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Posted by Kotaku Feb 13 2012 20:45 GMT
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#kingdomsofamalur Kingdoms of Amalur: Reckoning is a very good game. It's also a very silly game. More »

Posted by IGN Feb 09 2012 21:06 GMT
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Kingdoms of Amalur: Reckoning hit stores this week, and developer Big Huge Games is already being asked about a potential sequel. In a new interview, lead designer Ian Frazier says he'd love to 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 to look at some concept art from Kingdoms of Amalur: Reckoning. More »

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

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

Players will meet new companions and rivals throughout these quests, earning unique items and 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 of Amalur: Reckoning, make sure the Joystiq review.

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

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

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

At the outset, you'll get to choose your character's race and basic appearance, but there's no class choice at the beginning of Reckoning. Instead, you'll place skill points into three different skill trees as you gain experience points and levels. The trees conform to the basic warrior, rogue, and mage archetypes and they'll give you active abilities--like spells and traps and stuff--as well as passive bonuses and additional combat options. As you spend points in the trees, you'll qualify for various destinies. Equipping a destiny gives you a stat bonus that corresponds to the way you've already been spending your points. So if you go strictly into the warrior tree ("Might"), you'll get bonuses that help warriors. Spending in the rogue tree ("Finesse") unlocks destinies that give you better ranged damage, and spending across multiple trees unlocks destinies like Battlemage, which give characters a boost to magic as well as straight-up fighting. In the end, I found the cross-class destinies to be the most useful, mostly because none of the high-level abilities in any of the trees are all that exciting.

Weapons with magical effects glow to let you know what they're going to do to your foes.

Every time you gain a level, you''ll also be able to spend one point in a separate section of passive skills. This is how you get better at crafting, potion-making, persuasion, detecting hidden objects, picking locks, and so on. You can also find trainers in the world who, for a fee, will give you an extra point in one of your categories. Though some are more useful than others, by the end of the game it was simple to have maxed out every one of these stats.

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

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

The bigger weapons really tear people up, but you'll have to take care when winding up.

Up until that point, the combo-driven combat felt pretty good. Each style of weapon has its own spots on the skill tree, and you can spend points there to unlock additional attacks that come when charging a button press, or delaying your taps, or attacking from a blocking position, and so on. The combat feels active, especially when compared to the slow, block-and-strike moves of an Elder Scrolls game. You can equip two weapons at the same time, and each weapon gets its own button. If you like, you can combine fast-attacking daggers with a slower hammer or greatsword, but I found the bow to make an excellent secondary weapon for dealing with enemies at a distance.

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

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


Posted by Kotaku Feb 07 2012 16:00 GMT
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#review The lead designer of The Elder Scrolls III and IV, a New York Times bestselling fantasy author, and one of comics' most notable creators walk into a development studio to create an action role-playing game based on an entirely original fantasy world. Stop me if you'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 of Amalur: Reckoning. Over the last several days, I've poured over thirty hours into the enormous world. After twenty or so, I resolved to avoid secondary tasks and focus on primary quests, hoping to finish the campaign before composing this review. And then, after reaching a milestone in the story, it occurred to me: I don't want to do that.

Please understand, I have no desire to ruin this review for our readers. It's just that I don't want to ruin the game for me. To plow through Reckoning with no regard for the enormous array of tasks and quests, to ignore its hidden secrets, is a disservice to its lovingly crafted world.

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

The minds of New York Times bestselling author R.A. Salvatore, Spawn creator Todd McFarlane, and Elder Scrolls IV: Oblivion lead designer Ken Rolston have combined to create this new role-playing game set in a world worth saving. Build the character youve always wanted and continuously evolve it to your style of play with the revolutionary Destiny system. Choose your path and battle through a master-crafted universe featuring some of the most intense, responsive, and customizable RPG combat ever.

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Posted by Giant Bomb Feb 07 2012 08:01 GMT
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Jeff and Brad reckon that stabbing a dude with lightning is a good way to teach him 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 of War and Oblivion." And today, Kingdoms of Amalur: Reckoning launches, letting you decide whether that union's worth the money. (Don't worry, we'll help you with our upcoming review!)

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

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

Posted by Joystiq Feb 01 2012 07:00 GMT
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You may not know this, but most mages and fantasy archetypes don't get much sleep. If you're sleeping, who will vanquish all the rats in the town cellars and prevent the animals of the wild from threatening their crops? Who will transport arbitrary items from one town to another?

That's why the planned midnight launch of Kingdoms of Amalur: Reckoning at three different GameStop locations is such an appropriate plan. Curt Schilling and R. A. Salvatore, owner of 38 Studios and the game's writer, will be on-hand at the Bellingham, MA location. Todd McFarlane, who was in charge of the game's artistic vision, will be at the Tempe, AZ GameStop to greet fans, while lead designer Ken Rolston and select members from Big Huge 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 of Amalur: Reckoning's online pass. The pass will unlock the House of Valor faction quest for customers who purchase a new copy of the game, while those with used copies will need to buy the quest separately. While the pass has drawn criticism for blocking single-player content, Schilling has spoken out, defending the decision to include it...

Posted by Kotaku Jan 30 2012 16:30 GMT
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#speakuponkotaku You know how in many video games with character creation your attempts to make an older, wizened sort of character always result in the buffest old man you've ever seen due to their only being one body model for all male characters? In today's Speak Up on Kotaku, commenter jacobgermain points out how ridiculous that is. More »

Posted by Joystiq Jan 28 2012 18:30 GMT
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Yesterday, we reported that Kingdoms of Amalur: Reckoning will make use of EA's Online Pass system, and that used copies of the game will not include access to a specific quest line, similar to Catwoman's Online Pass exclusion from used copies of Batman: Arkham City. Initially, it looked as though the pass granted access to data already on the disc, however this was later clarified by a post made on the 38 Studios Forums, where community manager Muse informed the public that the quest line is 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, and it's just about as frank and honest as we've come to expect from Schilling over the last couple of days: "You can argue the merits and effectiveness of it, but right now it's how it's done and as someone that's as invested as I am in this company, I stand by what has happened."

