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Posted by GameTrailers Jun 10 2011 02:19 GMT
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Ken Ralston promises a new form of combat in Reckoning!

Posted by IGN Jun 08 2011 04:19 GMT
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If there's one characteristic that's common to almost all role-playing games, it's the selection of a character class at the very beginning. In most cases, it's a pretty big decision, and will affect everything that comes after it. Kingdoms of Amalur: Reckoning doesn't make you choose a class, and therefore sets itself apart from the scores of other RPGs on the market...

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Posted by GameTrailers Jun 07 2011 15:33 GMT
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A full-fledged fighting system lies beneath this game's RPG exterior.

Posted by Joystiq Jun 07 2011 00:00 GMT
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We're not sure exactly what you might want from a fantasy RPG/action game, but darned if this trailer for Kingdoms of Amalur: Reckoning doesn't appear to have it all. A gorgeous fantasy world with ancient ruins and lush magical towns? Check. Freaky-looking monsters roaring with fervent anger? Check again. And over-the-top flashy spells and sorcery-augmented melee moves? That's a third check right there.

Sure, we still haven't actually laid hands on this one, and we won't get to play it until we see it on the E3 show floor later on this week. But if nothing else, that's a quality good old-fashioned fantasy game trailer after the break there.

Video
Posted by Giant Bomb Jun 06 2011 21:41 GMT
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The very ground trembles at your touch

Video
Posted by GameTrailers Jun 06 2011 21:37 GMT
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Get introduced to the World of Amalur in this presentation with Curt Schilling from the EA Press Conference at E3 2011!

Posted by Kotaku May 30 2011 16:00 GMT
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#interview "Combat!" That's the thing that differentiates 38 Studios and Big Huge Games' Kingdoms of Amalur: Reckoning from your typical role-playing game stuff, says the game's lead designer. It's the primal stuff extracted from games like God of War, Tekken and Call of Duty and injected into this high fantasy world. More »

Posted by Giant Bomb May 26 2011 23:58 GMT
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I always feel like a total jerk when I try to reduce new games down to simple equation, but in the case of Kingdoms of Amalur: Reckoning, the combination of these two specific things makes for a pretty exciting notion.

What if you took an Elder Scrolls game and added a solid foundation of combo-based attacks? As far as I'm concerned, the big stumbling block in games like Oblivion was its funky, stilted melee combat. It certainly didn't make that game unplayable, but it was something you sort of had to put up with in order to get to all the amazing quests. So what if you tossed in a more fluid system that feels like something slightly closer to a God of War-like character action game? Cool, right? Yeah, it actually looks like it could be very cool.

The demo I saw opened with a bit of in-town exploration in the city of Rathir, with a showcase of the ability to pick the pockets of various townsfolk. As you might expect, this requires a bit of stealth, and if you're spotted, the guards aren't exactly happy about it. Getting caught by guards pops up the game's dialogue wheel with multiple options on it. You can start a fight by resisting arrest, lose some XP by opting for jail time, or pay a fine to clear your crimes and get a fresh start on things. From there, the mage/rogue mix found himself a quest. Specifically, a man in town wanted you to go after his daughter, who went out to stop the Ljosalfar elves from infiltrating Rathir, which is inhabited by the Dokkalfar elves. Elf-on-elf violence, man.

Things pick up in a cave, where you find the guy's daughter and agree to help her find three switches that will stop the invading elves. Yeah, hitting switches. Heavy stuff. But this still gave us a good look at the game's combat, which allows you to equip two weapons at once and sort of switch between them on the fly, but the real combos come from putting points into mastering specific types of weapons. So, for example, if you drop a ton of points into daggers, you'll be able to mash out much longer combos by slamming the dagger button. It's not all mashing, though, as you can delay some button presses to branch your combos or hold the button down to charge up some attacks. Other weapon types include things like hammers, swords, and chakram--which are crazy sharp hoop-shaped blades. Different attacks can launch enemies up into the air, setting up juggle opportunities.

Like when you're pickpocketing, stealth can be a factor in combat. Toggling your sneak mode on puts meters above enemy heads that let you know how close they are to detecting you, and getting up close and nailing someone behind without being seen leads to stealth kills. You can also use abilities to regain a stealthy edge, like smoke bombs that confuse nearby enemies.

