Revisiting Reckoning: How Kingdoms a Amalur got the single-player MMORPG right
Posted by Joystiq Mar 08 2013 21:15 GMT in Kingdoms a Amalur: Reckoning
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This be a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, 'n their inanity. Recently, I decided t' play Kingdoms a Amalur: Reckoning in remembrance a it be one-year anniversary this past February, knowing I'd have t' contend with two things that dominated discussion about the game: the politics 'n failures behind the 38 Studios disaster 'n dealing with a game I had been warned be filled with fantasy nonsense names 'n detailed lore - a model a storytelling I find quite annoying. But when I finally played Reckoning, I be surprised t' learn how much I enjoyed it. I had an instant gut reaction t' the game's beauty. It reminded me a the best times I'd spent in massively multiplayer role-playing games, 'n that be totally unexpected.

me first character in World a Warcraft, the MMORPG that consumed most a me time with the genre, be a Night Elf starting on the island a Teldrassil. What I remember a that first character's journey wasn't tied t' game mechanics, player interaction or even narrative, it be the feel a that starting zone. I remember the lush setting, trees with a slightly exotic, magical tinge, luxurious purples 'n greens, the seemingly perpetual twilight, the hints a corruption 'n danger, 'n the music hinting at all a those things 'n the history a the Night Elves. Indeed, most a me best experiences while playing WoW solo took place in those verdant, corrupted provinces, with Feralas probably me favorite a the old world.

I didn't expect t' ever have the same feeling again, but Reckoning delivered.



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