Schilling goes on to say that the free DLC is intended to be an incentive to early adopters and a reward for "fans and gamers who commit to us with their time and money when it benefits the company." He does, however, realize that the situation could have been handled differently: "It is my responsibility as the leader to know of things like this and be aware that it would become an issue, I failed on both accounts. No one else is to blame, but at the same time there is no nefarious attempt to do anything under handed here."

Posted by Joystiq Jan 28 2012 18:30 GMT
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Yesterday, we reported that Kingdoms of Amalur: Reckoning will make use of EA's Online Pass system, and that used copies of the game will not include access to a specific quest line, similar to Catwoman's Online Pass exclusion from used copies of Batman: Arkham City. Initially, it looked as though the pass granted access to data already on the disc, however this was later clarified by a post made on the 38 Studios Forums, where community manager Muse informed the public that the quest line is 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, and it's just about as frank and honest as we've come to expect from Shilling over the last couple of days: "You can argue the merits and effectiveness of it, but right now it's how it's done and as someone that's as invested as I am in this company, I stand by what has happened."

Shilling goes on to say that the free DLC is intended to be an incentive to early adopters and a reward for "fans and gamers who commit to us with their time and money when it benefits the company." He does, however, realize that the situation could have been handled differently: "It is my responsibility as the leader to know of things like this and be aware that it would become an issue, I failed on both accounts. No one else is to blame, but at the same time there is no nefarious attempt to 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 forums, folks, and he is 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 of Amalur: Reckoning. And after some minor promotion of said project, he quickly devolves into an apologetic rant about the recently released demo.

"Let me start by apologizing. The demo? Ya, it is way way WAYYYYY more buggy than anything ANYONE should ever release, much less a demo," Schilling wrote. He said that due to "the depth of breadth of a game that has anywhere from 40-50 hours (main quest line play) to 2-300 hours (for completionist)," it was inevitable there would be bugs. However, rather than releasing a demo with said inevitable issues, he argued with EA to 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 of the demo," Schilling said. "In a partnership there is a lot of give and take, and I believe in my team, they are world class, but when you have a publisher there are things happening you'd rather not choose. Shipping old code out 3 months prior to gold master to a 3rd party with no stake in the demo success can be problematic." Regardless of the issues, Schilling ultimately says he was glad for the exposure the demo granted Reckoning, and 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 of Valor faction in Amalur's various kingdoms will be joining Catwoman in the limbo-like world of online passes. Kingdoms of Amalur: Reckoning's House of Valor faction questline is dependent on players having an online pass that only comes with new copies of the game, as our reviews editor Richard Mitchell spotted in his retail copy of the game on Xbox 360.

According to the insert included in our copy of the game, online pass owners (read: those who purchase new copies of the game) will get access to "seven additional player quests" throughout the House of Valor faction questline. It's unclear whether the PlayStation 3 and PC versions of the game contain the same stipulation, but we've reached out to EA for clarification.

Posted by Joystiq Jan 27 2012 17:30 GMT
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Kingdoms of Amalur: Reckoning's world seems to take its cues from Costa Rica when it comes to both ecological diversity and variety of environments. The latest trailer shows off just that as is, but we urge you to turn the volume down low and 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 of Amalur: Reckoning's lead designer, Ian Frazier, calls upon the deities for Xbox 360 owners to install the game if they have the space. Speaking to OXM, Frazier stated quite plainly, "If you have a hard drive, for the love of God, please install."

Installed copies will have "much, much smaller" load times, according to Frazier, which will allow players to get back to the "enemy-pounding funfest" as quickly as possible. Those looking to get a taste of Reckoning can try out the demo, downloadable now on PC, PS3 and Xbox 360 -- install required.

Posted by Joystiq Jan 25 2012 15:20 GMT
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This Kingdoms of Amalur: Reckoning diary features Audio Director Grant Kirkhope talking about the game's orchestral soundtrack and audio design. Make sure you stick around until the end: Kirkhope issues a heartfelt apology for one of 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 of Amalur: Reckoning adds color commentary to the artistic choices its design team made during development, delving into the thought process of world creation and character design. To see some of that work in action, check out the Reckoning demo, which is available now.

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

The first reason to check out the demo is to finally get some hands-on time with this new RPG from Big Huge Games. We've had some good experiences with it in our demo sessions.

Another reason to try out the game is to unlock two items for use in BioWare's Mass Effect 3. Playing the demo will unlock the close-combat focused Reckoner Knight Armor and 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 and, more recently, Star Wars: The Old Republic. But we've never tried this approach with a game outside of the realm of the MMO genre. That is, until right now...

Posted by Joystiq Jan 10 2012 17:00 GMT
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According to Major Nelson, a Kingdoms of Amalur: Reckoning demo is slated to appear on Xbox Live January 17. We've contacted EA to find out if the demo is also headed to PC and PSN, but history indicates it's likely headed that way as well. In the meantime, enjoy this new trailer, which outlines many of the systems in Reckoning. Let's just say that the influence of Ken Rolston -- ho also designed Morrowind and Oblivion -- is quite apparent.

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

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

Head past the break for the full list of minimum and recommended specs.