The long-awaited RPG from 38 Studios, Big Huge Games and EA has finally arrived. Does this fantasy role-playing adventure live up to the epic hype? With so many reports coming from all over the land, does fighting for your own kingdom warrant a full purchase? Read on to find out! Also don’t forget to guide your travels with our Kingdoms of Amalur Reckoning Walkthrough.
Once upon a time, before the legendary alliance between Curt Schilling, R. A. Salvatore, Todd McFarlane, Ken Rolston and Electronic Arts had been forged, Kingdoms of Amalur was going to be a massively multiplayer online role-playing game (and the universe may yet branch out into that space moving forward).
Curt Schilling’s 38 Studios had already recruited best-selling fantasy author R. A. Salvatore and comic/toy guru Todd McFarlane to create Amalur’s detailed narrative and artistic history from scratch, then Big Huge Games, a studio which already had the framework in place for a single player RPG helmed by Ken Rolston (former lead designer on Elder Scrolls games Morrowind and Oblivion), was acquired from THQ. The rest is now history.
A seemingly fateful series of events made the world of Amalur a reality, which is fitting since the universe’s debut chapter, Reckoning, centralizes on themes of fate and destiny. Go figure.
Brought back from the dead, you are a hero unbound by the weave of destiny that has already preordained the fates of every living creature in Amalur. As this fate-less champion, you are free to create your own destiny and alter the destinies of those around you, ultimately deciding the outcome of the Crystal War currently ravaging Amalur’s Faelands.