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Kingdoms of Amalur: Reckoning Review | PC PS3 Xbox 360




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.

The in-depth review continues over at VGBlogger.com

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