Compara los precios de Kingdoms of Amalur: Re-Reckoning en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por KAIKO. Publicado por THQ Nordic. Lanzado el 8/9/2020. Disponible en PC, Xbox, Nintendo Switch. Géneros: Action, RPG. Puntuación Metacritic: 72/100.

Fluid action-RPG combat wrapped around a bloated open world that loves to waste your time with filler quests, worth it if the Destiny system and class hybridization scratch your build-craft itch.

I have a weakness for action-RPGs that let me ignore class conventions entirely, and Kingdoms of Amalur: Re-Reckoning exploits that weakness shamelessly. The pitch was famously "God of War married to Oblivion," and the combat, a snappy, real-time loop of primary weapons, hotkeyed spells and abilities, timed parries, and dodge rolls, actually delivers on that promise in a way few ARPGs of its generation managed. You slot a two-handed hammer in your primary hand, swap mid-combo to a pair of daggers without breaking stride, and when your Fate meter fills you pop into Reckoning Mode, which slows enemies, jacks your damage, and caps with a satisfying Fateshift finisher that tears foes apart at the seams. That loop stays fun for a long time. The problem is the scaffolding around it. The Destiny system is the real hook for build nerds. Three trees, Might, Finesse, and Sorcery, accept three points per level with no class lock. Lean into a single tree and you unlock your Destiny card, a passive archetype that amplifies your specialization. Split your points and you hybridize into something like the Universalist or Twinheal, trading depth for flexibility. A Fate-weaving respec is available at any time at a trainer, so there is genuine latitude to experiment past hour 40. The passive skill layer adds more texture: Blacksmithing, Sagecraft for gem-crafting, Alchemy, Persuasion, and Detect Hidden all factor in if you care about engagement with systems beyond combat. Faction questlines for groups like the House of Ballads, the Scholia Arcana, and the Travelers add chunks of story that run parallel to the main arc, and the world has noticeably more lore depth than its somewhat plain surface-level writing suggests. Over 50,000 lines of voiced dialogue live in this game. Whether all of them needed to live here is a fair question. The narrative premise is actually clever in a way the game never fully commits to. Your character, the Fateless One, is a revived corpse whose resurrection broke the deterministic threads of fate, making them the only being in Amalur whose future is genuinely unwritten. It is a tidy ludo-narrative justification for player agency. Unfortunately the world around you does not particularly respond to that agency. Faction questlines do not force hard choices, you can join multiple factions simultaneously with no real tension, and the main story coasts on competent-but-generic fantasy plotting involving a Fae warlord named Gadflow and his Winter Court. R.A. Salvatore's world-building fingerprints are visible in the depth of lore texts, but the main script rarely rises to meet that material. The Re-Reckoning remaster itself is the source of most of the mixed reception. KAIKO did the texture and resolution pass, smoothed the framerate, added a very hard difficulty mode, removed level restrictions from zones, and bundled the two original DLC chapters, The Legend of Dead Kel and Teeth of Naros. The Fatesworn expansion released separately in late 2021. On PC specifically the visual uplift is modest because modern GPUs already handled texture clarity; the jump is more meaningful on console. The camera still refuses to include a target-lock system, which was an odd omission in 2012 and a baffling non-fix in 2020. In crowded arenas it actively fights you. Enemy respawn rates remain too fast for a single-player RPG, weapon durability is uneven, and late-game power scaling tips into territory where most encounters become trivial regardless of build. Six patches eventually addressed the worst bugs, but at launch the technical state was rough. Who should play this? Players who burned out on the gravel-grey brutalism of the Souls genre and want bright, Saturday-morning-fantasy visuals with action combat that rewards quick reactions without punishing you for experimenting. People who like Fable's tone, Skyrim's scope, and a build system with actual respec flexibility. Anyone with a soft spot for early 2010s action-RPGs who missed this the first time. Who should skip it: narrative-first players who need choices to carry real weight, anyone irritated by filler quest padding, and people expecting a 2020-quality remaster. Re-Reckoning is a solid preservation of a cult classic, not a reinvention of one. Monika, Scout Team

Kingdoms of Amalur: Re-Reckoning

Kingdoms of Amalur: Re-Reckoning

8 sept 2020KAIKOTHQ Nordic
GamerScout opina

Fluid action-RPG combat wrapped around a bloated open world that loves to waste your time with filler quests, worth it if the Destiny system and class hybridization scratch your build-craft itch.

