Something went wrong. Try again later

Giant Bomb News

65 Comments

Reckoning With the Kingdoms of Amalur

If Reckoning makes good on early appearances, it could be something special.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

Jeff Gerstmann on Google+

65 Comments

Avatar image for finaldasa
FinalDasa

3862

Forum Posts

9965

Wiki Points

0

Followers

Reviews: 9

User Lists: 16

Edited By FinalDasa
@JJWeatherman: Wouldn't you of all people know how its going to turn out? ;)
Avatar image for marz
Marz

6097

Forum Posts

755

Wiki Points

0

Followers

Reviews: 5

User Lists: 11

Edited By Marz

It looks like an interesting game, i do like Todd McFarlane's artistic style.   

Avatar image for nekuctr
NekuCTR

1712

Forum Posts

128

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By NekuCTR

SWOOOOOOOOORDO!!!!!

Avatar image for kerse
kerse

2496

Forum Posts

42

Wiki Points

0

Followers

Reviews: 0

User Lists: 8

Edited By kerse

I'm really starting to get excited for this game now.

Avatar image for dezinus
Dezinus

745

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 15

Edited By Dezinus

RECKONING. RISING. VENGEANCE. ARMAGEDDON.

Avatar image for jimto
jimto

32

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By jimto

I'll always help a dude's daughter. 

Avatar image for charlesalanratliff
CharlesAlanRatliff

5763

Forum Posts

13647

Wiki Points

0

Followers

Reviews: 0

User Lists: 34

Added to my list of games to keep an eye on! Nice preview.

Avatar image for misfittoy
misfittoy

164

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

Edited By misfittoy

2012.  Kind of a ways off but that's fine.  I'll have plenty to keep me busy between now and then.  But I agree with Jeff.  This is definitely one to keep on the radar.

Avatar image for joey_ravn
JoeyRavn

5290

Forum Posts

792

Wiki Points

0

Followers

Reviews: 2

User Lists: 3

Edited By JoeyRavn
@Aragorn123 said:
Everyone's watching TNT.
I came to read the article after seeing Jeff's heartbreaking tweet :P The game looks very cool, although I'll hold my breath until I try it. I've been let down several times in the last few months by some high-profile games...
Avatar image for rmanthorp
rmanthorp

4654

Forum Posts

3603

Wiki Points

0

Followers

Reviews: 1

User Lists: 14

Edited By rmanthorp  Moderator

TNT Perfect time to get the quest. OH WAIT PEOPLE ARE NUTS!

Avatar image for spartanambrose
SpartanAmbrose

842

Forum Posts

3

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By SpartanAmbrose
@Artemesia said:
Hopefully this game turns out to be decent and not just another generic fantasy mashup.  EDIT: How did I get this after reading the article first and without posting a short comment?
Everyone's watching TNT.
Avatar image for jjweatherman
JJWeatherman

15144

Forum Posts

5249

Wiki Points

0

Followers

Reviews: 10

User Lists: 18

Edited By JJWeatherman

Sounds great. Hope it turns out well.

Avatar image for theyear20xx
TheYear20XX

446

Forum Posts

5

Wiki Points

0

Followers

Reviews: 0

User Lists: 7

Edited By TheYear20XX

This sounds hella cool!

Avatar image for artelinarose
artelinarose

1999

Forum Posts

470

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

Edited By artelinarose

Hopefully this game turns out to be decent and not just another generic fantasy mashup.
 
EDIT: How did I get this after reading the article first and without posting a short comment?

Avatar image for jeff
jeff

6357

Forum Posts

107208

Wiki Points

0

Followers

Reviews: 0

User Lists: 20

Edited By jeff
No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.