After a
recent preview, I was looking forward to getting my hands on this one and I'm
pleased to report that it was well worth the wait.
In a
genre where words such as "epic" are frequently overused, Kingdoms of
Amalur: Reckoning hits you with a kind of mammoth role-playing experience that
is increasingly rare outside MMOs. As such, it deserves to find a home with RPG
fans as well as those who may have found the genre too deep or time consuming
in the past.
Things
kick off in a deceptively conventional fashion, starting with a choice of four
races and a host of options to customise your hero's appearance. None of these
exactly break the mould; in fact, neither does the first 15 minutes or so of
play.
With an
intro very much influenced by Lord of the Rings, right down to a Cate
Blanchett-sounding narrator, Reckoning is something of a slow burner.
Graphically,
Amalur starts off looking a bit blurry and formulaic, again typified by a
visual style that often evokes Peter Jackson's vision of Lothlorien or Mordor.
However, once your exploration begins in earnest some stunningly original
locations and set pieces emerge.
Whether
it's the waterfalls of Caer Byralim, the Crying Eyes of Sinsea or the exploding
ice caves as you approach Amerthyn, Reckoning's learning curve is brilliantly
paced, refusing to shoot all its arrows at once and ensuring that its model of
questing, combat and exploration is usually rewarded by a pleasant surprise,
twist or discovery every few minutes.
And once you
get into the gameplay, you quickly appreciate how extensively Reckoning has
strayed from the RPG rule-book.
Why
restrict your character to a path that was decided on in the first five minutes
of the game? Reckoning does away with this by allowing you to change your
destiny at any point, reallocating all your point for a few thousand credits-by
meeting characters known as Fateweavers.
Even
without this, you can still customise your hero in ways that most RPG's would
never allow. Mine was a Thief/Warrior combo who still managed to reel off some
impressive spells – all easily accessed from the UI. And, by allying myself
with Nomads (one of six playable factions) I even opened up a lucrative side
career in pickpocketing.
Not that
there's much of a need for extra income – Amular is positively bursting with
booty which can be sold (stolen items are spurned by most traders), used,
salvaged or upgraded via the three highly-detailed crafting systems on offer.
Reckoning's
combat uses a hybrid of styles, combining the simple, arcade fluidity of
Dungeon Siege with the Quicktime events of God of War.
It works
brilliantly, allowing you to swap weapons in mid battle and reel off moves in a
way many beat-em-ups would be proud of, albeit without the need to ever
memorise more than two button presses.
It may
lack the precision of, say Witcher 2's combat, but it makes for a style that
can be picked up in seconds, customised to your own particular style of play
and crowned with impressive arcade-style finishes.
The best
of these are activated in Reckoning Mode, which triggers a slow-motion sequence
that racks up extra points and Fate energies to use on improving your character
later.
Right –
so far, so impressive but naturally, there are a few niggles.
As with
all RPG's, the longer you hang around, the more repetitive the sidequests
become. This is compounded by the inability to cancel quests once accepted or
the fact that some will remain unresolved even when you've completed their
objectives.
There are
some silly design flaws too; bulletin boards, for example, may tell you where
you can pick up tasty contracts but you won't discover their reward until
completion, making them pointless distractions rather than calculated choices.
Most
significantly, after such a brilliant build up, the boss battles can feel a bit
formulaic (avoid the spawning enemies before finishing with a Reckoning move)
as well as occasionally playing havoc with the engine's camera angles and
perspectives.
Honestly,
though – these quibbles are more than outweighed by the sheer scale and depth
of Reckoning's ambition. There have been very few original IPs in recent years
that hit the ground running this impressively.
Amalur's
mythology has been painstakingly constructed, the storytelling is well paced
and the gameplay just the right blend of skillful and instinctive.
If you
want to play it for depth and longevity, you'll be wallowing in these glades,
mountains, deserts and dungeons for months; if you want to hack and slash
through the game for set pieces alone, that's OK too.
Kingdoms
of Amalur: Reckoning is a triumph that makes the prospect of a future MMO based
on the same world and engine all the more enticing.
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