GB Feature: Kingdoms of Amalur: Reckoning Review

After spending a significant amount of time adventuring through the enormous world of Amalur, Eric is finally ready to bring you our full review of Big Huge Games and 38 Studios' debut RPG. A couple of paragraphs from the four-pager:
All of this that I say about Reckoning's repetition is worth bearing in mind, but there's a flip-side to the game that also makes it one of the best action-RPGs seen in years. Though the action-RPG genre has always struggled to marry fast-paced, responsive combat with the depth and breadth of a genuine RPG character system, Reckoning might well be the first game that really succeeds at it. Part of this comes down to the fact that that combat is up there with other dedicated action games like God of War, and part of it also comes down to the fact that it doesn't cut out the role-playing in the name of that action. Reckoning provides a very solid stable of both combat-oriented character development and non-combat options, and it makes previous attempts like The Witcher 2 and Divinity II look clunky and awkward in comparison.

In keeping with its theme of Fate, Reckoning allows players to freely build characters. There are no preset classes to choose from; rather, characters develop freely and based wholly on the player's desire. If you find yourself enjoying magic, then pumping points into Sorcery abilities will unlock both extra damage and moves to use in combat, as well as more and more devastating special attacks. Stealthy players, meanwhile, will be happy to learn that stealth, complete with instant-killing backstabs and a focus on critical hits and dodging, is also just as viable. All character types can partake in Fateshift Mode, which provides a big damage and armor boost for a duration, after building up the Fate meter by performing special attacks and combos.