If you have played any Fable game and you have played Skyrim, you have basically already played Kingdoms of Amalur: The Reckoning.
No, I'm not exaggerating matters.
There are skill trainers as in Skyrim (as well as factions-- and the Warsworn bear an uncanny resemblance in almost all ways to the Companions-- bards in the taverns, etc). The eye meter to see if you've been spotted while sneaking is similar to in Fable, thievery in general is very Fable-esque, which guards running after you regardless of whether you actually were spotted, and you can kill chickens. No, I didn't mean to. It was an accident-- I was trying to smash barrels, also a la Fable. Not that barrel-smashing is a Fable-only invention. It's just that the execution seems very like Fable, a nod-wink to "hey, go over and smash those barrels for loot!" that almost breaks the fourth wall. There is also a stat that counts chicken deaths, as in Fable: The Lost Chapters.

The writing is... poor. Extra poor. So poor it hurts my soul. I expected little better from something R.A. Salvatore took part in, but still.* A bandit who screws over the local gnome alchemist of Gorhart just spills his soul to you with only a question from you. "Yup, screwed this lady over. Ain't it grand? And here's my entire evil plan! Mwahaha!" Uh-huh. That was super realistic. The dialogue options also sometimes contradict themselves in terms of what, precisely, the character in question knows. One of the gnomes of Allestar Glade knew, somehow, that my character was from the Well of Souls, and then in the next option didn't know. The fact that the setting is the Faelands is also hilarious when from the author who became famous for his D&D elves; he didn't travel far from his comfort zone. Not that I'm complaining. The setting is kind of awesome, though at least partially, perhaps mostly, due to the graphics.
So if the game is extremely derivative-- it is-- and the writing isn't great, what keeps me from shutting the game, crying at money lost, and moving on?


Combat in Fable III was pretty, though too easy. My character knew how to wield her weapons and did it well, and the magic animations were nice. That prettiness is added to a level of complexity that wasn't there in Fable III. In addition to blocking, the player can dodge, causing their character to roll out of harms way. This additionally gives time to power up for a charge attack. Different charge attacks have different effects and are linked to different kinds of weapons, which makes weapon-selection difficult at times. So far, daggers pwn all for me, since their charge attack enables Faith to move very quickly and no one can land a hit on her. This is even though they are the weakest weapon per hit. She lands so many hits that it's insta-win. Leveling up has given her a poison magic ability too, which can be sustained for a drain in total mp for the duration of a fight. The poison magic provides her with extra damage per hit, and if she has the Smouldering Daggers equipped, which have burn damage too-- well. Win.

The other draw that KoA has is the same that kept me plugging away at Fable III. The collector in me just keeps going, "OMG epic loot! Epic loot! MUST EQUIP NOW." Meanwhile, my pack is getting far too full, and I already purchased extra room as it is. Next up, a house to store my loot in. Fable III suffered from an overabundance of special swords, guns, etc. KoA has just the right amount, so when the player actually gets a special weapon, it feels like something has been achieved rather than the game was scripted to give awesomeness away for free.
Hmm... note to future Kingdoms of Amalur games... please to give me guns? Magic guns.

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