
Kingdoms of Amalur: Reckoning (hereafter referred to as Amalur, because that name is longer than a seismosaur's neck) is an RPG. It's an RPG player's RPG, and it tries to be a really good one. It tries to stand up and say, "I'm awesome! I've got the most and I do the best!" It's like a giant, juicy, fresh cut steak that was cooked without seasoning. It's bland.
When talking about my play time with a fellow dino, I described Amalur as "RPG of RPG: The Reckoning" because that's what it looks and feels like. I started the game and watched a cinematic about some great evil force that once went to war with a prosperous kingdom and was finally defeated but may be immortal (or something like that; honestly, I didn't catch all the details). It felt like The Lord of the Rings and the struggle against Sauron. Then I created a character, picked a class, and a build, and customized my appearance, because that's what you do in RPGs. Oh, and pick a deity to follow, too, because that'll affect your abilities later.