Kingdoms of Amalur: Reckoning Preview
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Perhaps the most appealing aspect for us is the notion that your character is more-or-less a blank slate for you to build upon. There are no true classes as such in Reckoning; instead, you have potential 'destinies'. As you level up, you can add points to these destiny skill trees and each one has a variety of abilities and spells that might have drastically different impacts on your gameplay style.
If you've always been hesitant to play as a rogue, for instance (and who would blame you - that class is usually pretty hampered and traditionally a lot less spectacular than many others), you'll find a range of more interesting support abilities at your disposal. Combining these with a simplified but still rewarding combat system, suddenly the appeal of experimenting away from your traditional chosen gameplay style becomes clear. Small things like these build an RPG that feels refreshing not just another 'Tolkien-light' fantasy retread.