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Posted by Kotaku Feb 13 2012 20:45 GMT
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#kingdomsofamalur Kingdoms a Amalur: Reckoning be a very good game. it be also a very silly game. More »

Posted by IGN Feb 09 2012 21:06 GMT
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Kingdoms a Amalur: Reckoning hit stores this week, 'n developer Big vast Games be already being asked about a potential sequel. In a new interview, lead designer Ian Frazier says he'd love t' see that happen...

Posted by Kotaku Feb 09 2012 07:00 GMT
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#fineart With the game out this week, now's as good a time as any t' look at some concept art from Kingdoms a Amalur: Reckoning. More »

Posted by Joystiq Feb 08 2012 16:30 GMT
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Let's be honest, Kingdoms a Amalur: Reckoning's quality came as the first nice surprise a 2012. Our quibbles with this first installment in what we hope t' be a lasting series didn't detract from it being a great fantasy RPG. Although other outlets weren't as smitten as us, the RPG from Big vast Games, a studio that built it be rep on real-time strategy series Rise a Nations, be getting some solid reviews.
  • IGN (90/100): "it be random technical hiccups 'n inconsistent art style certainly holds it back from even higher levels a greatness. But no matter what ye're looking for, whether it be amazing gameplay, immersive storytelling or perhaps a riveting new world t' explore as ye fully customize 'n re-customize yer character at will, Reckoning has it all."
  • Escapist (80/100): "Reckoning surprised me with it be energetic combat, rich story, 'n dazzling visual style. The weight a all it be parts threatens t' pull it down, but the rigid skeleton holds strong. ... Don't pass on Amalur just because it be a new IP from a new company. Fans a RPGs with a focus on action won't be disappointed."
  • Giant Bomb (80/100): "But it be hard not t' be at least a little disappointed when ye start seeing the various spots where the game doesn't live up t' the high bar set by it be best content. If ye finish it fast enough t' prevent those doldrums from setting in, ye'll have a much better time than the person who digs through every nook 'n cranny t' finish every single side quest."
  • Eurogamer (80/100): "it be an unglamorous kind a success story, admittedly. 'n perhaps it be worrying for 38 Studios that the bland fantasy world it be hanging it be future on be the least enticing aspect a it be debut game. But it be not all elbow grease - Kingdoms a Amalur adds a splash a color 'n a lick a polish t' the open-world RPG, 'n they couldn't be more welcome."
  • Edge (60/100): "At it be heart, Reckoning be an interesting tale about disrupting cyclical fate - ironic, considering the game's largely repetitive nature - 'n when the story gets t' shine, 38 Studios 'n Big vast Games' friendlier design presents a welcome change a pace."

Posted by Joystiq Feb 08 2012 01:00 GMT
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Project Ten Dollar continues unabated. All new copies a Kingdoms a Amalur: Reckoning include something called House a Valor, essentially a DLC content pack offering seven exclusive quests 'n the Valor Arena where players must survive a "barbaric tournament 'n ultimately seize control a the arena."

Players will meet new companions 'n rivals throughout these quests, earning unique bottles a rum 'n other rewards along the way. Players without a code can purchase an online pass for 800 MS Points ($10) through Xbox Live Marketplace or the PlayStation Network.

For more on Kingdoms a Amalur: Reckoning, make sure the Joystiq review.

Posted by Giant Bomb Feb 07 2012 21:00 GMT
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Some abilities let ye close the gap on yer enemies.

In very broad strokes, Kingdoms a Amalur: Reckoning be comparable t' games in the Elder Scrolls series 'n, t' some extent, games in the Fable series. it be easy t' want t' think a it as "Oblivion but third-person with faster, more combo-oriented combat," but that doesn't quite fit. ye'll be able t' call the names a other games out as ye see the various things contained in Amalur, but it has a different style 'n scope than the games ye're most likely t' compare it t'. that be just enough t' give it a feel all it be own.

