Kingdoms of Amalur: Reckoning
I picked this one from a bargain bin. It's a fairly decent fantasy hack-and-slash. Graphics reminded me of Majin and the Forsaken Kingdom which is a good thing btw! The combat system was very crisp and character builds varied. One unique feature was the ability to redesign your character from the ground up - mid-game. That was a very nifty feature.
Unfortunately the game lacked a compelling story. The main plot was OK I guess, but too drawn out to really be captivating. Side quests were completely forgettable. NPCs were 2D (at best). I remember only two of them by name. "Love story" amounted to (barely) getting the girl to admit she "liked" you (if you had maxed out the persuasion skills).
Alyn Shir: rear view
Combat soon became repetitive, despite the nice control and options: In the end the lowly wolf was the monster that caused me the most grief. the rest were bland. Treasure drops were so numerous as to become annoying. And when I learned to craft my own great dropper loot became meaningless.
Dice roll: 3*
* I played it for quite a lot actually. But I think it was a combination of pneumonia and being determined to finish the game, come what may.
Kingdoms of Amalur: Reckoning is a single-player action role-playing game for Microsoft Windows, PlayStation 3 and Xbox 360.[4] Ken Rolston acts as the game's executive designer, R. A. Salvatore created the game universe and lore, with Todd McFarlane working on the artwork, and Grant Kirkhope creating the musical score.[5] It was developed by 38 Studios and Big Huge Games. The game was released on February 7, 2012 in North America and on February 9, 2012 in Europe. The first public demonstration was at the Penny Arcade Expo East 2011 on March 11, 2011.