Review

Kingdoms of Amalur: Reckoning Review

  • First Released Feb 7, 2012
    released
  • X360

Kingdoms of Amalur's combat and character advancement are fantastic enough to overshadow how bland everything else is.

Even the greatest role-playing games aren't necessarily known for their great combat. They're frequently praised for their ambitious worlds, their involving stories, and the element of choice. But when you talk about your favorite RPGs, it's not often that the action is what you talk about first.

Kingdoms of Amalur: Reckoning is not like those games. In the future, when you talk about Kingdoms of Amalur, the first thing you will probably mention is how fun the battles were. Incredibly, this RPG's combat is so exciting, it could have been used in a pure action game and would have held up just fine. In fact, from a swordplay, loot, and leveling perspective, Kingdoms of Amalur is as good as any RPG in recent memory. This is the role-playing game you should be playing if excellent action and progression are your primary concern.

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Now Playing: Kingdoms of Amalur: Reckoning Video Review

Of course, RPGs are about more than just swinging swords. The best of them aren't just games--they're worlds, in which unusual people mill about, inviting you into their homes and telling you of unimaginable treasures protected by unimaginable monsters. It's here that Kingdoms of Amalur falters. Amalur is nice enough to look at, and there are lots of things to do there. But each thing you do is pretty much like the last thing you did. In The Elder Scrolls V: Skyrim, you stumble upon a coven of cannibals and have telepathic conversations with a dog. In Mass Effect 2, you explore the painful past of a troubled young woman and witness the ultimate conflict between mother and daughter. In Kingdoms of Amalur, you kill stuff and listen to a bunch of nondescript characters spout line after line of unexceptional fantasy lore. There's so much talking, so much effort put into all this dialogue. And yet Amalur never develops an identity in spite of it all. There's a lot of tell, but not a whole lot of show.

There's at least a great premise providing a foundation for your adventure. You see, you are dead. Or at least, you were dead before a device called the Well of Souls brought you back to the land of the living. Upon reawakening, you find yourself in quite the position: you no longer have a fate. And because the laws of fate no longer apply to you, you can change destiny as you see fit. Save innocent lives. Kill your enemies. In conversation, act like a jerk--or like an angel. Like other RPGs, Kingdoms of Amalur occasionally grants you the power to choose. However, the story’s very premise nods to the fact that you are a blank slate, free to progress as you see fit. You're special in this world because everyone else is tied to the threads of fate. Before you came along, the future was unchangeable.

Behold, the power of the elements!
Behold, the power of the elements!

It's a pity that Kingdoms of Amalur doesn't know what to do with the setup. You gradually learn more about your self-named, blank-slate character, but the game is more interested in getting you into battle than it is in developing its people. You can talk to the inhabitants about all sorts of things, but doing so is rarely more interesting than reading some dusty tome. It's nice to have a world fleshed out by conversations and books, but in any game, it's better to see and experience an adventure firsthand than it is to hear someone talking about one. There are some nice narrative touches that resonate, such as a conversation with a woman angry that the church has outlawed female clergy. But most dialogue is wooden description.

Many fine RPGs don't feature great central plots or superior dialogue, so the humdrum storytelling may not be a bother for you. It's too bad that the side quests don't pick up the slack. There's so little variety here. Kill spiders, find a missing person, collect these items, and so on. A few of these have a spark of creativity. You partake in a bizarre reenactment of an old legend, speak with a wolf cursed to roam as a human, and assist a dimwit who has been deceived by pranksters pretending to be something they're not. But overall, questing in Kingdoms of Amalur is a game of "chase the waypoint," in which you run toward quest goals without caring about why you're heading there. The dullness of questing is reinforced by your own voiceless character during cutscenes, who mutely stares into space during every conversation as if he or she has heard it all before.

Introducing another character whose name you will never remember.
Introducing another character whose name you will never remember.