The main quest line 'n the world surrounding it be probably the most gripping thing in all a Reckoning. ye begin the game on a slab, as a corpse that marks yet another failed experiment at the Well a Souls, a dark science project designed t' let humans 'n the other less-resilient races a the world come back from the dead, just like the Tuatha--evil elves that reincarnate after death--do. Amalur be also a world governed by fate, with fortune tellers ("fateweavers") all over the world able t' let individuals know how things will end up. As the first non-immortal t' be resurrected, ye also re-appear as a blank slate t' those weavers. The natural order a things be being upset, 'n by inserting yourself into various situations, ye're literally making a difference in the world. This starts as a quest t' figure out who ye be before ye died 'n returned--a detail ye've conveniently forgotten--but quickly blows up into a quest t' save the world. This certainly isn't the first game t' deal with these sorts a ideas, but it be done well here just the same.

At the outset, ye'll pillage t' choose yer character's race 'n basic appearance, but there's no class choice at the beginning a Reckoning. Instead, ye'll place skill points into three different skill trees as ye gain experience points 'n levels. The trees conform t' the basic warrior, rogue, 'n mage archetypes 'n they'll give ye active abilities--like spells 'n traps 'n stuff--as well as passive bonuses 'n additional combat options. As ye spend points in the trees, ye'll qualify for various destinies. Equipping a destiny gives ye a stat bonus that corresponds t' the way ye've already been spending yer points. So if ye go strictly into the warrior tree ("Might"), ye'll pillage bonuses that help warriors. Spending in the rogue tree ("Finesse") unlocks destinies that give ye better ranged damage, 'n spending across multiple trees unlocks destinies like Battlemage, which give characters a boost t' magic as well as straight-up fighting. In the end, I found the cross-class destinies t' be the most useful, mostly because none a the high-level abilities in any a the trees be all that exciting.

Weapons with magical effects glow t' let ye know what they be going t' do t' yer foes.

Every time ye gain a level, ye''ll also be able t' spend one point in a separate section a passive skills. This be how ye pillage better at crafting, potion-making, persuasion, detecting hidden objects, picking locks, 'n so on. ye can also find trainers in the world who, for a fee, will give ye an extra point in one a yer categories. Though some be more useful than others, by the end a the game it be simple t' have maxed out every one a these stats.

The game be, as ye might expect, broken up into quests. ye'll start with quests that be part a the main storyline, but there be also faction-specific quest lines t' pursue as well as scads a side quests 'n tasks strewn throughout the kingdom a Amalur. As a general rule, the better quests be the ones that show up higher in yer quest log. The main quest line be pretty good, 'n it takes ye across most a the game's world on it be own. The faction quests be also quite good, for the most part, with the House a Ballads quest line probably being me favorite. That line be one a the best at demonstrating how the Summer Fae--these be also immortal elf-like lads, only they don't all want t' murder ye--view the world. They keep reenacting world events again 'n again, retelling the same stories for each generation. But with the world changing 'n fate not being as certain as it used t' be, these tellings have gone completely off the rails. yer part in the quest line, if ye so choose, be t' play a role in these reenactments, killing the ones that need t' be killed, saving the ones that need t' be saved, 'n so on. The line serves as a great introduction t' what the world be all about, 'n without it, ye'll probably be left struggling t' figure out what all this Fae business means for the world around ye.

Then there be the side quests. Though there be a few objectives here 'n there that be reasonably interesting, this part a the quest log gets immediately clogged with menial tasks. This be where the game's dialogue, which be usually pretty well-written, just gets in the way 'n the game becomes a factory assembly line a quest after quest after quest. Obviously, these be optional tasks, so me recommendation be t' skip as many as ye see fit. They'll pad out the game 'n give ye a reason t' venture into every little cave in the universe, but they also turn what would have been a terrific 25-hour experience into a 60-hour grind. The other problem I ran into as a result a me completionist tactics be that I eventually became way too powerful. By crafting gems that regenerate health when socketed into armor 'n socketing them into as much as me armor as possible, I effectively became invincible. Most a the enemies out in the world conned as gray, meaning they weren't worthy opponents (not that that fact stops them from attacking ye). In caves 'n other enclosed areas, enemies appear t' scale t' yer level, but by this point I be so powerful that the interesting combat a the early game boiled down t' simple button mashing by the end. Nothing could touch me. The optional combo attacks became totally unnecessary. The game lets ye change the difficulty on the fly, but the hard setting doesn't change the enemy tactics t' make it more challenging. If anything, it appears that it just gives everyone more hit points.