It's hard to get a feel for character building during such a brief demo, but it at least sounds pretty cool. The game, in case you haven't been keeping up with it, attempts to use a class-free system that lets you grow into something that resembles a class by putting points into the aspects of the game that interest you. So if you want to go straight mage, you can pump your spellcasting full of points. If melee is more your speed, there are plenty of weapon skills to use. Or you can use some mixture of all of these. As you grow, the game will present you with destinies. These are fates that you can equip by visiting a fateweaver, and they give bonuses to the stats used by each particular destiny. So if you're building out your stealth skills and your spell abilities, you might find yourself presented with the "shadowcaster" destiny. Equipping this replaces your default dodge move with a blink-like teleport and adds to your elemental damage. You might find yourself with multiple destinies, and you can swap these out as you see fit.

It's hard to say how the overall game will turn out without seeing more of the story and the quests that go along with it, but a lot of the right pieces appear to be falling into place. I was already paying some attention to Reckoning, but getting this new look at it has definitely moved it up a few slots on my radar. It's due out in 2012.


Posted by Kotaku May 26 2011 17:00 GMT
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#handson Everything about Kingdom of Amalur: Reckoning seems designed to lose my interest. There's the title, the high fantasy setting, the silly race names. The entire game seems like a pastiche of all of the action role-playing titles that came before it. More »

Posted by IGN May 25 2011 16:08 GMT
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I don't like fantasy. Dragons, medieval junk, and chainmail have never been my thing. This means a lot of games don't do anything for me. I don't want to manage spell wheels and find mystical swords that give me +5 valor. I got bored with Dragon Age, I'm not having a nerdgasm over Elder Scrolls: Sky...

Posted by Joystiq May 18 2011 06:00 GMT
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The recently released developer walkthrough for Kingdoms of Amalur: Reckoning gave us a small slice of the game's PAX East debut presentation. Today, the full, hour-long demo is available for your perusal. Check the whole thing out in the five videos posted after the jump!

Posted by Rock, Paper, Shotgun May 13 2011 08:42 GMT
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I’m still a touch nervous about Kingdoms of Amalur: Reckoning after the developers announced it’s the precursor to an MMO set in the same universe, but EA’s just released the game’s PAX demo online and the game does look like fun. The action seems weighty and robust, and the attack effects are explosively pretty without getting in the way of things (click here to see some explosive prettiness getting in the way of things). The world looks oddly empty, too, but never mind that. See for yourself after the jump.(more…)


YouTube
Posted by Kotaku May 12 2011 20:00 GMT
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#genereckoning If you've not seen this walkthrough video of 38 Studios and Big Huge Games' Kingdoms of Amalur: Reckoning, you might have the impression that this is a generic action RPG. Once you see the video you'll definitely have that impression. More »

Posted by Joystiq May 12 2011 18:00 GMT
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We painted a picture with our words of the PAX East demo for Kingdoms of Amalur: Reckoning, but we understand that some people prefer pictures painted with pictures. Check out a some developer highlights from the demo -- including a thorough look at the game's chaotic combat -- after the break.

Video
Posted by GameTrailers May 12 2011 17:00 GMT
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A first glimpse at the Well of Souls with five minutes of gameplay commentated by a lead designer.

Posted by IGN May 09 2011 05:43 GMT
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38 Studios just 'gets it'. With the kind of development pedigree we'd call 'all star' featuring industry veterans like Ken Ralston through to comic book artist Todd McFarlane, Kingdoms of Amalur: Reckoning is holding a great combination of cards in its hand. Moreover, it could just have that magica...

Video
Posted by Giant Bomb Apr 13 2011 20:49 GMT
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I reckon there's some actioning and some RPGing going on in this trailer.

Posted by Joystiq Apr 13 2011 08:00 GMT
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Never mind the dream team behind Kingdoms of Amalur: Reckoning. Forget the Elder Scrolls designer, the bestselling author, and the, uh, Spawn creator. All you need to know about are the lush environments and the profuse amount of magical stabbing. Like, there's a lot of it.

YouTube
Posted by Kotaku Apr 12 2011 18:00 GMT
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#firstlook Curt Schilling's 38 Studios pulled together some of the biggest names in fantasy to create Kingdom of Amalur: Reckoning, so it should come as no surprise that the game in motion looks like several excellent fantasy role-playing games rolled into one. More »

Video
Posted by GameTrailers Apr 12 2011 18:06 GMT
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A new legacy begins, born out of the visions of a chaotic future in this trailer for Kingdoms of Amalur: Reckoning featuring a look at gameplay!