You may have heard Kingdoms of Amalur compared with The Elder Scrolls V: Skyrim, in the sense that they are both open-world fantasy RPGs. But such comparisons aren't really accurate. Amalur is "open-world" in a pedantic sense, yet it's not an enormous landmass, but rather a collection of big areas separated by winding corridors. (All you have to do is open the world map to see how different this game's world structure is from an Elder Scrolls game.) It's more akin to a large-scale Fable, with loading times and winding pathways used to segment explorable areas, dungeons, and towns.

The art design may also remind you of Fable (or maybe World of Warcraft), though Kingdoms of Amalur isn't so self-consciously lighthearted. It is certainly lovely, however, in a vanilla sort of way. Bright red and blue flowers dot sun-dappled meadows, where antelopes graze and hop about, prancing away when you draw too near. Crooked lampposts and skewed wooden rooftops welcome you to a desert village and its brown cobbled streets. It's all so pretty, pixie dust rising from enough grassy knolls and daisy patches that it looks like an army of fairies just exploded. But the visual design lacks identity, embracing the middle of the road and never reaching beyond. Kingdoms of Amalur doesn't have the exaggerated charm of Fable II or the rich detail of The Witcher 2: Assassins of Kings. It happily embraces its pedestrian prettiness, like the front cover of any fantasy novel you might find on a bookstore's shelf.

It's that lack of identity that holds Kingdoms of Amalur back from being a force to be reckoned with. It feels like it was made by separate teams that did their own things without checking in with each other. The dialogue is all so serious, yet the art design doesn't complement that tone with an equally serious look. The creature designs are so wonderfully frivolous they seem like they belong in another game--though on their own, they are the best part of the game's visuals. Sure, you've got some ordinary wolves and spiders. But you've also got kooky boggarts that dance about like miniature witch doctors. Kobolds' ears are so pointed, they look as if they could carve up a roast, and big brutes called ettins are so engorged with muscles that it looks as if their sinewy tendons might rip through their skin at any moment.

Boy is it fun to fight these creatures! Kingdoms of Amalur's combat is fantastic, no doubt about it. Depending on how you equip yourself and how you spend skill points (more on this to come), you might find yourself heaving a long sword in addition to a pair of daggers, or sporting a bow and arrow along with some chakhrams. What are chakhrams, you may ask? Well, they are razor-edged hoops you fling at your enemies, which, like all of the game's weapons, may possess elemental properties to make them even more effective. Flinging a pair of fiery rings about is a blast. And as you level up, you earn moves that make you even more powerful, letting you string moves into combos that have you leaping out of harm's way as you fling the chakhrams forward, or releasing them in a single thrust that sends them circling around you like murderous whirling dervishes.

Chakhrams are by no means the only way to have fun in Kingdoms of Amalur. If you choose a great sword, you juggle enemies and perform combos that have you hurtling about like a champion pole-vaulter. With a late-game magic spell, you combine lightning, fire, and ice attacks in a slow-motion fit of elemental rage. With daggers equipped, you can sneak up on enemies and slit their throats from behind. Of course, there's more to good combat than all these fancy animations and combos. Without basics like proper collision detection or tight controls, the visual flourishes would be meaningless.

Thankfully, the combat is mechanically sound. When dagger meets flesh, you feel the impact. The occasional minor delay aside, the game responds to your button presses properly, allowing you to fire off arrows and spells without trouble. The auto-targeting (usually) chooses the proper target based on the direction you face, letting you move from enemy to enemy in a chain of slashes, stabs, and parries. The only trouble you might encounter is with the camera, which valiantly tries to make the action look cinematic. Every so often, however, it pulls in so close you can't properly manage the battle, or it might park itself underneath the ground geometry.

Flinging chakhrams around is one of this game's greatest joys.
Flinging chakhrams around is one of this game's greatest joys.

