Kingdoms of Amalur: Reckoning cover art

Kingdoms of Amalur: Reckoning

201238 StudiosPlayStation 3, PC (Microsoft Windows), Xbox 360

Kingdoms of Amalur: Reckoning is an epic, open-world role-playing game set in Amalur, a mysterious and magical new fantasy world created by New York Times best-selling author R. A. Salvatore. Brought to life visually through the trademark visceral style of renowned artist and Spawn creator Todd McFarlane, Reckoning brings a new level of intense action combat to the RPG genre.

What it feels like

Fast-paced, kinetic combat delivers a rush of flow and momentum that is core to the moment-to-moment experience.

Exhilarating70%

What it's about

An epic secondary world of magic, myth, and grand stakes defined by R.A. Salvatore's worldbuilding is the setting's foundation. A hero's journey to defeat a great evil and save a world in crisis anchors the narrative spine. The player character, resurrected and given a second chance to shape their fate, pursues atonement and self-determination in a world of destiny.

High Fantasy90%
Heroic Quest65%
Redemption50%

How it plays

Fast melee combat against many enemies with chained flashy attacks is the defining moment-to-moment gameplay, central to the visceral action-RPG identity. Randomized item drops of varying rarity drive the reward loop, feeding the character progression and gear-chase typical of action RPGs. Combo-driven melee combat scored on stylish execution and deep combat mechanics align with the action-first design philosophy distinct from traditional RPG button-mashing.

Hack-and-Slash90%
Loot & Drops75%
Character Action70%
Character Builds65%
Gear Upgrades60%
Crafting55%
Leveling & Grind50%
Skill Checks50%
Class System45%
Dialogue Trees40%

How it looks and sounds

The camera follows the player character from behind during exploration and combat, defining the visual presentation throughout. Todd McFarlane's trademark visceral, illustrated art style permeates character and enemy design with bold, comic-influenced visuals. Saturated, bold color in Todd McFarlane's character and environment design contributes to the game's striking visual identity.

Third-Person85%
Hand-Drawn 2D75%
Vibrant Color55%

How it's structured

A large continuous fantasy world explorable in non-linear order is core to the design, with the player free to roam Amalur and tackle content in chosen sequence. A bounded authored story arc with beginning, middle, and definite end provides narrative structure to the open-world exploration. Player agency in tackling objectives, regions, and content in flexible order supports the open-world structure beyond pure linearity.

Open World85%
Campaign75%
Nonlinear Progression70%
Darksiders II68% match

Shares Hack-and-Slash, Open World, High Fantasy, Loot & Drops.

Both lean into Hack-and-Slash, Open World, High Fantasy, Loot & Drops.

Hack-and-Slash85%Open World75%High Fantasy65%Loot & Drops70%

Shares Hack-and-Slash, Loot & Drops, Character Builds, High Fantasy.

Both lean into Hack-and-Slash, Loot & Drops, Character Builds, High Fantasy.

Hack-and-Slash95%Loot & Drops90%Character Builds85%High Fantasy45%

Shares Third-Person, High Fantasy, Open World, Character Action.

Both lean into Third-Person, High Fantasy, Open World, Character Action.

Third-Person90%High Fantasy80%Open World85%Character Action80%

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Hack-and-Slash90%Third-Person75%High Fantasy65%Campaign70%
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Third-Person90%Hack-and-Slash85%Campaign80%Open World70%
Fate43% match

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Hack-and-Slash85%High Fantasy70%Loot & Drops80%Character Builds70%
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