Compare Kingdoms of Amalur: Re-Reckoning prices across trusted key stores and find the best deal. Developed by KAIKO. Published by THQ Nordic. Released on 9/8/2020. Available on PC, Nintendo Switch, Xbox. Genres: Action, RPG. Metacritic score: 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

Sep 8, 2020KAIKOTHQ Nordic
GamerScout Says

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.

PCNintendo SwitchXbox
Steam Deck VerifiedProtonDB Platinum
Best Price Available
€5.51-86%
at YuPlay
Lowest tracked: €5.02
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GamerScout Verdict

7/10

Best for action-RPG fans who want flexible build-crafting and snappy combat and can forgive a remaster that barely improves on the 2012 original.

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€5.51-86%
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€5.64
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€5.79
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€6.02-85%
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€7.32
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€7.54-81%
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Price History

Lowest tracked
€5.0223 Jun 2026
Current best
€5.51
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€4.88€5.37€5.85€6.345 Jun28 Jun22 Jul14 Aug6 Sept
5 Jun — 6 Sept
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Screenshots & Media

About 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

Tags

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

System Requirements

Minimum

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…

Recommended

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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Reviews & Ratings

GamerScout
7/10
Metacritic
72
Steam
77%(7,907)

Game Info

Developer
KAIKO
Publisher
THQ Nordic
Release Date
Sep 8, 2020

Game Modes

singleplayer

Languages

Audio (3)
EnglishFrenchGerman
Subtitles (8)
EnglishFrenchItalianGermanSpanish - SpainJapanese+2 more

Features

AchievementsController SupportCloud Saves

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Frequently asked questions about Kingdoms of Amalur: Re-Reckoning

How much does Kingdoms of Amalur: Re-Reckoning cost?

As of 7 September 2026, the cheapest in-stock offer for Kingdoms of Amalur: Re-Reckoning is €5.51 at YuPlay, out of 27 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Kingdoms of Amalur: Re-Reckoning cheapest?

The lowest in-stock price we track for Kingdoms of Amalur: Re-Reckoning is €5.51 at YuPlay (7 September 2026). We compare 27 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Kingdoms of Amalur: Re-Reckoning available on?

Kingdoms of Amalur: Re-Reckoning is available on PC, Nintendo Switch, Xbox.

When was Kingdoms of Amalur: Re-Reckoning released?

Kingdoms of Amalur: Re-Reckoning was released on 8 September 2020.

Who developed Kingdoms of Amalur: Re-Reckoning?

Kingdoms of Amalur: Re-Reckoning was developed by KAIKO and published by THQ Nordic.

Is Kingdoms of Amalur: Re-Reckoning worth buying?

Kingdoms of Amalur: Re-Reckoning holds a Metacritic score of 72/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.