You occasionally get the chance to enter reckoning mode and activate a melodramatic finishing kill that has you shoving a sword down an ogre's throat, or something equally vicious. (Hysterically, initiating a conversation while still in reckoning mode initiates a conversation with slow-motion lip synching but normal-paced voice-over.) But as satisfying as those fatalities are, the action's flexibility is even more so. You have two weapon slots and can equip anything you want in them, provided you meet the stat and level requirements. You can also spend points in any of three extensive skill trees, roughly divided into spellcaster, rogue, and warrior roles. Go full-on mage if you want, or mix and match as you see fit. Wield a sword and a magical staff. Try for the unlikely combination of scepter and hammer. Don't like how things are shaping up? Visit a fateweaver to reset your entire skill tree and redistribute your points in another way. Such are the benefits of freedom from the confines of fate.

With so much flexibility, looting becomes even more rewarding. Monsters drop a lot of stuff, and you find chests scattered everywhere. Because you could potentially change your approach at the drop of a hat, you might get use out of items that you would consider vendor trash in other games. Heck, you can break down some of that equipment and build your own weapons and armor using the blacksmithing skill. Vendors are there when you need them, but chances are that you can find or make items that are far more useful than what you can buy. You can even name your own creations, so feel free to use four-letter words in the name of your super special staff if you so desire. The game's ESRB rating is M, after all.

Other side activities include alchemy (experiment with herbs and make potions!) and sage crafting (make gems and slot them into your weapons and armor!), though that is hardly all of them. There's simply a lot of game here, and as uninventive as the quests are, there's comfort in going from location to location, engaging in awesome battles and unlocking chests to discover the spoils inside. (Side note: just because a lock is rated as difficult doesn't mean what's inside is all that valuable. It's disappointing to find a few herbs and minor trinkets that you might have found in an unlocked chest.) And there's no questioning how well Kingdoms of Amalur is put together. Bugs are rare, the combat is balanced well, and the frame rate is generally smooth. The only vermin you face are on the field of battle.

The wind-up is the most important part of casting a magic spell.
The wind-up is the most important part of casting a magic spell.

How much you love Kingdoms of Amalur: Reckoning depends on what you look for in a role-playing game. Let's say you long for a pervasive sense of time and place, for a great story featuring memorable characters, or for varied quests given weight by superb context. If that's you, then Kingdoms of Amalur will disappoint. Then again, you might want wonderful battles against cool creatures, terrific looting and leveling, and lots of ways to customize your skills and equipment. If so, then this is the world you should inhabit. The context is hardly inspired, but you'll be having so much fun that you may not care.

Back To Top

The Good

  • Top-notch combat with a real punch
  • Fantastic, flexible character advancement
  • Some great-looking creatures
  • Extensive world with tons of stuff to do and lots of monsters to fight

The Bad

  • Generic story and characters
  • Generic world
  • Generic quests

About the Author

Kevin VanOrd has a cat named Ollie who refuses to play bass in Rock Band.
266 Comments  RefreshSorted By 
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edgarp

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called it, after playing the demo i wasnt impressed...

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FlashCharge

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In the beginning I developed an interest in this game, but after playing the demo I just could not get into it. Not for 60 bucks, maybe when it hits the bargain bid.

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yukushi

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this skyrim fanboy needs to stop reviewing other rpgs, go back to skyrim and stop bashing this great game

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cephas90

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@grimhope I couldn't agree more

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SolidSnakeUS42

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Am I one of the only people, no matter the score, would want to play it because of R.A. Salvatore?

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Chaos_Dante_456

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As long as it's better than Fable I might check it out.....felt like I wasted my money with that series

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lowkey254

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I may get this.

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jojocomeand

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why can't we have it all? Good gameplay and an engaging story?

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Saintofwar

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I'm sure I'll get bashed by everyone who likes this game. I thought the game was pretty generic too. I was never really engaged in the characters or the story. I didn't think it was bad, but it didn't really do anything that caught my attention. Besides the Mass Effect 3 content.

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cody20

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Great review. not just bashing a weak story, but providing specific examples of why and how other games compare/contrast. Providing the goods with the bads in a very specific way is great to read and hear about. Very thorough.

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holyghost87

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Do not flame this review until you have compared it with Dark Souls or Witcher 2.

