Compara los precios de Kingdoms of Amalur: Reckoning™ en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Big Huge Games. Publicado por 38 Studios. Lanzado el 7/2/2012. Disponible en PC. Géneros: Action, RPG. Puntuación Metacritic: 81/100.

Fluid action-RPG combat that would shame most pure action titles, wrapped around a world so stuffed with side quests it threatens to bury its own best ideas.

I have a complicated relationship with Kingdoms of Amalur: Reckoning, and I want to be honest about that upfront. As someone who has spent decades in CRPGs waiting for writing that rewards re-reads and choices that actually echo into the third act, Amalur is a game that consistently gives with one hand and takes back with the other. The combat is, genuinely, some of the best the action-RPG genre has produced. Swapping between a greatsword that juggles enemies through the air, a set of daggers for throat-cutting stealth kills, and late-game elemental spells that chain lightning, fire, and ice together feels fluid and purposeful in a way very few games manage. The Reckoning mode, your fate-powered burst state, slows time, amplifies damage, and culminates in a Fateshift finisher that rewards button mashing with an experience point multiplier of up to 100 percent. It is gratuitous and it is wonderful. The Destiny system underpins everything. Rather than locking you into a class at character creation, three skill trees, Might, Sorcery, and Finesse, feed into Destiny Cards that define your passive bonuses and playstyle. You can pump points into all three trees and become a hybrid, or go full Finesse Rogue and stealth-kill your way through dungeons. The build flexibility is genuinely solid for the first thirty or so hours, though the game's difficulty curve softens to near-mush well before the credits roll. I rarely felt punished for mistakes, and the loot torrent is so relentless that inventory management becomes its own minigame. Rock piles contain enchanted gear. Every chest you walk past is overflowing. Loot addicts will feel at home; RPG players looking for curated, meaningful item drops may find the constant churn exhausting. The narrative sets up something with real potential. You are the first mortal ever resurrected by the gnomish Well of Souls, uniquely unbound by fate in a world where every living thing's destiny is predetermined. That is a sharp concept, built to justify your player agency in-universe in a way most RPGs handle with a hand wave. R.A. Salvatore's world-building brings lore depth through the Fae courts, the city of Rathir, and the war against the corrupted Winter Fae called the Tuatha. The trouble is that the main story too often disappears under a mountain of side quests, many of which resolve into fetch loops or enemy-clearing tasks with no memorable payoff. The faction quest lines, particularly the Scholia Arcana and the House of Ballads, have genuine moments of character and consequence. But for every quest that lands, three more ask you to collect wolf pelts from a cave you have already cleared twice. The world, for all its visual variety across Dalentarth and the Plains of Erathell, starts to feel samey once you realize the dungeon layouts follow a familiar rotation. A note on technical state: the original Reckoning released in 2012 without a lock-on system, and it still does not have one. The camera compensates by zooming out and panning during larger fights, which works until it does not. Inventory menus are clunky by modern standards, and some long-standing bugs have never been patched. Coming to this version in the current year means accepting that certain rough edges are permanent features. Who is this for? Players who want the tactile satisfaction of fluid combo-driven combat inside an open-world RPG shell, and who are happy to set their narrative expectations to comfortable rather than ambitious. If Disco Elysium is one end of the RPG spectrum, Amalur is cheerfully near the other, a game that is more about the feel of the fight and the dopamine of loot than the weight of the story. That is not a disqualifying trait. It just means you should go in knowing what the game actually is rather than what its impressive pedigree on paper might suggest. Monika, Scout Team

Kingdoms of Amalur: Reckoning™

Kingdoms of Amalur: Reckoning™

7 feb 2012Big Huge Games38 Studios
GamerScout opina

Fluid action-RPG combat that would shame most pure action titles, wrapped around a world so stuffed with side quests it threatens to bury its own best ideas.