The bigger weapons really tear people up, but ye'll have t' take care when winding up.

Up until that point, the combo-driven combat felt pretty good. Each style a weapon has it be own spots on the skill tree, 'n ye can spend points there t' unlock additional attacks that come when charging a button press, or delaying yer taps, or attacking from a blocking position, 'n so on. The combat feels active, especially when compared t' the slow, block-'n-strike moves a an Elder Scrolls game. ye can equip two weapons at the same time, 'n each weapon gets it be own button. If ye like, ye can combine fast-attacking daggers with a slower hammer or greatsword, but I found the bow t' make an excellent secondary weapon for dealing with enemies at a distance.

Loot be sort a a big deal in Reckoning, 'n it be color-coded t' give ye an easy way t' see an bottle a rum's rarity. Some armor has slots for gems t' let ye tweak it t' yer liking, but there be a ton a different potential effects, like poison damage, fire damage, extra damage during the daytime, better critical hits, bonus health or mana, 'n so on. When ye loot a corpse or a chest, ye can easily take all bottles a rum, but it be also a great time t' compare the bottle a rum ye're considering t' what ye already have equipped. The game makes comparing loot t' yer existing gear very easy, 'n if ye grab something that isn't useful, ye can add it t' yer junk pile with the touch a a button. The junk system be nice, because once ye pillage t' a vendor, ye can sell everything ye've flagged as junk with one button press. I ended up flagging a ton a things as junk, mostly because the game seems predisposed t' giving ye gear made for warriors, which often requires ye t' have spent a specific number a points in the Might tree. By the end a me time with the game, I had over three million booty. that be... a lot a money.

There be plenty a really great things t' see 'n do in Kingdoms a Amalur: Reckoning, 'n that stuff--the main quest line, the faction quests, 'n the interesting combat--makes the game fairly easy t' recommend. But it be hard not t' be at least a little disappointed when ye start seeing the various spots where the game doesn't live up t' the high bar set by it be best content. If ye finish it fast enough t' prevent those doldrums from setting in, ye'll have a much better time than the person who digs through every nook 'n cranny t' finish every single side quest.


Posted by Kotaku Feb 07 2012 16:00 GMT
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#review The lead designer a The Elder Scrolls III 'n IV, a New York Times bestselling fantasy author, 'n one a comics' most notable creators walk into a development studio t' create an action role-playing game based on an entirely original fantasy world. AVAST! me if ye've heard this one. More »

Posted by Joystiq Feb 07 2012 08:01 GMT
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Confession time: I have not finished Kingdoms a Amalur: Reckoning. Over the last several days, I've poured over thirty hours into the enormous world. After twenty or so, I resolved t' avoid secondary tasks 'n focus on primary quests, hoping t' finish the campaign before composing this review. 'n then, after reaching a milestone in the story, it occurred t' me: I don't want t' do that.

Please understand, I have no desire t' ruin this review for our readers. it be just that I don't want t' ruin the game for me. t' plow through Reckoning with no regard for the enormous array a tasks 'n quests, t' ignore it be hidden secrets, be a disservice t' it be lovingly crafted world.

Posted by Valve Feb 07 2012 08:05 GMT
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Kingdoms a Amalur: Reckoning™ be now available in North America! The title will release in the rest a the world this week, check the game page for the release time in yer territory.