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Janosevic

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The game is awesome i fell like a god.And the story is interesting if for me.One of the best RPG action games i ever played.For me better then Skyrim because of the outstanding combat.

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0Aragorn0

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I have a really hard time comparing this game to Skyrim. I've played both and from what I've played of KoA, the only similarity the two games share imo, is they are both titled under the wide genre umbrella of RPG. They feel completely different than one another and offer different things. Imho, Skyrim feels like the more complete RPG package and KoA, while really good, is a more action focused RPG. If you read the last part of Kevin's review, he does a good job summing up why it's a 7.5 and not an 8+ (really does help to look at 'About the rating system'). It's easy to see why it's not a game for everyone; it all depends on what you want in an RPG. If you want an action based RPG then this is a great game...if you're looking for an RPG with meaningful character development and story lines (instead of Skyrim think Dragon Age or Mass Effect...both labeled RPG's too), then you'd probably be disappointed. Just because Kevin didn't give the title of "great" to this game, doesn't make his opinion wrong and doesn't mean it can't be great for you.

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Mr_BillGates

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EA's attempt to dethrone the best games on a given genre: 0 success.

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Puroboros

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From what I've played so far, I agree with the review, but I think Skyrim shouldn't have been rated higher than 7.5 either. It too has generic story, characters, world and quests.

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nnn2004

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Shame on you Bethesda !

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OaklandRaiderz

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Dark Souls is still the best RPG of the 7th gen of consoles. nothing special here, move along.

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grimhope

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I too think that they underrated this game, but i think that's why i like gamespot's reviews. I would much rather they under rate a game than over rate it. That way I am pleasantly surprised, instead of extremely disappointed when I play a game in the 6.5-8.0 range :)

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yasso

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Regardless to the details of GameSpot's video or written review, as a fairly experienced gamer, I have absolutely no doubt that this game should not get a score above 8. I don't need to finish the whole game to see that, surprisingly enough, it has "generic" written all over in several areas, except for the combat. And yes, I am surprised that KOAR would end up being this generic when such a well-known writer has worked on it, but it clearly is. And GameSpot or Kevin are perfectly within the scale of justice to make the story, the voice acting, the script, and the "spirit" of a game like this, an "RPG" game, such a big deal when scoring it. The [only] part where I may not agree 100% with the score is a question of whether KOAR might've gone above and beyond in certain aspects, like some visuals (except for being too flashy & having PINK rays for swooshing warrior weapons) and like combat, that it might just have deserved perhaps an 8 instead of a 7.5. But anything above 8? No way I can ever see that it would make sense or be fair. You honestly want to send KOAR closer than 8 to the scores of 9.0 for games like Mass Effect 2 and Uncharted series?! You must be joking.

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bowflexman

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Just kinda shocked with their review, when other games that make similar mistakes face no consequence for it. Either way, KOAR is incredible and I'm loving it regardless of what Gamespot thinks.

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bowflexman

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Check out my blog on this website

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lpsyco666

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another great reviewe...i play the demo and i think the same about the game...is(cute)but normal...and for me a little boring...

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bowflexman

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Also, if you look at the Two Worlds 2 review, it is awfully close to this one. I thought that game was pretty good, but it isn't anything compared to this one.

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bowflexman

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Jazilla, we do get it. The thing is this game isn't "good", it is "incredible. I am really bothered by the low review score because KOAR, though maybe not revolutionary, brings so much new to to the table through the combat system and fate system. This game is no less revolutionary than Skyrim. And to drop the score of this game over repetitive quests is ridiculous when you compare it to other rpgs out there, including Skyrim and the famed WoW, that are filled with repetitive fetch quests.

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dbene

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@JoeBorg...spot on with Bioshock. I would say the Mass Effect series nails both as well. And Dragon Age Origins.

