Posts Tagged ‘Kingdoms of Amalur: Reckoning’

Kingdoms Of Amalamadingdongdemo

By Alec Meer on January 20th, 2012.

BLOOOOOOOOOOOOOOOOOOOOOOOOOM

38 Studios/Big Huge Games’ promising but awkwardly-named RPG Kingdoms of Ham Sandwich: Baconing is only three weeks away now, and you can treat your EYES and EARS and FINGERS and WHATEVER OTHER ORGANS YOU USE TO PLAY GAMES WITH to a fairly sizeable Amalur demo from the Steams right now. So far it’s content I already played for a preview a while back, but it’s well worth a look yourself, to grasp the tone of the game (exposition-heavy fantasy wibbling, I fear, but generously the cutscenes are skippable), the look and the slightly weird-feeling controls, as well as exploring the different playable races, the beard-tastic character customiser and the first touches of combat/skill specialisation.
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EA Demos To Unlock Items In Other Games

By Jim Rossignol on January 13th, 2012.


You know, I didn’t bat an eyelid at the Mass Effect/Dragon Age pre-order crossover stuff, because it seemed like a random lark within Bioware games. Not so! And not limited to the preemptory pounds, either. EA look like they’re going to try the cross-pollinatory approach across a bunch of their other games, too, starting with Mass Effect and Kingdoms Of Amalur demos. We mentioned this briefly yesterday, but there’s now a video (below) detailing precisely what you’d be getting for playing either game’s demo in the other game. This could be some clever meta-commentary on how trad sci-fi and fantasy settings are basically two sides of the same coin, of it could be a mad marketing ploy dreamt up to shift more units: YOU DECIDE!
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Kingdoms Of Amalur’s Non-Combat Bits

By Adam Smith on January 12th, 2012.

Smell the glove

It’s yet another Kingdoms of Amalur video. There have been so many that I almost skipped straight past this one, continuing on my way through the internets in search of something more succulent. An unfathomable urge caused me to linger, however, and to watch. I’m glad I did because it’s the first time any footage of the game has managed to convince me there’ll be more to do than stabbing, skewering and spellocide. Sneaking, robbing, persuading, charming and exploring. Those are the kinds of things heroes get up to when they’re not committing murders. Take a look-see and then stick around for news of an imminent demo.

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Kingdoms of Amalur’s Handsome Combat

By Jim Rossignol on December 23rd, 2011.

Fight fight fight!
What I presume will be the final 2011 “insider” video for Kingdoms of Amalur: Reckoning focuses on its action-RPGness, which means talking about the combat and the stuff that articulates the combat, the art and animation. It’s quite an interesting angle to take, actually, looking at how the animators have to try and portray the fight ‘em up mechanics that the designers are trying to put into it. And it looks good. There’s no doubt that Kingdoms will be quite a light Swords & Conversation sort of a game, and I’m certainly interested to see exactly where they take it, particular in terms of how open their open world actually is.
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Le Remorque Pour Les Kingdoms Of Amular

By John Walker on December 19th, 2011.

une légende!

Bonjour! Je suis le happy de vous bring les nouvelles il ya un nouveaux Royaumes de Amular: Reckoning vidéo, et pour some raisons, il est en français. Eh bien, il a subtitles français. C’est sous!

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Fate Fight: Kingdoms Of Amalur: Reckoning

By Adam Smith on November 28th, 2011.

Science-destiny-magic: You kill monsters and steal their fate which makes your weapons glow  and cut through flesh as if it were butter

Footage of Kingdoms of Amalur: Reckoning makes it clear that the fateless hero will spend a great deal of time ending the destinies of almost everything he comes across. As Alec’s hands-on experience taught him, having an open world doesn’t mean an RPG has to be about exploring and collecting vegetables. It can also be mostly about killing things, which isn’t necessarily a bad thing. To that end, here’s a video showing a variety of things being killed in a variety of ways. It doesn’t make me care a jot about the no doubt lore-laden terminology describing elaborate special attacks, but it does make me want to try them out.

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Reckon Ball: Kingdoms of Amalur: Reckoning

By Jim Rossignol on November 14th, 2011.

You know what I reckon?
The latest dev diary from the Kingdoms of Amalur: Reckoning team (which you can see below) details a bit about how the class system works. We’ve heard a bunch about this before, it’s their “destiny” system that tries to let players make decisions about their character creation as you progress, rather than being defined by your character choice at the start, and then only slot in a few attributes. It basically turns the tradition on its head, allowing you to unlock new destinies (read: classes) depending on how you spend points on the various skill trees. There’s also some fancy in-game footage of what is shaping up to be an interesting-looking, if very trad looking, RPG.
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Hands On Kingdoms Of Amalur: Reckoning

By Alec Meer on October 11th, 2011.

Coo, the Diablo III people won't like this.

I’m writing this about Kingdoms of Amalur: Reckoning while sat on the train on the way to go play a few hours of Skyrim, which means I’m suffering more than the usual degree of mental discombobulation. Which open world is which? Which was the one with the Red Legion? Which was the one where I was battling rock trolls atop wobbly rope bridges? Which was the one where I was compared to a god? (Oh yeah, that one’s both of ‘em.) That’s the thing with vast, free-form RPGs: there’s only so much room in your head. Usually we only have one at a time to contend with, but 38 Studios’ surprisingly sandbox roleplayer is due to arrive at about the time we’ll have finished climbing Skyrim’s icy mountains and be ready for something else. If all goes to plan, we’re going to be spoilt for choice.

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Kingdoms Of Amalur: The “Hero’s Guide”

By Jim Rossignol on September 25th, 2011.

Cave trolls are much more interesting than internet trolls.
Pleasingly-looking RPG Kingdoms Of Amalur: Reckoning (which Alec got to have a look at in detail recently and will be writing about soon) has a new trailer, with a lot more detail about what’s going on in the world, and what you can expect to see and do a “hero” of that world. Go take a look, below. (Via Blue.)
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Plenty: 22 Minutes Of Kingdoms of Amalur

By Jim Rossignol on September 8th, 2011.


Twenty-two minutes! That is longer than some wars. It’s a big watch, but I have to admit I am 67.34534% more interested in this fantasy RPG combat game now, having seen a little more of what it offers outside combat, combat, combat. I mean let’s not be tricky about this: there’s a lot of killing beasts going on in the breadth of these twenty-two minutes, but there’s some other stuff within its heaps of character customisation and wandering about in the hub sections of the game. It is also lavishly pretty in places. Possibly even a bit too much lipstick, some would say.

Full thing below, courtesy of the great beast of IGN.
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Koboldy: Kingdoms of Amalur Due Feb 2012

By Jim Rossignol on August 16th, 2011.

Kobolds vs Wizards, yesterday.
38 Studios’ fantasy RPG Kingdoms of Amalur: Reckoning will be swooshing its magical weapons in our direction on Feb 7th 2012, according to today’s announcements from its publisher, Electronic Arts. What does that mean? Well, it means ‘epic’ fantasy action, much of which will involve hitting monsters in the face with the aforementioned tools of chopping. 38′s bossman Curt Schilling apparently claims that the game will be an experience half way between God Of War and Oblivion. That sounds like quite the marriage.

I can also confirm that it has kobolds in, because they’re picture above. A trailer, meanwhile, is below.
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