Kingdoms of Amalur: Reckoning might be more like God of War than traditional RPG’s, but will also have a looting system and items need to be unlocked.
Lead designer of Reckoning explains the game fare
According to lead senior designer Ken Rolston of Huge Games, the aim of the game fare is to offer combat in a fantasy world similar to God of War. Rolston explained that if you cannot see that after a few minutes of game play then the designers of the game have failed by default. Rolston has an impressive resume of RPG games behind him including work on The Elder Scrolls, but in this instance that may hurt him as gamers want something new, not something borrowed.
A turn towards violence instead of fuzzy heroism
Rolsten went on to explain that while he is known mostly for his work with old fashion RPG games that feature a hero attempting to save the world (such as Baldur’s Gate) for him it was exciting to work on a game that does not worry about these old factors and instead focuses on bringing the world of a third person shooter into a high fantasy escapade in which anything is likely to happen. Of note is of course the combat, the ‘candy’, and the many loot drops that help players fulfill their tasks.
Units are meant to be the fun
The real meat of Kingdoms of Amalur: Reckoning in the end is likely to be the fact that it is based on unit play with the thrill expected to be the many different thrills that are packed into each unit that will lead players into saying that it was just fun. Of course, this excitement over unlocking items in the units means the combat is less structured, which is a bit of bad news for a game that is claiming combat as its definitive highlight, but we’ll see how that works out.
Release date: TBA 2012