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Kingdoms of Amalur: Re-Reckoning Doesn’t Add Enough to the Experience – 3 Minute Review


Kingdoms of Amalur: Re-Reckoning is a Western fantasy action RPG and re-release of the cult favorite title from Big Huge Games and the now-defunct 38 Studios. featuring lore written by R. A. Salvatore, character designs by Todd McFarlane, and music from Grant Kirkhope.

The world and all its races are under threat of annihilation thanks to the corruption of about half of the immortal beings known as the Fae. Your character dies in the chaos but is resurrected through experimental magic that inadvertently gives you no place in the fate of the world. Your actions now have the power to change the destinies of anyone you come across and grant you the freedom to become anyone you see fit. The decisions you make can come back to hurt or help you. The world-building is great even if the lore can be incredibly dense, but the mass of fully voiced characters are always eager to dump tons of exposition on you.

You can make the argument that, if Skyrim can relaunch about a dozen times since 2012, then Kingdoms of Amalur: Reckoning — which is also a very good game — deserves to get away with it too. But when they don’t even bother to update the title in the opening shot of the game, I wonder if there’s any reason to dive into this if you’ve already had the experience. There is a planned DLC release called Fatesworn that will add an additional five or more hours to the over-100-hour experience, but such a small addition doesn’t excite.

Kingdoms of Amalur: Re-Reckoning is out Sept. 8 for $39.99 on PlayStation 4, Xbox One, and PC.

Watch our full Review in 3 Minutes for Kingdoms of Amalur: Re-Reckoning.

Review copy provided by the publisher. Reviewed on PC.

About the author

KC Nwosu
KC Nwosu has been making video game content for nearly half a decade. He also streams with his son Starboy who has legitimately won a Mario Kart race against him.