Kingdoms of Amalur: Reckoning
Kingdoms of Amalur: Reckoning
The hardcore RPG fan may have a new banner to rally around.
Published on December 7, 2011 7:55 PM
4 minute read
9311 Views

Starting life as an MMORPG, Kingdoms of Amalur: Reckoning has morphed into one of the more interesting original IPs to be released next year.  The game is being developed by industry newcomer 38 Studios and strategy game developer Big Huge Games.  These names may not carry much weight, but they have some serious big name talent working on Reckoning’s game world, most notably being revered fantasy author R.A. Salvatore and comic god Todd McFarlane who have created the game world and artwork respectively.  Lesser known, but still a heavy lifter in his own right, is Ken Ralston who was the lead designer on Morrowind and Oblivion.

With such a bevy of talent, it’s easy to see that there are lofty expectations set for Reckoning.  The task of living up to these expectations is daunting at best, but from what we’ve seen so far it looks like this game is well on the way to being something special.

 

 
Kingdoms of Amalur: Reckoning Screenshot

You play as a newly resurrected warrior--not the most original of beginnings, but Reckoning allows you to more actively participate in this process than past games, giving you a much greater sense of ownership over your character and their humble beginnings.  Why your character was selected to undergo this apparently cutting edge process is not immediately clear, but it can be assumed that this will be made known through the natural progression of the plot.

Part of the resurrection process includes character creation.  Reckoning’s creation tools don’t really stretch the boundaries of what had been created before and are actually more streamlined than the Elder Scrolls' options which allow you to customize nearly every square inch of your character’s face.

There are four playable races to choose from: two types of elves (Ljosalfar and Dokkalfar) and two types of humans (Varani and Almain).  Each race will offer a diverse level of character customization options and the expected racial bonuses. 

Kingdoms of Amalur: Reckoning Screenshot
 

 

While little is known about the over-arching story for Reckoning, we do know that combat, something that you’ll be taking part in quite often, is shaping up to be one of the game’s stronger points.  Offering a mixture of style and substance, Reckoning’s combat will allow for a variety of different play styles and tactics to be employed.  The key is learning how to string different attacks together to form devastating combo attacks.  Moving from one attack or style to another is smooth, allowing you to change your tactics on the fly and better equipping the player to make use of different methods to dispatch their enemies.

In the current big budget landscape of sequels and reboots, Kingdoms of Amalur: Reckoning is a breath of fresh air that could mix up the AAA landscape when it is released next year.  Stay tuned to PixlBit for more information on this title as we get closer to its release.

Box Art
Release Date:
02/07/2012
Publisher:
Electronic Arts
Developer:
38 Studios
Genre:
RPG
Online Pass:
Yes
Number of Players:
1
ESRB Rating:
ESRB - M for Mature
Online Play:
No
Description
Looks like we forgot to write something... whoops.
Comments
8
Posted on December 8, 2011 5:39 AM

This has been one of those games that sounded like a train wreck when it was first announced (that name is awful), but the more I see of it, the more I want it. This may be the Fable game that I always wanted...

Posted on December 9, 2011 1:06 PM

Yea Julian I would agree with you there. The combat and arty style of this game is very reminiscent of the first the fable game, it would be great to see a game that expands where the original Fable left off, because honestly they had something really special there.

Posted on December 9, 2011 2:43 PM

Totally. I think all the Fable games fall way short of what they set out to accomplish, but still end up being great games. If Amalur delivers on even a fraction more of the Fable promise, we're in for a treat.

Posted on December 9, 2011 2:46 PM

The combat looks (note I said looks) almost as involved as games like Ninja Gaiden or Bayonetta. Combinine that with heavy RPG elements, and you've got potential for something that will have me locked away from the real world for quite some time.

*edit* I just took a look at the preview over at 1up. Jeremy Parish basically said it's almost exactly like God of War's combat, which isn't exactly what I hoped for, but it's still not bad.

Posted on December 11, 2011 11:11 PM

The designers have been calling this Oblivion with God of War combat from the get-go, which is why it went on my radar. Many RPGs have awesome worlds to explore and interesting leveling mechanics, but suffer in the combat department. I'm hoping that the combat can capture that level of precision and impact.

Posted on December 12, 2011 2:26 PM

Yeah, but God of War has always felt more button-mashy than precision focused to me. I'd defiantly say that's a personal viewpoint though, plenty of people love God of War's combat.

Posted on December 13, 2011 10:27 PM

I bet the game world is massive

Posted on December 13, 2011 10:28 PM

the cover art certainly is bitchen