PCXboxNintendo Switch
Steam Deck VerifiedProtonDB Platinum
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Acerca de Kingdoms of Amalur: Re-Reckoning

I have a weakness for action-RPGs that let me ignore class conventions entirely, and Kingdoms of Amalur: Re-Reckoning exploits that weakness shamelessly. The pitch was famously "God of War married to Oblivion," and the combat, a snappy, real-time loop of primary weapons, hotkeyed spells and abilities, timed parries, and dodge rolls, actually delivers on that promise in a way few ARPGs of its generation managed. You slot a two-handed hammer in your primary hand, swap mid-combo to a pair of daggers without breaking stride, and when your Fate meter fills you pop into Reckoning Mode, which slows enemies, jacks your damage, and caps with a satisfying Fateshift finisher that tears foes apart at the seams. That loop stays fun for a long time. The problem is the scaffolding around it. The Destiny system is the real hook for build nerds. Three trees, Might, Finesse, and Sorcery, accept three points per level with no class lock. Lean into a single tree and you unlock your Destiny card, a passive archetype that amplifies your specialization. Split your points and you hybridize into something like the Universalist or Twinheal, trading depth for flexibility. A Fate-weaving respec is available at any time at a trainer, so there is genuine latitude to experiment past hour 40. The passive skill layer adds more texture: Blacksmithing, Sagecraft for gem-crafting, Alchemy, Persuasion, and Detect Hidden all factor in if you care about engagement with systems beyond combat. Faction questlines for groups like the House of Ballads, the Scholia Arcana, and the Travelers add chunks of story that run parallel to the main arc, and the world has noticeably more lore depth than its somewhat plain surface-level writing suggests. Over 50,000 lines of voiced dialogue live in this game. Whether all of them needed to live here is a fair question. The narrative premise is actually clever in a way the game never fully commits to. Your character, the Fateless One, is a revived corpse whose resurrection broke the deterministic threads of fate, making them the only being in Amalur whose future is genuinely unwritten. It is a tidy ludo-narrative justification for player agency. Unfortunately the world around you does not particularly respond to that agency. Faction questlines do not force hard choices, you can join multiple factions simultaneously with no real tension, and the main story coasts on competent-but-generic fantasy plotting involving a Fae warlord named Gadflow and his Winter Court. R.A. Salvatore's world-building fingerprints are visible in the depth of lore texts, but the main script rarely rises to meet that material. The Re-Reckoning remaster itself is the source of most of the mixed reception. KAIKO did the texture and resolution pass, smoothed the framerate, added a very hard difficulty mode, removed level restrictions from zones, and bundled the two original DLC chapters, The Legend of Dead Kel and Teeth of Naros. The Fatesworn expansion released separately in late 2021. On PC specifically the visual uplift is modest because modern GPUs already handled texture clarity; the jump is more meaningful on console. The camera still refuses to include a target-lock system, which was an odd omission in 2012 and a baffling non-fix in 2020. In crowded arenas it actively fights you. Enemy respawn rates remain too fast for a single-player RPG, weapon durability is uneven, and late-game power scaling tips into territory where most encounters become trivial regardless of build. Six patches eventually addressed the worst bugs, but at launch the technical state was rough. Who should play this? Players who burned out on the gravel-grey brutalism of the Souls genre and want bright, Saturday-morning-fantasy visuals with action combat that rewards quick reactions without punishing you for experimenting. People who like Fable's tone, Skyrim's scope, and a build system with actual respec flexibility. Anyone with a soft spot for early 2010s action-RPGs who missed this the first time. Who should skip it: narrative-first players who need choices to carry real weight, anyone irritated by filler quest padding, and people expecting a 2020-quality remaster. Re-Reckoning is a solid preservation of a cult classic, not a reinvention of one.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementscontroller-supportcloud-savessteamDestiny SystemClass HybridizationRemasterCombo CombatFate MechanicFaction QuestlinesRespec FriendlyLore-RichFateshift MechanicRespec-Friendly BuildsDestiny Card SystemHybrid Class TreesAction-RPG CombatCult ClassicFiller-HeavyLight-Tone FantasyDLC Included

Requisitos del sistema

Mínimos

Processor
Intel or AMD Dual Core CPU 2.5 GHz
Memory
4 GB RAM
Graphics
DirectX 10 Feature Level AMD or NVIDIA Card with 1 GB VRAM
DirectX
Version 11
Storage
40 GB available…

Recomendados

Processor
Intel or AMD Quad Core CPU 3 GHz
Memory
8 GB RAM
Graphics
DirectX 11 Feature Level AMD or NVIDIA Card with 2 GB VRAM
DirectX
Version 11 St…

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Reseñas y valoraciones

Metacritic
72
Steam
77%(7,907)

Información del juego

Desarrolladora
KAIKO
Distribuidora
THQ Nordic
Fecha de lanzamiento
8 sept 2020

Modos de juego

singleplayer

Idiomas

Audio (3)
EnglishFrenchGerman
Subtítulos (8)
EnglishFrenchItalianGermanSpanish - SpainJapanese+2 más

Características

AchievementsController SupportCloud Saves

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¿En qué plataformas está disponible Kingdoms of Amalur: Re-Reckoning?

Kingdoms of Amalur: Re-Reckoning está disponible en PC, Xbox, Nintendo Switch.

¿Cuándo se lanzó Kingdoms of Amalur: Re-Reckoning?

Kingdoms of Amalur: Re-Reckoning se lanzó el 8 de septiembre de 2020.

¿Quién desarrolló Kingdoms of Amalur: Re-Reckoning?

Kingdoms of Amalur: Re-Reckoning fue desarrollado por KAIKO y publicado por THQ Nordic.

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Kingdoms of Amalur: Re-Reckoning tiene una puntuación Metacritic de 72/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.