
The minds of New York Times bestselling author R.A. Salvatore, Spawn creator Todd McFarlane, and Elder Scrolls IV: Oblivion lead designer Ken Rolston have combined to create Kingdoms of Amalur: Reckoning, a new role-playing game set in a world worth saving.
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Languages: English, French, German, Italian, Spanish - Spain
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Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Come back to this game after 10 years, still enjoying it!
Good ol Times
I love this game, it's great, played the crap out of it, but the hours aren't accurate. It has good combat, cool skilltrees, cool weapons, an interesting world and story.
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Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
İsterse çok eğlenceli bir oyun olsun hiç fark etmez. Her türlü kolaylık artık varken dil çevirisi konusunda bu ülke de bu oyunu vergisiyle satıyorsan bu ülkenin konuştuğu dili ekleyeceksin.
Boring, slow, lots of walking, didn't age well. Some of the combat can be fun though
Kingdoms of Amalur: Reckoning is an action role-playing game featuring fluid combat, deep class customization, and a vast fantasy world crafted by writer R.A. Salvatore. While praised for its arcade-like combat and rich lore, critics note it suffers from repetitive side quests and a bloated world structure.
As with many people who played this game way back in the day, it holds a special place in my heart. Having played it again now after all these years it’s clear to me that it was ahead of its time in a lot of aspects while some aspects are still stuck in the past. I like the action gameplay, even though for over a 100+ hours I was doing the same thing it never stopped being fun. Specially when I kept finding gear that was stronger and more exciting. I honestly hope we can get a modern version of this game with smoother gameplay, better camera angles, no bugs, more weapon variety, talents and so on. The writing is good, voice acting is okay, some characters are better than others but that’s expected. I feel the entire game was a bit too ambitious with its size and goal, they could’ve made it 40% smaller and probably resolved all the issues it had. But with all its flaws and bad designs the game does way more good than bad. definitely try it when on sale. Overall Score 7.9/10 Still my favorite character creation scene of all time.
Zero impegno per un gioco che riesce a catturarti, un sistema sorprendentemente complesso di crafting, graficamente bellissimo con quel vibe 2010's consigliato per chi vuole farsi una partita e massacrare mostri senza stare a pensare a minmaxxare o a doverti segnare 400 personaggi a mente.
Was a pretty classic RPG adventure from the Xbox 360 days, and you can tell in some ways with both good and bad experiences. I mostly enjoyed the game. The story was alright, not anything crazy, or super new, but i did liek some of the characters in the game. The combat was pretty cool, and unlocking new moves, and powers along the way. Being able to mix and match your traits is cool too. (I was a Might/Sourcerer). There is many quests to find and do, though not all are that fun or unique, tho many were. There is a lot of armor, and weapons to find through the game, though sadly i found one of the best weapons early on so didnt find anything better through the rest of the game. I did enjoy the soundtrack too btw. I do wish there were more variety in areas, and enemies. I felt like i fought the same handful of enemies a lot tbh. I also think the game stays a bit longer than it should. I do however recommend the game, and think its worth a playthrough. 7/10.
It feels almost nostalgic playing this game despite having never played it back in the day. The game design harkens to simpler times: see a thing, press buttons till you don't. I appreciate how open to customization the game play is: you're not locked into a play style since you can wield all weapons and armor with relatively little cost to re-spec when you want. I appreciate the dialog trees offering opportunities for voice actors to explain the lore. It feels like there's a lot of ideas in this game that would go on to form the basis of modern open world RPGs. I'm not partaking in the online aspect of this game and have only scratched the surface, but I'm having a good time with it.
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