Kingdoms of Amalur: Reckoning Review in Progress
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Combat, as in any RPG, finds its statistical supplements in the weapons, equipment, items and other gear you come across. Reckoning makes equipping the best possible gear easy, and the game also makes navigating your inventory simple. You'll quickly understand the game's weight and encumbrance system, which isn't as convoluted or obnoxious as it can be in other like-minded titles. And because you're given so many options in what you can equip, you'll find a deep level of customization worthy of your appreciation, as well.
That customization rests at the heart of Reckoning, especially in terms of two of the game's fundamentals: Abilities and Destinies. Reckoning doesn't bind you in and lock you down to one path and one path only. Your character, unlike everyone around you in the game world, doesn't yet have a destiny written for him or her. That means that your destiny can essentially be written and rewritten on the fly.
By dumping points into the sub-categories under the Sorcery, Might and Finesse monikers, you can make your character better at whatever you want, even if you're concentrating on something else entirely. For instance, you can improve your spellcraft under Sorcery even if your character wields a sword and bashes dudes' heads in with his hammer. Likewise, your Destiny can be written and rewritten when you level up, giving you bonuses that will help you do what you do best, but not necessarily tethering you only to that path.
Indeed, there remains plenty that I still have to delve into with Reckoning. But if I can tell you one thing based solely on my brief experience with the final build of the game so far, it's that there's plenty to be excited about with Kingdoms of Amalur: Reckoning. Whether or not the final product, dozens and dozens of game hours from now, lives up to what I've seen and done so far remains to be seen, but what I've seen and done so far is impressive.