It's an engaging storyline that you can really sink your teeth into and run with. there are some minor "dead spots" within the game, but overall play...
Graphics; Storyline
A little repetative
It's an engaging storyline that you can really sink your teeth into and run with. there are some minor "dead spots" within the game, but overall play...
Graphics; Storyline
A little repetative
I purchased this as I am a fan of RPGs. I really like this game, the graphics are beautiful, voice acting is good and storyline engaging. The battle system is a little disappointing as it quickly descends to button mashing but with RPGs the story is paramount and this is an engaging one in a...
Kingdoms of Armalur is a labour of love, an in-depth shout out at how a role-playing game should be, or at least what joint developing house 38 Studios and Big House Games believe a role-playing game should be. With a delicate dose of anterograde amnesia we are reckoning some Armalur.
Large world with lots to do beyond the main quest; Combat is surprisingly tight and interesting; Lots of choice when it comes to developing your character; Traditionally speaking; Kingdoms hits all the right spots
Base character creation is weak in comparison to other titles; Crude interface; Narrative will either grab you or leave you expecting more; Some minor glitches; Not enough motivation given to the player to work through the side quests; No morality on choice to cement you into the world
Single player action meets MMO missions, with surprising results. Kingdoms of Amalur: Reckoning (or KAR for the rest of this review) is an interesting proposition, which answers some very fresh questions about RPGs as a genre.
Excellent; intuitive combat; multiple character variations; with simple options to swap for a new build; hundreds of levels; with hours of gameplay; large gameworld with an open approach to levelling; great graphics; with good sound too; hugely immersive world; with plenty to lose yourself in...
Can get repetitive; raid-style dungeons still lack some depth; cartoony style will put some people off; no 3D options; plays better with a controller; which it feels designed for
Conceptually, Kingdoms of Amalur: Reckoning isn't very original. It's a role-playing game set in a pseudo open world with a rather standard narrative at the center. However, it's not my job to review concepts. My job is to let you know how good the final game is.
"But is it as good as Skyrim?" Bethesda's monstrous RPG has a lot to answer for. It irrevocably raised our expectations for what RPGs can achieve, and Kingdoms Of Amalur: Reckoning has suffered under the weight of countless comparisons over the last few weeks and months.
Compelling and versatile character creation, Phenomenal combat, Big; Huge.
Gutless; insipid fantasy setting; weak scripting, forgettable support characters; Useless stealth mechanics; Awkward menus/GUI
Let me begin this review with a disclaimer: I have put in over 60 hours into Kingdoms of Amalur: Reckoning and I'm nowhere close to finishing the game . You can take away two things from that revelation- one, I'm a very OCD-type gamer when it comes to open-world RPGs (as in I want to discover...
As an expansive, high-fantasy RPG set in a sprawling world, Reckoning naturally invites comparison with Skyrim , and even the game's developers have acknowledged Bethesda's epic as a threat.
If IKEA sold RPG games, this is probably what they'd squeeze into a flat-pack.
Visceral, clever combat; A large, rolling landscape with varied characters and encounters; Clever player-building options that seldom feel forced.
A real compendium of other RPG tropes with little innovation bought to the table; Fussy camera angles at times, and cinematic scenes lack polish.
Really looking foreward to this game! Story written by a fantasy novel legend, visual art crafted by one of the leading names in comic arterstry and stylizing & an open world designed by a legend of sandbox gaming. This one is GAURENTEED to be an amazing romp.
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