HomeReviews3.5/5 ReviewKingdoms of Amalur: Re-Reckoning - Fatesworn Review

Kingdoms of Amalur: Re-Reckoning – Fatesworn Review


When we originally reviewed Kingdoms of Amalur: Re-Reckoning back in the mists of time, in September 2020 to be precise, we awarded the game a very respectable 3.5/5. Well, time and tide wait for no man, and now a new expansion has arrived to, well, expand the game. That comes in the form of Kingdoms of Amalur: Re-Reckoning – Fatesworn and so the question I hope to answer in this review is twofold: does the expansion add anything new, and is it in keeping with the rest of the game?  I strapped on my best set of armour and set off to find out. 

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Now, the first thing to know about this expansion is that you can only get access and play it when you have finished the main story of the base game. You should be aware that completion of the base game itself is certainly a bit of a mission, In fact, by running through and doing the very minimum required to advance the main storyline, you’ll be looking at finally gathering up access to Fatesworn in something like 25 hours or so; for the record, I fell in when I was around level 24. Having kicked the final boss firmly in the teeth, I felt ready for whatever the Fatesworn DLC was going to throw at me, and sallied forth. 

The first thing that we need to know about Fatesworn is why we are going to fight again. Luckily,  the story of the DLC is a good one, and ties in nicely with the original story. As the people of Amalur started to rebuild after the defeat of the Tuatha and Gadflow, their leader, a new threat arises in the west. Wouldn’t it be nice if just once, free ice creams arose in the west? Still, that’s not what is coming, and in Mithros, a new area of icy peaks and valleys, towns and ancient ruins, Telogrus, the God of chaos, has decided to re-emerge and claim his mortal kingdom. Telogrus has promised the people that he can free them of the shackles of Fate, and as this sounds perilously close to our schtick as the Fateless One, we set off to give out a jolly good slapping. 

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Sadly, this sense of confidence and of being the all powerful Fateless One lasts until you meet the first band of Boggarts in the DLC area. Yep, Boggarts, the comedy relief of the main game, and I was absolutely taken to pieces by three of them. My attacks did nothing, they minced my armour and so I repawned, a much chastened sorcerer indeed. It’s here where I discovered that it was best to head back to the main game area and grind out some faction storylines to raise levels to nearer 30; if only so I could survive more than about three hits. From there, it was level 33 before I could start to hurt the many many Niskaru that dot the landscape. So, gentle reader, please bear this in mind if you are itching to play more of Amalur: make sure you are not only tough enough, but have good gear and a high enough level before you do. 

Now, the main draw this time around with Fatesworn is the promise of a new power, that of Chaos itself. As we journey through the region, we will come across varieties of creatures that are Chaos version of regular foes, like Boggarts and Niskaru. Strangely, as we begin, we can’t touch these creatures, as they are protected by Chaos, and so we must learn to wield the power for ourselves. Finding ourselves trapped in a Chaos dimension, it is only when we find an old Chaos sword lying around that the penny begins to drop, and with a little light blacksmithing and a million and one fetch quests in order to get the materials we need, we will soon be tooled up with a Chaos weapon capable of stripping the creatures shields away, leaving them open to attack and annihilation. As we travel around, we will find various Chaos rifts and portals about the landscape; entering the portals and closing the rifts will grant us new powers to let us wield Chaos even more effectively. 

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Kingdoms of Amalur: Re-Reckoning – Fatesworn is a very good size, easily adding an extra eight or so hours to the campaign if you just chase Telogrus down as fast as you can. But with the usual selection of side missions to hunt out and achieve, you can spend a lot longer in the world should you choose. These range from the standard “go here and kill all the things” objectives, right up to collecting Niskaru fangs (a pretty dangerous occupation, to be fair) and selling them for vast amounts of gold. The beauty of games like this though is that you can play at your own pace, and the more time you spend in the world, the more you find to do, almost. 

So, is Fatesworn a worthy addition to Kingdoms of Amalur: Re-Reckoning? Absolutely, is my answer. I went straight from a playthrough of the main story into the expansion and the transition felt seamless; integrated into the story perfectly. And whilst the main game playthrough did have some slightly weird graphical effects from time to time, there haven’t been any in that of Fatesworn, so there’s double reason to be happy. 

Basically put though, if you liked Re-Reckoning, Fatesworn is an easy sell. Go and give it a whirl.  

You can pick up Kingdoms of Amalur: Re-Reckoning – Fatesworn from the Xbox Store

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