# Kingdoms of Amalur: Reckoning

**Kingdoms of Amalur: Reckoning** is an open-world action role-playing game developed by Big Huge Games and 38 Studios and published by [Electronic Arts](https://www.edgepedia.org/electronic-arts) in February 2012 for PC, PlayStation 3, and [Xbox 360](https://www.edgepedia.org/xbox-360)<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup><sup> • </sup><sup>[2](https://s204.q4cdn.com/701424631/files/doc_news/2012/02/1/646686.pdf)</sup>. It was the only release of the collaboration between the two studios, earned a Metacritic rating of 81, and became a cautionary industry case when both companies closed in May 2012, three months after launch<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup><sup> • </sup><sup>[3](https://www.embracer.com/releases/thq-nordic-acquires-the-kingdom-of-amalur-ip/)</sup>. A remaster, Kingdoms of Amalur: Re-Reckoning, followed in 2020 under [THQ Nordic](https://www.edgepedia.org/thq-nordic)<sup>[4](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)</sup>.

| Key fact | Detail |
|---|---|
| Release | February 2012, published by Electronic Arts; PC, PlayStation 3, Xbox 360<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup><sup> • </sup><sup>[2](https://s204.q4cdn.com/701424631/files/doc_news/2012/02/1/646686.pdf)</sup> |
| Developers | Big Huge Games (Baltimore) with parent studio 38 Studios (Providence)<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup> |
| Creative leads | R.A. Salvatore (world and story), Todd McFarlane (art), Ken Rolston (creative design director)<sup>[5](https://www.bostonglobe.com/business/2012/02/09/creating-world-the-secret-history-video-game/ZQ76u1NWDupftBXklDrcMP/story.html)</sup> |
| Reception | Metacritic rating of 81<sup>[3](https://www.embracer.com/releases/thq-nordic-acquires-the-kingdom-of-amalur-ip/)</sup> |
| Aftermath | 38 Studios and Big Huge Games closed in May 2012; financed in part by a loan from the state of Rhode Island<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup> |
| Remaster | Re-Reckoning, developed by Kaiko, released September 2020 on PS4, Xbox One, and PC; Switch version March 16, 2021<sup>[4](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)</sup> |
| Expansion | Fatesworn, released December 14, 2021, raising the level cap to 50<sup>[6](https://www.youtube.com/watch?v=qlQE2OKH5j0)</sup> |

## Premise and gameplay

The player is the Fateless One, a hero resurrected from the dead with no thread in Fate's tapestry, in a world where the Fateweavers have predicted doom for all living creatures and the Tuatha, a group of rogue elves, threaten mortal life<sup>[7](https://eaassets-a.akamaihd.net/eahelp/manuals/kingdoms-of-amalur-reckoning-manuals_PC.pdf)</sup><sup> • </sup><sup>[4](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)</sup>. Because the hero has already died, they can modify the threads of fate and change the destiny of those around them<sup>[8](https://www.pcgamer.com/kingdoms-of-amalur-the-reckoning-review/)</sup>.

Character customization covers gender, race, patron god, name, and appearance, with races such as the Almain and Varani granting different starting bonuses to skills like Alchemy and Blacksmithing<sup>[7](https://eaassets-a.akamaihd.net/eahelp/manuals/kingdoms-of-amalur-reckoning-manuals_PC.pdf)</sup>. A distinctive system lets players reallocate all their points at any time by paying characters called Fateweavers, removing the usual commitment of an RPG build<sup>[9](https://www.theguardian.com/technology/gamesblog/2012/feb/07/kingdoms-of-amalur-reckoning-review)</sup>.

**Combat as the centerpiece.** The developers deliberately built the game around action combat after surveying the open-world RPG field and finding no title that led in combat while meeting expectations for story, progression, and exploration<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup>. Reviewers consistently identified this as the game's strength: GameSpot called the battles exciting enough to hold up in a pure action game, and RPGFan compared the fast, dynamic system to God of War rather than to any RPG<sup>[10](https://www.gamespot.com/reviews/kingdoms-of-amalur-reckoning-review/1900-6349636/)</sup><sup> • </sup><sup>[11](https://www.rpgfan.com/review/kingdoms-of-amalur-reckoning/)</sup>. Players equip two weapons on separate buttons, from swords and bows to staves, and can chain melee attacks into ranged ones and magic spells<sup>[4](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)</sup><sup> • </sup><sup>[11](https://www.rpgfan.com/review/kingdoms-of-amalur-reckoning/)</sup>.