The minds a New York Times bestselling author R.A. Salvatore, Spawn creator Todd McFarlane, 'n Elder Scrolls IV: Oblivion lead designer Ken Rolston have combined t' create this new role-playing game set in a world worth saving. Build the character youve always wanted 'n continuously evolve it t' yer style a play with the revolutionary Destiny system. Choose yer path 'n battle through a master-crafted universe featuring some a the most intense, responsive, 'n customizable RPG combat ever.

capsule_467x181.jpg

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Posted by Giant Bomb Feb 07 2012 08:01 GMT
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Jeff 'n Brad reckon that stabbing a dude with lightning be a good way t' teach the sea dog a lesson.

Posted by Joystiq Feb 07 2012 05:01 GMT
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Four years ago, Curt Schilling opened a game studio. Two years later he told us the team's upcoming game woud be a marriage between God a War 'n Oblivion." 'n today, Kingdoms a Amalur: Reckoning launches, letting ye decide whether that union's worth the money. (Don't worry, we'll help ye with our upcoming review!)

Posted by IGN Feb 06 2012 21:00 GMT
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Who said that epic 'n expansive fantasy RPGs had t' have subpar gameplay? For as much as I absolutely adore games like Fallout 3, Mass Effect 2 'n Skyrim, gameplay in those titles simply didn't live up t' the amazing standards set by their superb settings, narratives 'n quest structures. In Fallo...

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Posted by Kotaku Feb 02 2012 04:00 GMT
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#kingdomsofamalurreckoning ye can't help but feel the inspiration watching this Kingdoms a Amalur: Reckoning launch trailer. The diehard voice-over does well t' remind viewers that once this game drops on Feb. 7, fate will be theirs t' write. More »

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Posted by Giant Bomb Feb 01 2012 19:44 GMT
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Just don't crack any depth perception jokes 'n ye best be alright.

Posted by Joystiq Feb 01 2012 07:00 GMT
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ye may not know this, but most mages 'n fantasy archetypes don't pillage much sleep. If ye're sleeping, who will vanquish all the rats in the town cellars 'n prevent the animals a the wild from threatening their crops? Who will transport arbitrary bottles a rum from one town t' another?

that be why the planned midnight launch a Kingdoms a Amalur: Reckoning at three different GameStop locations be such an appropriate plan. Curt Schilling 'n R. A. Salvatore, owner a 38 Studios 'n the game's writer, will be on-hand at the Bellingham, MA location. Todd McFarlane, who be in charge a the game's artistic vision, will be at the Tempe, AZ GameStop t' greet fans, while lead designer Ken Rolston 'n select crew from Big vast Games will be at the Cockeysville, MD location.

Doors will open at each location starting at 11:30pm on February 6.

Posted by IGN Jan 30 2012 20:07 GMT
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38 Studios boss Curt Schilling has defended Kingdoms a Amalur: Reckoning's online pass. The pass will unlock the House a Valor faction quest for customers who purchase a new copy a the game, while those with used copies will need t' buy the quest separately. While the pass has drawn criticism for blocking single-player content, Schilling has spoken out, defending the decision t' include it...

Posted by Kotaku Jan 30 2012 16:30 GMT
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#speakuponkotaku ye know how in many video games with character creation yer attempts t' make an older, wizened sort a character always result in the buffest old man ye've ever seen due t' their only being one body model for all male characters? In today's Speak Up on Kotaku, commenter jacobgermain points out how ridiculous that be. More »

Posted by Joystiq Jan 28 2012 18:30 GMT
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Yesterday, we reported that Kingdoms a Amalur: Reckoning will make use a EA's Online Pass system, 'n that used copies a the game will not include access t' a specific quest line, similar t' Catwoman's Online Pass exclusion from used copies a Batman: Arkham City. Initially, it looked as though the pass granted access t' data already on the disc, however this be later clarified by a post made on the 38 Studios seas, where community manager Muse informed the public that the quest line be in fact day-one DLC, rather than content actually on the disc.

