Open-world RPGs have been dominated the past decade by the likes of Bethesda, a developer whose games I regard with utter contempt. When smaller studios try to compete with Bethesda, their ambition usually outstretches their own abilities or resources, and they wind up with a janky mess of a game that falls way short of its potential (I'm looking at you, Gothic 3). With Kingdoms of Amalur: Reckoning, I hoped that it might be the game that would finally offer some contention for Bethesda's stranglehold of the genre.
In an industry that relies so heavily on sequels and established franchises, it's always nice to see a fresh new product from a fresh new company, so I really wanted KoA:R to succeed just for that reason alone. On paper, KoA:R has all the requisite parts to be a good game and shares many similarities to some of my all-time favorite games, but what made it seem all the more promising was the blend of headlining talent working on the game combined with its enormous budget. It was to be a big game from big names, and there was an awful lot of hype surrounding its pre-release anticipation.
I really wanted to like Kingdoms of Amalur: Reckoning, but the game itself is a sad, mediocre disappoint punctuated by the developer, 38 Studios, going out of business shortly after its release and company owners (and Rhode Island taxpayers) losing tens of millions of dollars on the financial flop. My experience with the demo almost exactly two years ago made it seem like a good game that just wasn't worth the full $60 asking price, but even after numerous price drops and sales putting it in a more comfortable budget range, I feel like KoA:R just isn't worth anyone's time.