The same reviews marked the limits. [PC Gamer](https://www.edgepedia.org/pc-gamer) judged that great combat and mountains of loot could not compensate for a generic world design and familiar story over the 30-plus hours needed to finish the game<sup>[8](https://www.pcgamer.com/kingdoms-of-amalur-the-reckoning-review/)</sup>. GameSpot described questing as a game of "chase the waypoint," running toward goals without caring why<sup>[12](https://www.gamespot.com/reviews/kingdoms-of-amalur-reckoning-review/1900-6349784/)</sup>. The world is divided into large regions separated by loading screens, which felt restrained next to Skyrim's seamless world, released only months earlier<sup>[4](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)</sup>.

## Development history

The project began at Big Huge Games under the name "Crucible," published by THQ, which bought the studio outright; the game was renamed "Ascendant" as key features changed. When THQ ran short of money it sold the studio to [Curt Schilling](https://www.edgepedia.org/curt-schilling)'s 38 Studios, with days left before the studio would have closed. The project became "Mercury," then received its final name, Kingdoms of Amalur: Reckoning<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup>. In five years the studio was bought and sold twice and the project changed name and core features three times<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup>.

38 Studios assembled a prominent creative team. The fantasy author R.A. Salvatore spent five years writing a history of the world spanning millennia, then handed the story to writing teams in Providence and Baltimore; [Todd McFarlane](https://www.edgepedia.org/todd-mcfarlane), creator of the Spawn comic, oversaw 15 aspects of the game's visual and audio design; and Ken Rolston, lead designer of [The Elder Scrolls IV: Oblivion](https://www.edgepedia.org/the-elder-scrolls-iv-oblivion), became creative design director<sup>[5](https://www.bostonglobe.com/business/2012/02/09/creating-world-the-secret-history-video-game/ZQ76u1NWDupftBXklDrcMP/story.html)</sup>. The game was Big Huge Games' first open-world RPG, after the studio switched from real-time strategy games<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup><sup> • </sup><sup>[13](https://www.gamedeveloper.com/business/-i-kingdoms-of-amalur-i-postmortem-in-i-game-developer-i-april-2012-issue)</sup>.

Development was strained. Preproduction was too short, tools and pipelines were built while content production was already underway, and the team made "too much game" without resolving content density early<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup>. In July 2010, about a year into development, five of the most senior studio managers left; remaining staff filled the leadership gap<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup>. Before release the game recorded about 300,000 pre-orders<sup>[5](https://www.bostonglobe.com/business/2012/02/09/creating-world-the-secret-history-video-game/ZQ76u1NWDupftBXklDrcMP/story.html)</sup>.

## Project Copernicus and the collapse

Reckoning was planned as the first step toward Project Copernicus, a massively multiplayer online role-playing game set in the same universe, which 38 Studios developed in parallel<sup>[5](https://www.bostonglobe.com/business/2012/02/09/creating-world-the-secret-history-video-game/ZQ76u1NWDupftBXklDrcMP/story.html)</sup><sup> • </sup><sup>[14](https://www.hgpauction.com/wp-content/uploads/2016/08/38-Studios.pdf)</sup>. It never shipped. Rocky initial sales, mismanagement, and poor luck closed both 38 Studios and Big Huge Games in May 2012, three months after Reckoning's release; the game had been financed in part by a loan from the state of [Rhode Island](https://www.edgepedia.org/rhode-island)<sup>[1](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)</sup>. The companies' assets, including the Amalur intellectual property, Project Copernicus materials, and sequel rights to Reckoning, were later auctioned<sup>[14](https://www.hgpauction.com/wp-content/uploads/2016/08/38-Studios.pdf)</sup>.

## Re-Reckoning and Fatesworn

THQ Nordic acquired the Kingdoms of Amalur IP from 38 Studios LLC in 2018<sup>[3](https://www.embracer.com/releases/thq-nordic-acquires-the-kingdom-of-amalur-ip/)</sup>. The remaster Re-Reckoning, developed by Kaiko, arrived in September 2020 on [PlayStation 4](https://www.edgepedia.org/playstation-4), [Xbox One](https://www.edgepedia.org/xbox-one), and PC, and on [Nintendo Switch](https://www.edgepedia.org/nintendo-switch) on March 16, 2021<sup>[4](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)</sup>. Reviewers of the remaster noted that it preserved the original's dated design, including the absence of a combat target lock, while Grant Kirkhope's score drew praise<sup>[4](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)</sup>.

