Kingdoms of Amalur: Reckoning (Special Edition)

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Description

Kingdoms of Amalur: Reckoning (Special Edition) is an action role-playing game set in the vibrant, fate-driven world of Amalur, where players take on the role of the Fateless One—a warrior resurrected and freed from destiny’s constraints. The game blends dynamic combat, deep customization through skill trees and the Destiny class system, and an expansive open world filled with quests, dungeons, and mythical enemies. Developed by Big Huge Games and featuring contributions from renowned creators like R.A. Salvatore and Todd McFarlane, the Special Edition includes exclusive physical collectibles like a parchment map, custom dice set, Destiny Cards, and a bonus DLC weapon pack, all housed in a limited-run collector’s package.

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Kingdoms of Amalur: Reckoning (Special Edition) Reviews & Reception

metacritic.com (72/100): A triumphant return to form for the series.

the-tech-vortex.com : A Nostalgic but Flawed Gem

ign.com (60/100): A testament to progress.

inverse.com (80/100): 2012’s best RPG aces its second chance

opencritic.com (72/100): Re-Reckoning is a reminder of what made the original great in 2012, but mostly a testament to how far we’ve come since.

Kingdoms of Amalur: Reckoning (Special Edition): A Masterclass in Fantasy RPG Design

Introduction: A Game of Destiny and Redemption

Kingdoms of Amalur: Reckoning (Special Edition) is more than just a game—it’s a testament to the ambition of its creators, a love letter to fantasy RPGs, and a cautionary tale about the volatile nature of the gaming industry. Released in 2012, this special edition of the critically acclaimed action RPG arrived at a pivotal moment in gaming history, sandwiched between the dominance of The Elder Scrolls V: Skyrim and the rise of Dark Souls. Yet, despite its tumultuous development and the eventual collapse of its studio, Reckoning carved out a unique identity, blending fluid combat, deep lore, and a world steeped in fate and mythology.

This review will dissect Kingdoms of Amalur: Reckoning (Special Edition) in exhaustive detail, exploring its development history, narrative depth, gameplay mechanics, artistic vision, and lasting legacy. We’ll examine why it remains a beloved cult classic, how it pushed the boundaries of RPG design, and what its special edition brought to the table.


Development History & Context: The Rise and Fall of a Dream

The Birth of a Universe

Kingdoms of Amalur: Reckoning was born from the ashes of ambition. The game’s universe was conceived by Curt Schilling, a former MLB pitcher and avid gamer, who founded 38 Studios in 2006. Schilling’s vision was to create a sprawling fantasy world that could rival Tolkien’s Middle-earth or George R.R. Martin’s Westeros. To bring this vision to life, he enlisted two titans of fantasy:
R.A. Salvatore, the legendary author behind The Legend of Drizzt and Forgotten Realms, to craft the lore and narrative.
Todd McFarlane, the iconic comic book artist and creator of Spawn, to define the game’s visual identity.

The result was Amalur, a world where fate weaves the destiny of all beings—except for one: the player character, the Fateless One.

The Studio Behind the Game

The game itself was developed by Big Huge Games, a studio with a pedigree in strategy games (Rise of Nations) and RPGs (Titan Quest). After financial troubles nearly led to its closure, Big Huge Games was acquired by 38 Studios in 2009. The team, led by Ken Rolston (lead designer of Morrowind and Oblivion) and Ian Frazier, set out to create an RPG that merged the depth of The Elder Scrolls with the visceral combat of God of War.

Technological Constraints and Innovations

Reckoning was built on a modified version of the Big Huge Engine, originally used for Rise of Nations. The engine was heavily reworked to support:
Open-world exploration across five distinct regions.
Real-time combat with a focus on fluid animations and responsive controls.
A dynamic destiny system that allowed players to respec their character at any time.

However, the engine’s limitations were evident in some areas:
No mod support, despite Frazier’s background in the Elder Scrolls modding community.
Invisible walls and linear dungeon design, a holdover from its action-game roots.
Occasional performance issues, particularly on consoles.

