ESRB | M |
ONLINE | N/A |
INSTALL | 6GB |
RELEASE DATE | December 14, 2021 |
PLATFORMS | PlayStation 4 (Reviewed), Xbox One, PC/Steam |
PUBLISHER | THQ Nordic |
DEVELOPER | Kaiko Games |
ONLINE PASS | N/A |
Kingdoms of Amalur: Fatesworn
First things first: this is not a full review of the main game. I’ve already done that, and you can read that review right here. Instead, this is purely a review of the brand new add-on for the game, Fatesworn.
STORY
So what exactly is Fatesworn anyway?
At the basic level, it’s another expansion for Kingdoms of Amalur. The first, brand new expansion since The Teeth of Naros in 2012. Yes. Nearly 10 years later.
A more detailed explanation, though, is that Fatesworn acts as a proper epilogue to the game. A final send-off to the game that ultimately resolves the plot. It’s something that never happened in the main game – you just beat the final boss, everyone celebrates, and you’re then free to explore Amalur to your heart’s content – completing any stray quests and continuing to level up if you weren’t at the max level already.
A lot like an Elder Scrolls game, for instance.
Fatesworn serves to rectify that and gives your Fateless One a solid resolution to their story. I won’t spoil it, obviously – just know that it is an ending. This particular story is over, and it’s now time to move on to the next.
You also, unlike Teeth of Naros or Dead Kel, can only access this DLC after beating the main game. As I said: this is an epilogue.
PRESENTATION
Pretty much the same as the base game, as expected. This was never going to be something that made huge advancements to the game – although Mithros does seem to be just a bit more fleshed out than some other areas. Cities and towns seem to feel a bit more lived in and there seem to be more characters around at any given time – especially in combat.
There are new tilesets for the new dungeons In the game, and they are distinct from those in the base game – especially those in the Chaos Realm.
These dungeons also feel much, much larger than anything in the base game. Some of them even took a good 20-30 minutes to explore properly.
Even with so many enemies on screen – the game still manages to run fairly well, though I did see a few frame drops here and there. There were also moments of pop-in more often than I think I’ve experienced in the original. It was never horrendous or anything – but it was noticeable.
Overall, though – it runs about as well as the base game did, while looking a little bit better in some places.
GAMEPLAY/MECHANICS
Much like the visual side of things – there weren’t going to be any huge shifts here.
That said – there are some new mechanics in the game. Primarily, the addition of Chaos enemies that require the use of new Chaos weaponry to defeat. Your standard weapons just won’t work on them initially as they’re covered in Chaos energy that must first be broken through – like a barrier in Mass Effect. Only Chaos weapons can damage that barrier – but once it’s broken, any of your normal weapons will work again.
Some of the newest, most unique mechanics come in the form of new armor sets, though.
These new sets can have effects ranging from a damage buff that drains your health, but stacks indefinitely to the ability to parry previously unblockable attacks (This was my favorite, and was the armor I rolled with for the majority of the DLC, once I had the full set – pictured to the right).
These effects also can’t but put into crafted armor, so you’ll need to use one of the various sets if you want their boons. A little annoying if, like me, you finished the base game with armor that you built that can make you pretty much immortal.
Most of these sets also have quests attached to them – or they’re rewards that can come about during other quests.
Speaking of quests – Mithros is full of them. Fatesworn is anything but light when it comes to additional content. On top of the main, hefty quest line – which clocks in at a good 5-7 hours – there’s a new Faction quest and tons of side quests to do.
Couple that with bigger dungeons, and you’ve got a pretty beefy expansion. Probably the biggest of the 3.
REPLAY VALUE
This is the weird part.
It’s hard to talk about replay value for something that’s an expansion of the story. It’s not like it’s a new game mode or a separate side story – in order to replay this, you’d need to beat the entirety of the main Kingdoms of Amalur story again.
Like I mentioned in the review for the main game – there isn’t a lot that actually warrants a second full playthrough. The game is extremely open and you’re always free to experiment with new builds whenever you want. Outside of playing through again to see a different race’s bonuses, the minor differences one choice might make over another, or just doing a new playthrough on Hard for the trophy/achievement – there isn’t much that could compel you to start all over.
At the same time, there’s so much in the game already, it really doesn’t matter. There’s plenty to keep you playing for hours and hours even after the credits roll.
FINAL VERDICT
I loved Kingdoms of Amalur back when it first came out. I enjoyed the re-release that this DLC is a part of – and this DLC is more of the thing I already love.
It serves as a fitting, true ending for the game that doesn’t exactly set up a new game but leaves the door wide open for the possibility. Fatesworn might be the end of this story, but there’s plenty of room in this world for more – and I hope we get it someday. I would love to see this world realized with more refined gameplay and better visuals.
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