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Acerca de Kingdoms of Amalur: Reckoning™

I have a complicated relationship with Kingdoms of Amalur: Reckoning, and I want to be honest about that upfront. As someone who has spent decades in CRPGs waiting for writing that rewards re-reads and choices that actually echo into the third act, Amalur is a game that consistently gives with one hand and takes back with the other. The combat is, genuinely, some of the best the action-RPG genre has produced. Swapping between a greatsword that juggles enemies through the air, a set of daggers for throat-cutting stealth kills, and late-game elemental spells that chain lightning, fire, and ice together feels fluid and purposeful in a way very few games manage. The Reckoning mode, your fate-powered burst state, slows time, amplifies damage, and culminates in a Fateshift finisher that rewards button mashing with an experience point multiplier of up to 100 percent. It is gratuitous and it is wonderful. The Destiny system underpins everything. Rather than locking you into a class at character creation, three skill trees, Might, Sorcery, and Finesse, feed into Destiny Cards that define your passive bonuses and playstyle. You can pump points into all three trees and become a hybrid, or go full Finesse Rogue and stealth-kill your way through dungeons. The build flexibility is genuinely solid for the first thirty or so hours, though the game's difficulty curve softens to near-mush well before the credits roll. I rarely felt punished for mistakes, and the loot torrent is so relentless that inventory management becomes its own minigame. Rock piles contain enchanted gear. Every chest you walk past is overflowing. Loot addicts will feel at home; RPG players looking for curated, meaningful item drops may find the constant churn exhausting. The narrative sets up something with real potential. You are the first mortal ever resurrected by the gnomish Well of Souls, uniquely unbound by fate in a world where every living thing's destiny is predetermined. That is a sharp concept, built to justify your player agency in-universe in a way most RPGs handle with a hand wave. R.A. Salvatore's world-building brings lore depth through the Fae courts, the city of Rathir, and the war against the corrupted Winter Fae called the Tuatha. The trouble is that the main story too often disappears under a mountain of side quests, many of which resolve into fetch loops or enemy-clearing tasks with no memorable payoff. The faction quest lines, particularly the Scholia Arcana and the House of Ballads, have genuine moments of character and consequence. But for every quest that lands, three more ask you to collect wolf pelts from a cave you have already cleared twice. The world, for all its visual variety across Dalentarth and the Plains of Erathell, starts to feel samey once you realize the dungeon layouts follow a familiar rotation. A note on technical state: the original Reckoning released in 2012 without a lock-on system, and it still does not have one. The camera compensates by zooming out and panning during larger fights, which works until it does not. Inventory menus are clunky by modern standards, and some long-standing bugs have never been patched. Coming to this version in the current year means accepting that certain rough edges are permanent features. Who is this for? Players who want the tactile satisfaction of fluid combo-driven combat inside an open-world RPG shell, and who are happy to set their narrative expectations to comfortable rather than ambitious. If Disco Elysium is one end of the RPG spectrum, Amalur is cheerfully near the other, a game that is more about the feel of the fight and the dopamine of loot than the weight of the story. That is not a disqualifying trait. It just means you should go in knowing what the game actually is rather than what its impressive pedigree on paper might suggest.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementscloud-savesAction-RPGDestiny SystemCombo CombatLoot-DrivenFateshift MechanicFaction QuestsOpen WorldBuild Flexibility

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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Big Huge Games
Distribuidora
38 Studios
Fecha de lanzamiento
7 feb 2012
Clasificación por edad
PEGI 18

Modos de juego

singleplayer

Idiomas

Subtítulos (5)
EnglishFrenchGermanItalianSpanish - Spain

Características

AchievementsCloud Saves

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

Kingdoms of Amalur: Reckoning™ está disponible en PC.

¿Cuándo se lanzó Kingdoms of Amalur: Reckoning™?

Kingdoms of Amalur: Reckoning™ se lanzó el 7 de febrero de 2012.

¿Quién desarrolló Kingdoms of Amalur: Reckoning™?

Kingdoms of Amalur: Reckoning™ fue desarrollado por Big Huge Games y publicado por 38 Studios.

¿Merece la pena comprar Kingdoms of Amalur: Reckoning™?

Kingdoms of Amalur: Reckoning™ tiene una puntuación Metacritic de 81/100, 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.