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downloadthefile

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The problem with the game is that if it's an action game then the action sequences shouldn't just be killing multiple spiders and involve sequences that lack inspiration and, more often than not, big set pieces. If it's an RPG, then the story should be better and there should be more choices, more creativity, and the world should be more manipulable. This can't decide which one it wants to do, so it is just okay. skyrim inherently offers a way of playing which exempts itself from certain criticisms because of how massive it is and the level of possibility it offers players. Mass Effect and Witcher are more story-based and succeed in that realm, exempting them from certain criticisms. if you're an RPG, having excellent combat isn't really the focus.

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VintAge68

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[This message was deleted at the request of the original poster]

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VintAge68

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@Rottenwood Imho it has yet become sorts of a sport on GS to systematically underrate otherwise valuable video games. Yet your opinion echoes quite that of Mr. KVO himself: if there are nineteen attributable numbers in the rating system, why no making use of them? But look to which game you attribute what and how... KoAR may be ecclectic but offers great visuals, a good combat and upgrade system, and a story not less interesting than other comparable games of the genre and would have merited a 8.0/8.5. Those critics are well payed for their opinion, it is but so much easier to badly criticize than trying to find something positive in the subject under review...

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Jimagik

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I agree with all of you about the Skyrim Comparison...BUT EA was the one that was advertising that KOA will take Skyrim off its throne, so I believe this valids the reviewers to compare the two games.

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Rottenwood

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@VintAge68 I guess your argument is that the demotion from 'great' to 'good' via the -.5 is a sticking point. Fair enough. But the review here (and my experiences with the game) suggest it is indeed a 'good' game and not a great one. Strong combat, decent customization, good production quality, and mediocre-to-poor writing/plotting. If that adds up to 'great,' then great doesn't mean much. GameSpot seems to be making a concerted effort to take back the ten-point scale and stop giving out 8.5+ scores to every AAA release that doesn't explode when booted up. A game like this - one consisting almost entirely of themes, elements, and gameplay cribbed from other titles - should be pretty happy with a 'good' notice. Maybe next time, they'll actually draw up some ideas of their own and use this experience to make something really incredible. And I hope they do.

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DARKNESSxEAGLE

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I'm surprised Skyrim didn't get the same points for its bad aspects, with the additional points of glitches and repetitive combat of course. But seriously, if Skyrim gets a 9 then anything under a 9 looks pretty poor, so everything in Tom's article about the 6.0 becomes irrelevant upon such inconsistent scoring.

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jazilla

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funny, but right under where it says, "7.5" it says, "good". That means the reviewer thought the game was good. Not bad, not mediocre, not amazing, but good. For those still not getting it, Kevin thinks that Kingdoms of Amalur is a good game.

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joeborg14

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I'm sorry, but I felt this way about Skyrim. The splendor that the game tried to create in the first hour or so was sadly let down by the repetitiveness of the gameplay and the dungeons. The combat just wasn't engaging. And I never found cannibals; all I ever fought in caves were skeletons and draugrs. Lots. And lots. Of draugrs. You can read more about (instead of flaming me, :P) in my review. I am simply of the mindset that a game should be about gameplay, and there should be fluidity and cohesion between the other parts of that game (e.g. the narrative) that fit in and tie together well with that which is the core of any game. If I want to experience a great story, (sadly enough) I'm going to read a book. It's a rare thing (Bioshock) for a game to deliver such a sound package that seamlessly merges gameplay and story (including universe).

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GamerLegend10

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@atn98 GS puts a lot of effort into making sure that is not the case...they try to avoid any bias, and base their scores mainly on facts rather than purely opinion. Sure it is not perfect, no review can ever be completely unbiased, but they definitely do a great job.

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deactivated-57af49c27f4e8

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@Ninjaboey Unless they get paid off

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Slash_out

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The story and the quest are excellent, what the hell is gamespot smoking?

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Ninjaboey

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Have anyone else noticed that gamespot mostely rates lower then most of the other critics?

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Mausolus

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I find it somewhat ironic that Skyrm was lauded as an example of good storytelling. Skyrim lacked a good overarching story, what it did have was an amazingly vibrant world but it felt like a sandbox. It's a difficult tradeoff RPGs have to make between telling a good story and opening up the world, easy to find examples where a game has gone too far in either direction, and very few games that nail it.

