Spam Spam Spam Humbug 7 - Kingdoms of Amalur: Reckoning




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Summary: <h4 style="font-weight: normal;">Withstand the Fury Dragon never seems able to shut up about Big Huge Games' 2012 RPG, <em>Kingdoms of Amalur: Reckoning</em>. Herein, he'll try and explain why.</h4><a id="more-5774454"></a><p style="font-weight: normal;"><a href="https://itunes.apple.com/podcast/id978223252">Subscribe on iTunes</a> | <a href="http://www.stitcher.com/podcast/spam-spam-spam-humbug">Subscribe on Stitcher</a></p><h4 style="font-weight: normal;">Intro</h4><p style="font-weight: normal;"><em>Gadflow</em>, from the <em>Kingdoms of Amalur: Reckoning</em> soundtrack (composed by Grant Kirkhope). </p><h4 style="font-weight: normal;">Podcast Topic(s)</h4><p style="font-weight: normal;">The great tragedy of Big Huge Games' <em>Kingdoms of Amalur: Reckoning</em> is that it all but demands a sequel, and will never have one. Although its developer, Big Huge Games, has re-opened, the <em>Amalur</em> IP remains the property of Rhode Island in the wake of the 38 Studios bankruptcy.</p><p style="font-weight: normal;">The setting of <em>Reckoning</em>, the world of Amalur, is wholly deterministic; everything and everyone in it is entirely beholden to a predestined fate. This fate can sometimes be foretold, in whole or in part, by the fateweavers of the land, but it can never be altered. And it is into this world that the player's character is resurrected, having been killed just prior to the game's beginning in the long-raging war between a race of immortal Fae called the Tuatha and the mortal races of Amalur. But the circumstances of the player's death and resurrection have resulted in something unique: a being who has broken free of the bonds of fate, and who is no longer beholden to a fixed destiny.</p><p style="font-weight: normal;">The idea of a fateless being in the midst of a fate-governed world is an intriguing concept that <em>Reckoning</em> doesn't explore to its fullest potential, but there are certainly moments where the theme shines through. The storytelling is often at its very best in these moments, especially in those times where the player's mere presence disrupts the weave of fate and alters the destinies of individuals, groups, and entire races. Much of this occurs in the game's side quests, and those stories often eclipse the main plot. As the final act of <em>Reckoning</em> begins, however, the main plot finds its stride, and treats the player to a philosophically-charged, action-packed rush right up to the final confrontation. (<em>Reckoning 2</em> would have, I've been told, explored the concepts of fate and destiny in greater detail. Alas!)</p><p style="font-weight: normal;"><em>Reckoning's</em> world isn't a true open world, but is instead divided into several large areas. Each area is itself massive, and boasts a different biome. Where other fantasy RPGs of its era emphasized a muted colour palette, <em>Reckoning</em> opts for rich, saturated colours; part of the joy of exploring the world of Amalur is how staggeringly beautiful much of it is. The world is also heavily influenced by Celtic mythology, and much of the voice acting reflects this; it's a welcome departure from the Nordic motifs on display in other games in the genre.</p><p style="font-weight: normal;">In some respects, <em>Reckoning</em> can be thought of as a single-player MMORPG. The game is methodically laid out, and while there are numerous narratively rich side quests in addition to the main story, there are also plenty of fetch quests and monster-killing missions. The crafting system is well-implemented, the skill trees add meaningfully to the gameplay, and the Destinies concept — essentially, interchangeable meta-classes that can be reassigned on the fly — adds an interesting strategic element to how you manage your character.</p><p style="font-weight: normal;">Combat in <em>Reckoning</em>, however, is anything but methodical; it is hyper-kinetic and brutal, fast-paced and tactical. The key to combat in <em>Reckoning</em> is movement, and a</p>