Technically, Reckoning isn't really a stunner. There isn't a whole lot of realism to be found, and not even in the "realistic fantasy" sense. Clearly, the artistic development of the game was given much more attention. And rightly so; while the world of Kingdoms of Amalur: Reckoning is somewhat vanilla in terms of fantasy, it's still an attractive, colorful place -- no doubt, thanks (in part, at least) to artistic lead Todd McFarlane. The enemy designs in particular really stand out; they all look and animate well. Oh, did I mention the violence? Reckoning might feature elves and gnomes and the like, but they can lose heads and sprout quarrels from their chests with just as much blood spray as the average Joe. All the animation work that leads up to said blood spray is fantastic as well. There are some mild camera problems here and there, but it usually gets the job done.
Kingdoms of Amalur: Reckoning has a ton of voice work in it, but none on the part of the player character. Most conversation-capable NPCs are prepared to have lengthy discussions regarding who they are, what they do, and where they live (among several other topics). Maybe I'm spoiled on Mass Effect, but having a player voice really does wonders for the cinematic element most RPGs strive for. I generally like to learn about fictional worlds and lore, but it's got to be done right. Here, it's essentially a series of disjointed lectures that ultimately fail to provide a good hook for the player. But taken at face value, the sound design is adequate; the voice work is solid and the soundtrack is nice and epic. There are some audio/visual sync problems here and there, but not enough to cost the game as a whole.