we were walking on emptiness.


On the other hand, a lot of work has been done, as we anticipated at the beginning, in terms of progression: first of all, the level of the areas to be explored has been recalculated, not only based on the player's current level, but also based on the game difficulty choice (among other things, one of the new innovations is an even higher selectable difficulty level). All this, combined with the management of loot trunks andexperience earned, they made progression slightly slower and more thoughtful. Last but not least, precisely for the areas in which to access, level lock has been removed, allowing us to explore more freely.

This new version does not yet provide for dubbing in other languages, but as for the original the entirety of the texts, dialogues and menus is in our language. Certainly an incentive, above all because it will allow you to better understand and savor the lore of the game (one of the best features.).

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