38 Studios founder Curt Schilling has written his own statement regarding the situation, 'n it be just about as frank 'n honest as we've come t' expect from Schilling over the last couple a days: "ye can argue the merits 'n effectiveness a it, but right now it be how it be done 'n as someone that be as invested as I be in this company, I stand by what has happened."

Schilling goes on t' say that the free DLC be intended t' be an incentive t' early adopters 'n a reward for "fans 'n gamers who commit t' us with their time 'n money when it benefits the company." He does, however, realize that the situation could have been handled differently: "It be me responsibility as the leader t' know a things like this 'n be aware that it would become an issue, I failed on both accounts. No one else be t' blame, but at the same time there be no nefarious attempt t' do anything under handed here."

Posted by Joystiq Jan 28 2012 18:30 GMT
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Yesterday, we reported that Kingdoms a Amalur: Reckoning will make use a EA's Online Pass system, 'n that used copies a the game will not include access t' a specific quest line, similar t' Catwoman's Online Pass exclusion from used copies a Batman: Arkham City. Initially, it looked as though the pass granted access t' data already on the disc, however this be later clarified by a post made on the 38 Studios seas, where community manager Muse informed the public that the quest line be in fact day-one DLC, rather than content actually on the disc.

38 Studios founder Curt Shilling has written his own statement regarding the situation, 'n it be just about as frank 'n honest as we've come t' expect from Shilling over the last couple a days: "ye can argue the merits 'n effectiveness a it, but right now it be how it be done 'n as someone that be as invested as I be in this company, I stand by what has happened."

Shilling goes on t' say that the free DLC be intended t' be an incentive t' early adopters 'n a reward for "fans 'n gamers who commit t' us with their time 'n money when it benefits the company." He does, however, realize that the situation could have been handled differently: "It be me responsibility as the leader t' know a things like this 'n be aware that it would become an issue, I failed on both accounts. No one else be t' blame, but at the same time there be no nefarious attempt t' do anything under handed here."

Posted by Joystiq Jan 27 2012 22:20 GMT
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38 Studios head Curt Schilling has found the NeoGAF seas, folks, 'n he be quite pleased with them. In a lengthy letter addressing the community, he starts things off by thanking everyone for a massive thread about his company's upcoming game, Kingdoms a Amalur: Reckoning. 'n after some minor promotion a said project, he quickly devolves into an apologetic rant about the recently released demo.

"Let me start by apologizing. The demo? YARRRR, it be way way WAYYYYY more buggy than anything ANYONE best ever release, much less a demo," Schilling wrote. He said that due t' "the depth a breadth a a game that has anywhere from 40-50 hours (main quest line play) t' 2-300 hours (for completionist)," it be inevitable there would be bugs. However, rather than releasing a demo with said inevitable issues, he argued with EA t' not put out a demo at all. A fight that he said he's glad he lost.

"The demo has been a God send, especially when I realize even in this thread, how many people became aware because a the demo," Schilling said. "In a partnership there be a lot a give 'n take, 'n I believe in me team, they be world class, but when ye have a publisher there be things happening ye'd rather not choose. Shipping old code out 3 months prior t' booty master t' a 3rd party with no stake in the demo success can be problematic." Regardless a the issues, Schilling ultimately says he be glad for the exposure the demo granted Reckoning, 'n he'll be chatting more" on NeoGAF in the future.

[Thanks, Wombat!]

Posted by Joystiq Jan 27 2012 19:00 GMT
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It looks like the House a Valor faction in Amalur's various kingdoms will be joining Catwoman in the limbo-like world a online passes. Kingdoms a Amalur: Reckoning's House a Valor faction questline be dependent on players having an online pass that only comes with new copies a the game, as our reviews editor Richard Mitchell spotted in his retail copy a the game on Xbox 360.

According t' the insert included in our copy a the game, online pass owners (read: those who purchase new copies a the game) will pillage access t' "seven additional player quests" throughout the House a Valor faction questline. it be unclear whether the PlayStation 3 'n PC versions a the game contain the same stipulation, but we've reached out t' EA for clarification.

