Five-Minute Guided Tour Of Kingdoms Of Amalur: Reckoning

Five-Minute Guided Tour Of Kingdoms Of Amalur: Reckoning

If you’ve not seen this walkthrough video of 38 Studios and Big Huge Games’ Kingdoms of Amalur: Reckoning, you might have the impression that this is a generic action RPG. Once you see the video you’ll definitely have that impression.

I want to believe that the combination of author R.A. Salvatore’s words, Spawn creator Todd McFarlane’s art, and design by The Elder Scroll’s Ken Rolston will result in some magical new role-playing experience. That’s not what I am seeing here. What I am seeing in this video, originally shown at GDC 2011 and on stage at PAX East in March, isn’t necessarily bad. It looks like a highly polished version of games that have come before it, and ultimately I’d rather have that than forced innovation that falls flat, crippling the game in the process.

Due out for the Xbox 360, PlayStation 3 and PC early next year, Kingdoms of Amalur: Reckoning still has the better part of a year to set itself apart. If it doesn’t, I’ll probably play it anyway.


  • I’m inclinded to disagree with you Mike…a lot. The locations may be generic, but the visual style has a unique flair to it – I think it’s got something to do with the colour scheme. Also, how is the gameplay just generic action RPG? Switching weapons on the fly, timing your attacks to pull off combos (apparently it takes influence from fighting games), finishers, and really over the top abilities (like that fantastic meteor spell it shows off) are all things that I most certainly haven’t seen in the genre before, or at the very least, not this generation.

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