
Kingdoms of Amalur: Reckoning
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.
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.
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.
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.
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.
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