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Kingdoms of Amalur: Reckoning
Kingdoms of Amalur: Reckoning
Role-Playing
Say Fable, Skyrim, and Dragon Age have a baby and Kingdoms of Amalur: Reckoning is the result and what a brilliant result it is. Not only is there a fantastic in depth story created by R.A. Salvatore, there is amazing art work done by Todd McFarlane and an incredible musical score by Grant Kirkhope. Last but not least, there is of course the game's executive designer, Ken Rolston. Together, these individuals made one hell of a RPG video game, that was not only fun to play, it's worth playing through again and again.




The story begins with your character finding himself or herself revived from death by a creation known as the Well Of Souls. This event has disrupted the threads of fate that affect the people and events of Amalur leaving you with no determined fate. This opens you up to many possibilities and of course there are those who would exploit it for their own personal gain.
 With an opening like this, Kingdoms Of Amalur's story has a lot of depth and there are many possibilities that one can take as it progresses. There is so much to explore on the map and there is a freedom to it as you can explore as much as you like. The story line itself leads to you exploring the kingdom of Amalur even further opening up new areas and you are not isolated to just one location.
 All the areas are beautifully done and are different from each other. No similarities or one map used repeatedly here. There is even a dangerous beauty and creativity to all the fantasy monsters that are a threat to you such as mountain trolls. Although you will see some of the same monsters in different areas as well as types of NPCs and other characters, it mixes together so well it doesn't hinder the game play or the story. The dialogue with characters is well written and even more refreshing, well acted. It's never boring and in some dialogues it even adds more to the tale.




 One flaw Kingdoms Of Amalur has is a couple of the quests had a few bugs, such as the Shine And Shadow quest. The quest couldn't be finished because of the quest items not being in the inventory or the Boss for this particular quest just didn't show up. It wasn't a terribly trying ordeal, but it was something that was noticed and something that could and should be fixed. Other than that, there was no other technical issues with the game for me. The game didn't freeze once during all the hours of game play and the frame rate didn't drop, and because of how much fun I had with the game, a couple of quest bugs didn't bother me at all. But, let's move on to the rest of the good.




The core of Kingdoms Of Amalur is the combat throughout the game along with the ability to fully customize your character and play to your character's strengths due to your fate or lack of one. The possibilities are endless and you can even open up new job classes as your character levels up as the game progresses. Award points earned after leveling up can be put into three categories: Might, Finesse, and Sorcery giving you added abilities and status boosts associated with whichever job class you have chosen. Combine this with all the questing and yes, that includes all the side quests, five guild story arcs, and the downloadable content of The Legend Of Dead Kel, that could easily give you 100 hours or more of game time. To sum up, Kingdoms Of Amalur isn't just a run of the mill RPG. It's something more. It has a great mix of excellent story telling, amazing game play, and an exciting world to explore that promises tons of great adventure. Overall, it is a game worth having in a gamer's collection.
  
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My First Stone Age: The Card Game
My First Stone Age: The Card Game
2017 | Card Game, Kids Game, Memory, Prehistoric
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog you down with a million rules…


My First Stone Age: The Card Game (that’s a mouthful) is a quick and easy card game that can be played by any child of any age assuming they have the attention span for it (mine didn’t the first couple times). It focuses on memory skills and set collection mechanics.
Setting up is easy. Shuffle the Hut Cards and give each player one. Shuffle the Goods Cards and deal nine face-down in a circle. Place the rest of the deck in the middle of the circle face-up. Plop Martin, the mammeeple (mammoth meeple) on or near one of the face-down cards and you’re ready to play!


The winner of the game is they who is able to build three huts first. Players can build huts by moving Martin around the circle clock-wise 1-4 spaces, collecting the card if it matches the players’ hut card, and then building the hut by discarding the goods used. Each turn players will be able to move Martin, flip a card to see if it matched their hut card, and build a hut. The game continues in this fashion until the winner has built their third hut!
This is a very light game that has very simple rules, and not a ton for the players to have to keep track of or remember. Perfect for young ones and not-so-young ones alike. We love the artwork on the cards and being able to move a large mammeeple around the table searching for fish or arrowheads. While the game is competitive in that there is a winner and therefore also losers, we mitigate that by saying that, “if I win then you get to tickle me, but if you win I get to tickle you!” That usually quells any upset youngsters pretty quickly.

We love this game and it is a great first step into gateway games that target older audiences. It is simple and quick, and a minimal investment for a good few minutes!