Almost Game of the Year: Kingdoms of Amalur: Reckoning


I never really paid much attention to Kingdoms of Amalur: Reckoning during development; I only knew it as that one game by that old baseball player with the bloody sock, but never anything more than that. But then I played the demo, and that immediately made me interested in Reckoning. The game looked beautiful, full of color and with a style that made me think, "So this is what Fable was always trying to look like." And above all else, the combat was incredibly fun and I didn't want to stop playing when the time limit ended. Reckoning went from a game I barely knew existed to one of the games I was looking forward to most in 2012.
The full game did not disappoint, for the most part, and I lost dozens and dozens and dozens of hours in the world of Reckoning. The world created was beautiful--teeming with varied wildlife, bad guys in need of killing and a plethora of side quests--and every area felt different, unlike Dragon Age II--which had the player going back and forth between a small collection of places over and over again. I loved exploring the world of Amalur--finding treasures and all that jazz--and the only thing disappointing about the world was that eventually ended.