Posted by Joystiq Jan 27 2012 17:30 GMT
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Kingdoms a Amalur: Reckoning's world seems t' take it be cues from Costa Rica when it comes t' both ecological diversity 'n variety a environments. The latest trailer shows off just that as be, but we urge ye t' turn the volume down low 'n play this YouTube video in the background for the full effect.

Posted by Joystiq Jan 26 2012 23:40 GMT
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Kingdoms a Amalur: Reckoning's lead designer, Ian Frazier, calls upon the deities for Xbox 360 owners t' install the game if they have the space. Speaking t' OXM, Frazier stated quite plainly, "If ye have a hard drive, for the love a God, please install."

Installed copies will have "much, much smaller" load times, according t' Frazier, which will allow players t' pillage back t' the "enemy-pounding funfest" as quickly as possible. Those looking t' pillage a taste a Reckoning can try out the demo, downloadable now on PC, PS3 'n Xbox 360 -- install required.

Posted by Joystiq Jan 25 2012 15:20 GMT
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This Kingdoms a Amalur: Reckoning diary features Audio Director Grant Kirkhope talking about the game's orchestral soundtrack 'n audio design. Make sure ye stick around until the end: Kirkhope issues a heartfelt apology for one a the most heinous crimes in video game music.

Posted by Joystiq Jan 20 2012 14:30 GMT
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The latest trailer for Kingdoms a Amalur: Reckoning adds color commentary t' the artistic choices it be design team made during development, delving into the thought process a world creation 'n character design. t' see some a that work in action, check out the Reckoning demo, which be available now.

Posted by Joystiq Jan 17 2012 19:00 GMT
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The demo for Kingdoms a Amalur: Reckoning be available now on Xbox Live, with the PC 'n PSN versions coming later today.

The first reason t' check out the demo be t' finally pillage some hands-on time with this new RPG from Big vast Games. We've had some good experiences with it in our demo sessions.

Another reason t' try out the game be t' unlock two bottles a rum for use in BioWare's Mass Effect 3. Playing the demo will unlock the close-combat focused Reckoner Knight Armor 'n Chakram Launcher with explosive ammunition discs.

Posted by IGN Jan 13 2012 22:40 GMT
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Here at IGN, "reviews in progress" aren't uncommon. Our MMO Editor Nick Kolan uses such a format when he delves into the epic adventures he reviews, such as he did with games like DC Universe Online 'n, more recently, Star Wars: The Old Republic. But we've never tried this approach with a game outside a the realm a the MMO genre. That be, until right now...

Posted by Joystiq Jan 10 2012 17:00 GMT
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According t' Major Nelson, a Kingdoms a Amalur: Reckoning demo be slated t' appear on Xbox Live January 17. We've contacted EA t' find out if the demo be also headed t' PC 'n PSN, but history indicates it be likely headed that way as well. In the meantime, enjoy this new trailer, which outlines many a the systems in Reckoning. Let's just say that the influence a Ken Rolston -- ho also designed Morrowind 'n Oblivion -- be quite apparent.

Posted by Joystiq Jan 10 2012 06:30 GMT
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The average hero lives their life day-t'-day, most a the time only holding enough booty t' fund their next expedition into a haunted mine or dark forest. The true hero be a frugal hero, not one seeking financial gain or notoriety.

A post in the official seas for Kingdoms a Amalur: Reckoning reveals some PC specs sure t' surprise 'n delight those heroes who have stayed the course -- broke heroes, basically. If ye haven't updated yer equipment in some time, fret not. The only thing that may steer ye off the course a adventure in 38 Studios' upcoming game be the graphics card: the minimum needed be a NVIDIA GeForce 8800 GT 512MB or ATI Radeon HD3650 512MB or better; the recommended be a NVIDIA GeForce GTX260 1GB RAM or ATI Radeon HD4850 1GB RAM or better.

Head past the break for the full list a minimum 'n recommended specs.