This consists of traveling across Mithros to find five dungeons which contain secondary Chaos Dungeons inside of them, prior to confronting the God of Chaos. After identifying the threat of Telogrus, rescuing the Fatesworn’s old companion Agarth from a prison, and making allies with a skilled blacksmith, the campaign becomes artificially extended by a quest to recover Chaos Armor. Where the main campaign kept a solid momentum and included major set piece battles that would have felt appropriate in God of War game, there is a poorer ratio of story to dungeons in Fatesworn. The fluid combat and streamlined, easily re-allocated skill system of Amalur remains as enjoyable now as it was in 2012, and it is still the high point of the Fatesworn experience, not the new story. As any single combat style tree would already be maxed out at 40, leveling further forces players to dabble elsewhere, giving them a peek into the Sorcery, Finesse, or Might styles, which they might not have previously experienced.įatesworn’s new campaign is not nearly as memorable as the original, however, and its relatively short five-to-ten-hour length suffers from some bloat that the main campaign did not. The new characters follow the design aesthetic established by the Todd McFarlane originals, with comic book-style exaggerated proportions and musculature, and most of the monsters in Fatesworn are re-skinned Chaos versions of existing Amalur foes.īy expanding the level cap to 50, and offering more powerful equipment and items, Fatesworn maintains Amalur's sense of progression from the original campaign, even for players who had already hit the prior level cap of 40. High end PCs will show Mithros at its best, even more so than when playing on a PlayStation 5 or Xbox Series console. Snowy hills and valleys are a nice change of pace from the other regions in the main campaign and its prior expansions, but as a remaster of a 2012 title, none of Amalur’s characters or environments are particularly jaw-dropping. Graphically, the Mithros region looks as good as the rest of Re-Reckoning for the most part, which is a mixed bag. The new nemesis of Telogrus is soon introduced, a mortal man claiming to be the incarnation of the God of Chaos, who promises to free the people of Amalur from the shackles of destiny once and for all. The initial story beats address some of the fallout of the war with the dark fey, as refugees and surviving veterans of the campaign use border passes to enter the icy land of Mithros, along with the player’s Fateless One. Related: Kingdoms Of Amalur Re-Reckoning's Fatesworn DLC Could Hint At A Sequelįollowing the defeat of the evil dragon Tirnoch in the main campaign, players who have purchased Amalur's Fatesworn expansion will receive a new quest informing them of an emerging threat to Amalur in the snowy region of Mithros. The expansion does add a new skill tree in Chaos Sight, which interacts with the expansion’s new Chaos Portals, as well as Chaos Weapons which are required to break the barriers of creatures from the plane of Chaos. Fatesworn is an expansion, not a full sequel title, so the customizable ability trees, fast-paced combat, and non-combat exploration-oriented abilities that Amalur veterans are familiar with are all still present. All of the core mechanics of the game remain unchanged. Amalur's Fatesworn DLC provides a decent follow-up campaign, but its greatest strength is simply that it is more Amalur, offering players a final quest for their high-level Fateless One.
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