Review - Kingdoms of Amalur: Reckoning
Pros: Rich and well written storyline, open ended game play style, lots of content to experience.
Cons: Nagging camera bugs and invisible walls are jarring to play experience.
Final Judgement: Not an instant classic, but a decent RPG that’s worth the purchase price.
Riddle me this! What does Todd McFarlane, R.A. Salvatore, Ken Rolston and Kurt Schilling have in common? The likely answer at first glance, absolutely nothing. There is nothing that these four men have in common, they didn’t grow up in the same town, they didn’t all have the same stallion of a father and they don’t form up like Voltron and fight space monsters on weekends. They are, however all working at a game studio called 38 Studios, and are the creative team behind a new entry in RPG market Kingdoms of Amalur: Reckoning, a game which I am admittedly enjoying, although I have some nagging reservations. Before we get into the review however, it occurs to me that a better question for me to lead with would have been: Do you know who Kurt Schilling, Todd McFarlane, R.A. Salvatore and Ken Rolston are? No? Well, let me tell you.
Ken Rolston is a game designer, one of the old school types that would appear in a Rat Pack-esque show if you were to gather together the so called “fathers of gaming”, you know the ones. The champions of years of pen and paper games gone by, working He has worked on such games as RuneQuest and Advanced Dungeons and Dragons. I can see it now, he’d be up there along with Gary Gygax , Bryan Ansell and that math dudewho created Magic the Gathering. More recently Rolston is responsible for stealing days, if not weeks of your life as you trundled around Tamriel buying houses and picking herbs. That’s right, Rolston is the mad king behind Elder scrolls games Morrowind and Oblivion. For his retirement Rolston became the senior designer at 38 Studios and Lead Designer for Kingdoms.
Robert Anthony Salvatore, or R.A. Salvatore, as he likes to be called (I assume because it makes him sound more scholarly and sophisticated) is best known for his work on the Dungeons and Dragons “Forgotten Realms” campaign setting as well as the ubiquitous super hero/kind hearted rouge/brooding figure with a troubled past/walking argument for nature vs nurture guy Drizzt Do'Urden. Oh Drizzt, I can’t think of a single adolescent male who read the Ice Wind Dale trilogy and didn’t come away from it thinking Drizzt was the bees knees. I’ve got to give it to Salvatore, the man knows how to spin a good fantasy yarn. A skill which he brought to Studio 38 as the (and I can’t make this up) “Executive Creator of worlds” wow. Did Salvatore make up that title himself because that is creative. Anyway, in Kingdoms, Salvatore wrote all the story and dialogue.
So brooding and way awesome with his swords and shit, this guy is like elf batman. |
Finally, Kurt Shilling is the chairman of 38 studios. A former major league baseball pitcher (links to Kenny Powers on standby) and by all accounts Shilling probably shoved dudes like McFarlane, Salvatore and Rolston into lockers back in high school. I’m not sure what Shilling’s contribution to Kingdoms is, I mean aside from him owning the studio, I don’t know what he contributed directly to Kingdoms. Unless there is a baseball mini-game I haven’t encountered yet. That being said at least I solved the mystery of the studios rather odd name, 38 was Shillings jersey number back in the glory days when everyone wanted a piece of his shit.
So now you know what it boils down to - a proverbial super group of talent coming together to make a fantasy RPG the likes of which we have never seen. With this roster, I was fairly excited to give the game a whirl. Any who, after a solid twenty hours of game play and no end to the game in site I think I’ve seen enough that I can at least begin to review this game. Kingdoms has a lot of good in it, there is a lot that will bring a smile to the face of any RPG’er that being said, it also has nagging issues that won’t stop bothering me. Rolston, Salvatore and McFarlane all do great jobs in their specific areas of design but I found that the good brought by the three is compartmentalized. The end result is a game that has some absolutely brilliant parts but overall lacks the consistency to make it a classic. As it is, it is fairly easy to see where their influences of Rolston, Salvatore and McFarlane begin and end. Let’s start off with Salvatore and the story:
Well written story and characters, yet as in all fantasy settings, less still equals more for females. |
Now that’s some heavy stuff. Essentially you are an agent of change, an injection of chaos into an otherwise perfectly ordered universe where everyone’s life is pre-determined. By far, the best part of Kingdoms has to be the story and dialogue. Salvatore is a New York Times bestseller and shows us why with the Kingdoms story line. The story is engaging from the beginning and is well paced. Even the side quests and optional faction quests are well written and engaging. My only question - what is with fantasy authors and the plight of immortal fae creatures?
He looks pissed off because now that he's seen you he needs to go throw himself off a cliff. |
Speaking of fantasy games and people who know their way around them:
Rolston also plays to his strengths, several game mechanics from the Elder Scroll series crop up in Kingdoms (blacksmithing, collectable resources, houses to buy). In addition, Rolston also creates a destiny system for Kingdoms which can be selected and changed at any time to customize play style, much like in elder scrolls you decide your characters role organically as you play, not by selecting one of a handful of classes at character creation. On innovation by Rolston is the “fate shift” game play mechanic, allows you to score huge experience bonuses by taking large groups of enemies to the edge of defeat before ending one of them off with a finishing move that would make Kratos proud. Well done Rolston, Fate shifting is way cool. There is nothing like finishing off a tough enemy in Kingdoms then by fate shifting them as a parting ‘fuck you’ because not only did you beat them, you just unmade them, they don’t even exist anymore once you’re done with them. I like to imagine this was taken right in the middle of screaming "FUCK YOU DUDE!" |
Look at these things! LOOK AT THEM! |
McFarlane’s presence is definitely felt in the creatures and monsters you encounter as they have a classic monstrous flare to them that McFarlane is known for. Do bears need help looking ferocious? Toddy-boy thinks so, and the rats are downright terrifying, they’re like a cross between and Angler fish and leper. As well, much like in Spawn, there is blood… lots of blood, and impaling and tearing asunder. The Blood and violence which doesn’t really fit with the cartoonish fairy tale-esque setting that appears whimsical and definitely not the Hyperrealism that other RPG’s like Elder Scrolls try for. Not that there is anything wrong with that. I actually like this art style when it comes to fantasy setting games. It gives the game a “Fable” like feel. As well, the varied and colourful setting compliments the rich fantasy story that Salvatore weaves.
So, should you buy Kingdoms? If RPG’s are your thing, sure. Best RPG ever? No. Evidently it takes more than a boat load of big names to make an awesome game. Make no mistake, Kingdoms is definitely a good game, it’s a solid RPG and the talents of McFarlane, Salvatore and Rolston are definitely seen in the overall structure of the game. The action oriented style of the game is enjoyable and the world is colorful and fitting with the fantasy tone of the game. While some of the gameplay mechanics could definitely use polish, the excellent story and great dialogue will help to dull the sharp edges of some of the nagging gameplay issues. If you’re an RPG fan grab this title, you’ll get your money’s worth, and it won’t leave you disappointed.