When you talk about Kingdoms of Amalur: Reckoning, you cannot help but mention all the big names involved. Accomplished author R.A. Salvatore played an instrumental part in creating the world. Spawn creator Todd McFarlane spearheaded the art design of the game. Ken Rolston, lead designer for the The Elder Scrolls III and IV, started from scratch to create the fantastic combat found in the game. Former MLB great Curt Schilling brought the game back from the edge of the grave when he purchased Big Huge Games, following a falling out with THQ. Acclaimed video game composer Grant Kirkhope produced the game’s thematic score. With all these big names, did Reckoning become the blockbuster RPG that the creators hoped it would be? Follow along as I dive head first into the good, the bad, and the ugly.
The game starts you off as the first person to ever to be successfully revived by the Well of Souls, a device created to cheat death; to bring a soul back from the afterlife and create a body for it. As a result of this experiment, you are no longer bound by fate; you become the Fateless One. In Reckoning, everyone is bound by a fate that has a beginning, a middle, and an end; it can never be changed. Until you come along. In this world, you are somewhat of an anomaly and you have the ability to change your fate as well as the fate of those around you. This becomes the backbone of the leveling system and story.
Since you are a blank slate, you have quite a few ways to build your character. Borrowing MMO-like elements, there are three trees you can spend skill points on every time you level up. The Finesse tree handles abilities such as traps, poisons, daggers and faeblades. The Might tree is for people who want to play the role of a warrior. This tree focuses on improving sword and two-handed weapon as well as shield perks and other skills that allow you to become an unstoppable juggernaut. Lastly, there is the Sorcery tree. As you might have guessed, it deals with all things magic. Here, you can improve your sceptre, staff, and chakram proficiencies as well as pick up spells from the elemental planes, such as fire, lightning, and ice.