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    (AfroGamers.com) I recently watched some videos about the development process of the PS3-era title Kingdoms of Amalur: Reckoning and was really impressed by the work that went into the game.

    For those who never experienced it or played the game when it ended on storefronts, Kingdoms of Amalur was an open-world action RPG taking place in fantasy world brimming with magical and ancient dangers, well-crafted lore, and a good amount of quests and side quests to keep you busy.

    Following a decent character creation process, the main character’s story begins after challenging Fate and reviving after certain death. There is a brutal conflict going on but the Gnomes are busy conducting research into resurrection and getting their Well of Souls working.

    The MC proves to be a success and of great interest to one researcher who accompanies the MC in escaping hostile forces and puts them on the path to finding out more about their new existence. Along the way, the main character experiences many adventures while also lending their power to the difficult forces combating the Tuatha and more regional dangers and threats.

    Kingdoms of Amalur Was an RPG with the Potential Go Further.

    Kingdoms of Amalur Had a Lot Going for It

    Honestly, that’s as brief an explanation of Kingdoms of Amalur: Reckoning (or Re-Reckoning, the remaster). There’s a lot of stuff going on here. It featured everything that would’ve been standard for an open-world game at this time.

    You have your farming of materials, crafting, a decent-sized skill tree with flexibility for some flexible build crafting, rewarding side quests and encounters that allow you to test and stress your progress and build.

    The developer, Big Huge Games had a boatload of ideas and managed to put the majority together and craft their mechanics around them. And it works! Whenever I installed this game, I ended up sinking hours into the quests, building up my Fateless One (the main character who exists beyond Fate which governs the world), and crafting gear and weapons to better utilize those skills.

    It’s all stock open-world RPG fare but it’s all put together in a way that works and is actually fun. In addition, you had two creative powerhouses in fantasy and comics with novelist R.A Salvatore and writer/artist Todd McFarlane fleshing out the setting of the Faelands, its lore and inhabitants.

    What I found interesting about all of this is that at the time of its release, visually Kingdoms of Amalur looked like nothing too special. There were definitely that looked better crafted graphically but Amalur was far from a horrible-looking game. In some ways it existed between slightly dated and of its time but didn’t come off as a game that would push the Xbox 360, PlayStation 3, or gaming PCs of the early 2010s.

    The World and Scale

    Instead you had regions that were colorful, bold, and at times dark and gloomy. You actually felt that your Fateless One was engaged in this large, lengthy quest where you decided how it progressed. Adding to this was the scale of the world. You could look at the map and see what region your were in and which ones were close but traveling through these areas wasn’t exactly a quick jaunt.

    You were going to clash with enemies and beasts, you would be distracted by loot and stories, and enticed by exploration. The size of different areas within a region encouraged exploration and after a few encounters, that curiosity in what else could be gained as far as gear and weapons.

    I would say this is what really kept me in Amalur: the scale and crafting. Sure, the combat was fine but the possibilities and tiers of crafting material and what could be made had me trying to create the best possible gear for my adventures. The game encouraged that heavily but made it so that if you were into combat, there was plenty of that but you had to explore to be more effective.

    Fate of the Kingdom

    Ultimately, Kingdoms of Amalur managed to move a million copies but the developer closed due to financial factors as EA had to be repaid for investing a significant amount into the project. Also, the development itself had some issues that seemed to be am indication of how things would shake out for the end product.

    Despite the cash sunk into Amalur, there were unfavorable takes into different elements of the game. It was viewed favorably enough to warrant a remaster by Kaiko roughly eight years later. While there is a potential series or even a franchise there, Amalur hasn’t seen much interest or movement in future entries.

    Share your thoughts on Kingdoms of Amalur. With the other RPGs of a similar vein out and thriving at that time, did you have expectations of a sequel? Or did you gather that “Too much was out into this game, it was going to get the axe and thrown in the vault”?

    Let us know!

    Staff Writer; M. Swift

    This talented writer is also a podcast host, and comic book fan who loves all things old school. One may also find him on Twitter at; metalswift.

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