The Gaming Landscape in 2012

Reckoning launched in February 2012, a crowded year for RPGs:
Skyrim had dominated the previous holiday season.
Mass Effect 3 and Diablo III were on the horizon.
Dark Souls had redefined action RPGs with its punishing combat.

Despite this competition, Reckoning stood out for its accessibility—it was an RPG that didn’t require hundreds of hours to enjoy, yet offered depth for those who sought it.

The Special Edition: A Collector’s Dream

The Special Edition was a lavish package designed for hardcore fans, limited to just 2,000 copies in North America. It included:
– A parchment map of the Faelands.
– A 7-piece dice set themed after Amalur.
– A cloth dice bag with the game’s logo.
– A full set of 40 Destiny Cards (representing the game’s class system).
– The official soundtrack by Grant Kirkhope.
– The Fate-Touched Weapons Pack DLC, which boosted XP gains.

This edition was a love letter to tabletop RPG fans, blending digital and physical media in a way few games have since.


Narrative & Thematic Deep Dive: A Tale of Fate and Free Will

The World of Amalur

Reckoning takes place in the Faelands, a realm divided by the River of Fate, where all beings are bound by destiny—except the player. The world is richly detailed, with:
The Summer and Winter Courts of the Fae, locked in an eternal cycle of life and decay.
Mortal races (Almain, Varani, Ljosalfar, Dokkalfar) struggling to survive amid the Fae’s conflicts.
The Tuatha Deohn, a fanatical faction of Winter Fae led by Gadflow, who seek to reshape the world in the name of their god, Tirnoch.

The Fateless One: A Hero Without Destiny

The protagonist, the Fateless One, is resurrected by the Well of Souls, a gnomish invention that defies the natural order. This resurrection severs their ties to fate, making them the only being capable of altering destiny. The narrative explores themes of:
Free will vs. determinism: Can one truly escape fate, or is every choice still part of a grander design?
Identity and amnesia: The Fateless One awakens with no memory, forcing players to define their character’s personality through choices.
Sacrifice and redemption: Many characters are trapped by their fates, and the Fateless One’s ability to change theirs leads to morally complex decisions.

Key Characters and Their Arcs

  • Fomorous Hugues: The gnome scientist who created the Well of Souls. His kindness and ingenuity contrast with the grim world around him.
  • Agarth: A Fateweaver who can see the threads of destiny but is unsettled by the Fateless One’s existence.
  • Alyn Shir: A Dokkalfar assassin with a mysterious past tied to the Fateless One.
  • Gadflow: The game’s primary antagonist, a zealot who believes in Tirnoch’s divine right to rule.

Thematic Depth: More Than Just a Power Fantasy

Reckoning’s story is often criticized for its lack of player agency—despite the premise of altering fate, many choices feel superficial. However, the game’s true strength lies in its world-building and lore. Salvatore’s 1,000-year history of Amalur is woven into every quest, dungeon, and NPC interaction, creating a world that feels alive and ancient.

The DLC Expansions: Expanding the Mythos

  • The Legend of Dead Kel: A pirate-themed adventure on the island of Gallows End, introducing the sentient tree Akara.
  • Teeth of Naros: A journey to the land of the Kollossae, a stone-like people grappling with their past.
  • Fatesworn (Re-Reckoning): A later expansion that explores the consequences of the Fateless One’s actions, introducing the chaos god Telogrus.

Gameplay Mechanics & Systems: A Hybrid Masterpiece

Combat: The Heart of the Experience

Reckoning’s combat is its defining feature, blending:
Action-game fluidity: Dodging, blocking, and countering feel responsive and weighty.
RPG depth: Players can mix melee, ranged, and magic attacks seamlessly.
Reckoning Mode: A slow-motion finisher system that rewards varied combat with a Fate meter.

The game’s weapon variety is impressive, from chakrams to hammers, each with unique combos and playstyles.

The Destiny System: A Class System Without Limits

Unlike traditional RPGs, Reckoning allows players to respec at any time via Fateweavers. The Destiny Cards system lets players hybridize classes:
Might (Warrior): Focuses on brute strength and heavy weapons.
Finesse (Rogue): Emphasizes stealth, speed, and critical hits.
Sorcery (Mage): Unleashes elemental spells and debuffs.