Posted by IGN Mar 23 2011 21:56 GMT
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Warriors get in close and beat the crap out of skeletons, zombies, and demons. Wizards stay back and spam fireballs and other spells. This is the natural state of fantasy RPGs. There's always a sacrifice choosing one over the other. Either you lose the visceral elements of hacking and slashing or you lose out on cool-looking spell effects . The 2012 RPG Kingdoms of Amalur: Reckoning destroys this old notion. You can be both. This game has the bad-ass mage...

Video
Posted by Giant Bomb Mar 07 2011 23:07 GMT
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Jeff and Sean Dunn of Big Huge Games talk combat and player progression in 38 Studios' RPG.

Posted by IGN Mar 07 2011 20:00 GMT
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Building a believable world by breaking free of RPG conventions.

Posted by Joystiq Mar 07 2011 17:05 GMT
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Curt Schilling and company made a lot of promises last year about Kingdoms of Amalur: Reckoning, the first title from 38 Studios' long-awaited IP. He said that we'd see "combat that keeps you doing combat" along with a "deep quest narrative" and old-school RPG tropes brought around to match up with action gamer tendencies. "I don't know a way to tell you," Schilling said at the time, that "'Hey, we're taking God of War and marrying it with Oblivion.'"

That's a tall order, made even taller by 38 Studios' origins -- while there are a lot of veterans working on this game, this is the first time they've all worked together, and certainly there's enough pressure and hype on the project that it seems like it could very well fall apart in disasterous fashion.

And then we saw the game running in full motion for the first time this week here at GDC 2011. Sure, it's only an hour of directed gameplay, and sure, there's lots of work yet to do on the title. But there's this: All of Schilling's promises were up there on the screen, and it seems more likely than ever that 38 Studios might just pull this off.

Posted by IGN Mar 07 2011 15:00 GMT
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The details you need on the first big role-playing game of 2012.

Posted by Joystiq Mar 02 2011 20:00 GMT
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It's been nearly half a year since the deal was signed, but 38 Studios head Curt Schilling tells us that his company's "150 - 160" employees are already in the process of moving to Rhode Island. That includes full relocation for everyone involved (read: selling that dream Boston house for a cottage in Quahog), though the company's own website still reflects 38's original address. Surprisingly, he says morale hasn't been affected negatively.

"The team is incredibly excited. It's our building! We have all six floors -- it's our studio and we're alone. It's our space," Schilling explained to us this afternoon at a San Francisco club-turned-EA event. "Gavin -- the studio GM -- and I, we really took a Disney approach," he said. "There's no detail too small for us in the new studio to make it a place where people walk in and say, 'I wanna work there.'" At the time, he wouldn't say much about what exactly the happy folks inside his company's new digs are making.

Posted by IGN Oct 13 2010 13:30 GMT
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The first game from Curt Schilling's studio.

Posted by Kotaku Aug 06 2010 23:40 GMT
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#ea Baseball star turned game developer Curt Schilling and his team at 38 Studios are hard at work on Kingdoms of Amalur: Reckoning, perhaps the strongest looking role-playing we've ever seen from a professional athlete. More »

Posted by Joystiq Jul 27 2010 16:15 GMT
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38 Studios is OUT ... of Massachusetts. Curt Schilling's studio, which just announced its first project, Kingdoms of Amalur: Reckoning, at Comic-Con last week, is moving from Maynard, Massachusetts to Rhode Island. The state will be giving the development house $75 million in loan guarantees. According to The Boston Globe, the studio is obligated to bring 450 direct jobs to Rhode Island by the end of 2012 or face penalties.

Massachusetts is home to several high-profile game developers now, including Harmonix, Turbine and Irrational. Demiurge Studios, which will become the state's largest independent studio once 38 leaves, had the most immediate reaction to the news, sending out an open letter to Curt Schilling. Studio CEO William D. Reed, who was the former director of the greater Boston region for the Massachusetts Office of Business Development wrote, "I can assure you more industry professionals than ever call this great state home. A large number of game-focused graduates and brilliant thinkers come from our local colleges and universities, supplying the talent to meet our industry's growing demand. Our businesses are truly fortunate to grow in such a thriving community." The letter concludes that if "anyone on the talented 38 Studios team" wants to stay in Mass., they're welcome to join Demiurge.

Keith Stokes, the executive director of the Rhode Island Economic Development Corp., informed the Globe that the state will provide 38 Studios the $75 million in bonds while it adds jobs and meets predetermined milestones. If 38 Studios goes under, RI taxpayers will be left holding the bag.