The expansion Fatesworn was announced for 2021 and released on December 14, 2021, for PC, Xbox One, and PlayStation 4 at a price of $19.99 / €19.99 / £17.99. It adds a new storyline and region, Chaos Realm dungeons across Amalur, new weapons and armor, a raised level cap of 50, and a new soundtrack by Grant Kirkhope<sup>[6](https://www.youtube.com/watch?v=qlQE2OKH5j0)</sup><sup> • </sup><sup>[15](https://www.youtube.com/watch?v=YeFJgW1c19o)</sup>. A Fate Edition bundles the base game with the expansion<sup>[15](https://www.youtube.com/watch?v=YeFJgW1c19o)</sup>.

## References

1. [Mike Fridley (2013). Postmortem: Kingdoms of Amalur: Reckoning. Game Developer.](https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-)
2. [EA and 38 Studios ship Kingdoms of Amalur: Reckoning (press release, February 2012)](https://s204.q4cdn.com/701424631/files/doc_news/2012/02/1/646686.pdf)
3. [THQ Nordic acquires the Kingdom of Amalur IP. Embracer Group.](https://www.embracer.com/releases/thq-nordic-acquires-the-kingdom-of-amalur-ip/)
4. [John Rairdin (2021). Kingdoms of Amalur: Re-Reckoning Review. Nintendo World Report.](https://www.nintendoworldreport.com/review/56567/kingdoms-of-amalur-re-reckoning-switch)
5. [Hiawatha Bray (2012). The secret history of 'Kingdoms of Amalur'. The Boston Globe.](https://www.bostonglobe.com/business/2012/02/09/creating-world-the-secret-history-video-game/ZQ76u1NWDupftBXklDrcMP/story.html)
6. [Kingdoms of Amalur: Re-Reckoning - Fatesworn Release Trailer. THQ Nordic, YouTube.](https://www.youtube.com/watch?v=qlQE2OKH5j0)
7. [Kingdoms of Amalur: Reckoning PC manual. Electronic Arts.](https://eaassets-a.akamaihd.net/eahelp/manuals/kingdoms-of-amalur-reckoning-manuals_PC.pdf)
8. [Kingdoms of Amalur: The Reckoning review. PC Gamer.](https://www.pcgamer.com/kingdoms-of-amalur-the-reckoning-review/)
9. [Kingdoms of Amalur: Reckoning review. The Guardian.](https://www.theguardian.com/technology/gamesblog/2012/feb/07/kingdoms-of-amalur-reckoning-review)
10. [Kevin VanOrd (2012). Kingdoms of Amalur: Reckoning Review. GameSpot.](https://www.gamespot.com/reviews/kingdoms-of-amalur-reckoning-review/1900-6349636/)
11. [Kingdoms of Amalur: Reckoning Review. RPGFan.](https://www.rpgfan.com/review/kingdoms-of-amalur-reckoning/)
12. [Kevin VanOrd (2012). Kingdoms of Amalur: Reckoning Review. GameSpot.](https://www.gamespot.com/reviews/kingdoms-of-amalur-reckoning-review/1900-6349784/)
13. [Kingdoms of Amalur Postmortem in Game Developer April 2012 Issue. Game Developer.](https://www.gamedeveloper.com/business/-i-kingdoms-of-amalur-i-postmortem-in-i-game-developer-i-april-2012-issue)
14. [HGP Auction: Lot 3, Kingdoms of Amalur: Reckoning and Project Copernicus assets.](https://www.hgpauction.com/wp-content/uploads/2016/08/38-Studios.pdf)
15. [Kingdoms of Amalur: Re-Reckoning - Fatesworn Release Date Trailer. GameSpot Trailers, YouTube.](https://www.youtube.com/watch?v=YeFJgW1c19o)

---
*Topic: Encyclopedia › Sports, games, and recreation › Video games and digital play › Games and gameplay › Game genres › Action, adventure, and role-playing games › Action role-playing games*

*Initially written Sep 17, 2026 · Reviewed: Sep 30, 2026; Oct 21, 2026 · Edited: Oct 15, 2026; Oct 21, 2026 · Last review: Oct 21, 2026*

*Copyright 2026 EdgeChat AI, a subsidiary of Biostate AI.*

License: Edgepedia Community License 1.0, https://www.edgepedia.org/edgepedia/license
