5 Reasons To Play Kingdoms Of Amalur: Reckoning

4. Size

Kingdoms Of Amalur Reckoning Screen2 600x300 Kingdoms of Amalur: Reckoning is big, and not just in the physical sense where you can walk a thousand miles around a map and not even begin to make a dent on it, but in all of the things you can't see too. In fact, the starting point for the development of this game was a 10,000 year history of Amalur written by noted fantasy author R. A. Salvatore. It's a hugely sprawling story that this game only manages to scratch the surface of, making it even more of a shame that we'll probably never see another one in the series. Anyway, back to the faelands. They're separated into large, free-flowing provinces that are separated by seas and rivers, but can all be reached if enough time and effort is put into exploration. They include the forests of Dalentarth, the marshes of Klurikon, the canyon territories of Detyre, the Plains of Erathell, and the crystal kingdom of Alabastra where the final showdown with the evil Winter Elves takes place. Oftentimes when starting a game such as this, and one that is so huge, it's quite easy to feel lost or overwhelmed, and the ones that don't leave you feeling like this tend to hold your hand for the first forty hours of gameplay in a way that suggests the developers think of you as a particularly unruly child. Amalur does neither of these things and is both open from the off and never confusing.
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A bald, broken boy who’s trying to build a life one step at a time. A SunBro until his final hollowing, he loves a good story, and has been recently seen teaching his class the important lesson of how to refresh an Amazon link until the PS5 pre-orders go live.