This flexibility encourages experimentation, though some builds (e.g., pure mage) feel underpowered compared to hybrid setups.

Exploration and Quests: A Mixed Bag

The game’s open world is divided into five regions, each with distinct biomes and factions. However, the world design has flaws:
Invisible walls and linear dungeons break immersion.
Repetitive side quests often boil down to “kill X enemies” or “fetch Y item.”
Lack of meaningful choices: Despite the fate-altering premise, most quests have binary outcomes.

Yet, the main story and faction quests (e.g., the House of Ballads, the Warsworn) provide compelling narratives that make up for the filler.

Crafting and Progression: Deep but Optional

  • Blacksmithing, Alchemy, and Sagecraft allow players to craft gear, potions, and gems.
  • Lockpicking and Dispelling add light puzzle-solving elements.
  • Housing lets players purchase and upgrade homes, though this feature feels underutilized.

World-Building, Art & Sound: A Feast for the Senses

Visual Design: McFarlane’s Dark Fantasy

Todd McFarlane’s art direction gives Reckoning a distinctive, comic-book-inspired aesthetic:
Exaggerated character designs, with bulky warriors and lithe rogues.
Vibrant, painterly environments, from the lush forests of Dalentarth to the crystalline caves of Alabastra.
Gothic and celestial motifs, reflecting the game’s themes of fate and divinity.

However, the character models haven’t aged well, with stiff animations and occasional uncanny valley moments.

Sound Design: Kirkhope’s Haunting Score

Grant Kirkhope’s soundtrack is a standout, blending:
Orchestral grandeur for epic battles.
Ethereal, melancholic themes for exploration.
Celtic and fantasy influences, fitting the game’s lore.

The voice acting is hit-or-miss, with some standout performances (e.g., Agarth’s world-weary cynicism) and others that feel wooden.


Reception & Legacy: A Cult Classic’s Journey

Critical Reception: Praised but Flawed

Reckoning received generally positive reviews, with critics praising:
– Its combat system (IGN called it “a contender for Game of the Year”).
– Its art direction and world-building.
– Its accessibility compared to other RPGs.

However, it was criticized for:
Lack of innovation (Edge called it “a game that does everything well but nothing exceptionally”).
Repetitive quests and shallow choices.
Technical issues on consoles.

Commercial Performance: A Bittersweet Success

The game sold 1.3 million copies, exceeding EA’s expectations but falling short of 38 Studios’ break-even point of 2 million. This financial failure, coupled with mismanagement and overspending, led to:
– The collapse of 38 Studios in 2012.
– The cancellation of Project Copernicus, the planned MMO.
– A sequel that was in pre-production but never materialized.

The Remaster: Re-Reckoning and Beyond

In 2020, THQ Nordic released Kingdoms of Amalur: Re-Reckoning, a remaster with:
Enhanced graphics (4K resolution, improved textures).
Gameplay rebalancing and a new hard difficulty mode.
All DLC included, plus the new Fatesworn expansion.

The remaster received mixed reviews, with critics noting that while it improved the original, it didn’t address all its flaws.


Conclusion: A Flawed Gem That Shines Brightly

Kingdoms of Amalur: Reckoning (Special Edition) is a game of contradictions:
– It’s ambitious yet flawed, with a world that feels alive but quests that often feel hollow.
– It’s innovative yet derivative, borrowing from Elder Scrolls and God of War while carving its own path.
– It’s a commercial failure yet a cult classic, beloved by fans who see its potential.

Final Verdict: 8.5/10 – A must-play for RPG fans, especially those who appreciate deep lore, fluid combat, and a world where fate is both a prison and a playground.

For those who missed it in 2012, the Special Edition is a worthy collector’s item, and the Re-Reckoning remaster offers a modern way to experience this underrated masterpiece. While it may not have changed the RPG genre, Kingdoms of Amalur remains a testament to what could have been—and what still might be, if fate ever smiles upon it again.

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