The menu system and UI feel outdated, there's still plenty of technical bugs (but none game-breaking that we encountered), there's nothing new for those who played it before, and there's nothing that feels 2020 for those who haven't. This is the remaster's most noticeable shortcoming, but there are plenty throughout the game. In Kingdoms of Amalur: Re-Reckoning's graphics, there are few drastic improvements compared to the original. The original Kingdoms of Amalur released in 2012, and for better or worse, Re-Reckoning embraces that.
These are the types of changes that sound good on paper but don't necessarily identifiably manifest in the game. It further made some tweaks to the loot system, as well as a few other small, behind-the-scenes QOL changes, but this doesn't really do much for the game. THQ Nordic fixed a lot of the common problems in the original with Re-Reckoning, including a wide swathe of technical limitations and issues. All of this goes a long way in making Re-Reckoning as fun as the original, but that comes with a big caveat: it's almost identical to the original. Players can swiftly swap between weapon types, making the use of a Greatsword, a staff, and bow an easy process, while also giving players enough weapon types to have multiple stealth or magic-based weapons, should they choose to specialize.
This freedom of choice directly manifests itself in Kingdoms of Amalur: Re-Reckoning's fun combat.