Just to jog your memory a little (or if you’re new to this IP), Kingdoms of Amalur: Re-Reckoning puts you in the shoes of the Fateless One, a character who literally just died but was resurrected in the Well of Souls as part of a successful experiment, in an interesting turn of (heh) fate. On the plus side, it does come already including the original DLCs, Teeth of Naros and The Legend of Dead Kel, pre-packaged in the game, which should be the case for a remaster of an 8-year-old game. Having played through it, it does look and feel very much like the original… but not exactly in the best ways one would have expected in a remaster. So when Kingdoms of Amalur: Re-Reckoning was released, it came as a shock to many as it was one of the few remasters that seemed off the cards. But even years after 38 Studios’ eventual bankruptcy and shutdown in 2012, it is still widely hailed as a cult favourite among the community, mainly due to its charm and whimsy, as well as its intense and fluid combat system that would otherwise have been absent in typical games in its genre. Salvatore the art direction led by creator of the iconic Spawn comics, Todd McFarlane the epic music scored by big-name video game composer Grant Kirkhope and gameplay developed by ex- The Elder Scrolls lead designer Ken Rolston.Īnd with a publisher like EA at the time, Kingdoms of Amalur was poised for success… except that it fell flat on expectations on both the development, publishing, and player side of things, despite receiving relatively favourable reviews from both critics and players. One of the game’s biggest hype factors was that it was developed by a dream team of sorts – the realm of Amalur was almost single-handedly built by renowned fantasy novelist R.A. When Kingdoms of Amalur: Reckoning first came out in 2012, developers 38 Studios and Big Huge Games set high expectations for this fantasy RPG.
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