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ryosashi

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is it just me or has anyone else seen a LOT of 7.5s on gamespot lately? at least with the bigger releases.

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VintAge68

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@Rottenwood You still don't get it: the difference is not only half a note, but is also semantical and symbolical, and the rating system thus not really a linear one... "Some people are easily entertained; some aren't. I'm glad GameSpot is proving themselves to be the latter." ... and some people are loosing their time here, it seems...

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Outer_Raven

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Since when is 7.5 a low score?! Seriously, people these days...

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VintAge68

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@Old_Captaini the same reviewer made a dim, buggy, and boring game like Skyrim the GOTY 2011... Consistency?

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Falzonn

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What I wonder is how far along into the game Kevin (or any other reviewer) got before he had to finish this review. Does he know how the story ends? If so, then his complaints against this game can be valid, if not, then perhaps they aren't. I will admit, that at lv 6, the games story HAS been fairly weak. The whole 'fae war' bit is largely hidden away from the player beyond the initial tutorial. I've explored the around around the tower, visited a few human towns, a fae court, and explored several zones, but all of those felt like isolated places and events that in the grand scheme of things, largely didn't matter. I'm hoping things pick up, or like this review said, I'll have to rely on the combat, minor exploration and loot to keep me going. From the relative size of the games map, and the number of fate cards, I can definitely say that I still have a ways to go.

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dbene

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Not taking up for Skyrim, but I don't see how anyone could call it "generic". It has plenty of problems but they are mostly technical, IMO....and perhaps the lack of cinematic moments....but it is really deep and far from "generic". It has a clear identity, IMO.

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JYurrock

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Completely disagree about "bad story", the setting makes it awosome!

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TenraiSenshi

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@redzed24 You're talking as if gameplay is the only factor that should determine a games score nowadays, but the truth is that gaming has evolved into a far more complicated media than it was before. So, a reviewer has to look at a game as the sum of its parts, not just at an individual part that shines above the rest. Yes, a game can be taken only on the merit of its gameplay if its gameplay is its only focus. However, if you're spending hours of a game going through dialogue or cutscenes, then the quality of those features has to be good as well, don't you think? Take Metal Gear Solid, for example. That is a game that relies heavily on cinematic cutscenes to flesh out its experience. In fact, you could say that half the time you spend in that game, is done so watching a cutscene or listening to dialogue. If the quality of those features was poor, do you think it would deserve the high score it got purely based on the gameplay when you aren't even playing the game half the time - even if the gameplay itself was perfect? I don't think so, because the developers decided not to make gameplay the key or soul focus. In saying that, I do agree that comparing every RPG to Skyrim all of a sudden, is a bit annoying. Each game should be reviewed on its own merits, not on the merits of another game. It's like judging the taste of a pizza based on the taste of a hamburger, and then saying the pizza is cooked poorly because it doesn't taste the same.

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Xenrathe

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@redzed You have to rate games based on comparisons to other games. I'm sure if you used a time-machine to nab a medieval peasant and sat him in front of Duke Nukem Forever, his mind would be blown. TEN TEN TEN TEN! But we gamers are not medieval peasants, and most of us thought DNF was horrendous. The same sort of people who enjoyed Skyrim will probably be considering this game as well. The comparison is valid. I personally find Elder Scrolls games incredibly dull - too little butter spread over too much bread. But that's just me.

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Merex760

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If the world Kingdoms of Amalur is considered "generic" and Skyrim (LOTR much?) isn't I just.....I don't know. Wow.

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TenraiSenshi

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Why do people think 7.5 is a bad score, as if it suddenly means a game isn't worth getting anymore? It's like anything below 8.5 is suddenly a disaster nowadays. Hell, to some people anything below a 9 is a disaster. All it means is that the game missed a few marks in some areas, but still hit the mark spot on in others. If you can live without an exceptional story and just want great gameplay, then there's nothing stopping this game from being a hit for you.

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