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7.6 Great
Rated by 11 people
  • 5 years ago
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    You know Ellie, I really am reckoning we're the last of us in these kingdoms of amalur
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  • 5 years ago
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    I still think about this game sometimes. I wish it offered more options for the player to make their own fun, instead of keeping everything tightly within the developer's intended tasks.
    I dunno what makes me hope for more from Amalur. Everything about it felt like a lesser version of games I've already played. One thing would remind me that I could be playing Dragon's Dogma right now, another would make me think of Skyrim. Don't think this game did anything "best" in its field. But like, there's things here. Things that could've been something greater.
    Hopefully THQ Nordic bought the IP so they could make a solo or co-op oriented sequel, so I can see all the gameplay elements that the first game was lacking so much. Don't really care to see an MMO. Might be fun for some people. Not I.
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  • 5 years ago
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    • Husky Wing
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      Husky Wing
      Editing … oh wow. wow. woah.
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    • Husky Wing
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      Husky Wing
      Editing … THQ Nordic acquiring all the dead cult hits. HEY GUYS, BUY DEAD SPACE FOR ME? I could do with a fitting end to Isaac Clarke's story. Okay, not a "cult" hit, but it's DEAD so
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  • 6 years ago
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    Ya know, this game's fucking massive. The world map's huge, the amount of quests is never-ending, the loot never stops coming. It's natural, for a game that was initially planned to be an MMO.
    A shame that the lore never becomes interesting, and the gameplay soon becomes repetitive. Still, it seems the sort of title to earn a cult following. Perhaps with co-op support, or official mod tools, the game could've grown a base like that. But also, Amalur's map contains many invisible walls, such as at cliffs, as the player is unable to jump or fall except at specially marked areas. Maybe all the game needed was to feel more like a sandbox, with a more physics-driven world. Such "static" RPGs have grown out of fashion, in which players are restricted by the developer's intents. Now what players want from these games is to make their own adventure, take their own routes, and complete things in their own style. There's no fun in having an idea in a game, but being unable to follow through due to limits in the developer's imagination.
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  • Dr Eggnog wrote his opinion about Kingdoms of Amalur: Reckoning
    8 years ago
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    I'd like it more if it weren't so darn easy.
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  • 10 years ago
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    An MMO crammed into a single player game. Fetch this, destroy 10 cases, you've seen it before, done it all before a hundred-fold. It just looks so fae-like, such a pretty world, I found that I could easily lose myself in the faetale world trying to make sense of it all. Controls are alright with a keyboard and mouse, no controller necessary. Graphics are very nice, I like the chosen style. Bottom line, I like this a lot more than Skyrim, which just couldn't make up its mind what kind of game it wanted to be.
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  • Pudding wrote his opinion about Kingdoms of Amalur: Reckoning
    10 years ago
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    Kingdoms of Amalur: Reckoning is an example of why sometimes less is more. This game quite possibly has the most content I've ever seen in a single-player game and yet... there's no real incentive to play through more than half (!) of its content. The devs made it clear that this is a preview of what's to come down the road (an MMO in the same universe) and what's obvious is that this could've been a great MMO, but as it stands now, it's ''only'' a solid single-player experience.
    Pros: Astonishing amount of content, great and flexible combat system, creative visual design, superbly realized world, some interesting quests
    Cons: Feels like playing an MMO without other players, music is barely noticeable, mostly uninspired writing and voice acting, uninteresting characters
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Created 2013-03-26 06:51 pm
Page creator Papissama
Views 1,489
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