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Kingdoms of Amalur

Demo Jimpressions: Kingdoms of Amalur: Reckoning

Jan 17 // Jim Sterling
What really intrigues me about the game, however, is the way in which it's added flexibility to a rather rigid, established set of concepts. At its core, there are three basic character types -- your mundane fighter, mage or rogue. However, these character archetypes can be mixed and matched using "Fate" cards that confer special class bonuses and abilities. For example, you could be a straightforward mage or rogue, or you could combine the two to become a stealthy warlock. Or you could mix rogue skills with the fighter's melee abilities to create a lightning-fast bruiser.  Switching up magic, melee and ranged attacks in combat is fluid and simple, and so far I have a hard time deciding what type of combat I like best. I am excited by the prospect of every character type, to say the least.  What Amalur seems to be doing is taking old fashioned ideas and giving them a fresh coat of paint. It's no great revolution, but it is a very promising way of injecting new life into familiar concepts. I'll need to spend more time with the game, which is out next month, but if it lives up to the demo's promise, this is definitely a brand new IP to keep a close eye on in 2012. Imagine Fable, but better and not full of totally unrealistic promises. That's the vibe I'm getting so far.
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I've heard mixed things about Kingdoms of Amalur: Reckoning. Some say it's great, others feel a little disappointed. After spending time with the demo on Xbox Live, I'm not prepared to judge one way or another -- after all, i...

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Jimquisition: Limited Collector's Complete Edition


Jan 16
// Jim Sterling
The heroic Jim Sterling is back once again to champion the rights of those too weak to champion themselves, and bask in the very palpable gratitude that he most assuredly deserves. This week, he describes how the game indust...
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Video of the ME3 and Reckoning demo item unlocks


Jan 12
// Hamza CTZ Aziz
Yesterday we detailed what you'd be getting if you play the Mass Effect 3 and Kingdoms of Amalur: Reckoning demos. Well today Electronic Arts has released a little video showing off how the special items look in action. The ...
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The DTOID Show: Fiona, and AMY, and Amalur! Oh, my!


Jan 11
// Tara Long
Oh hello, Wednesday! I didn't see you creep up on me. Max and I were just talking about some videogames. I suppose you'd like us to share with the class, huh? I guess we can do that. On today's episode, we've got the rundown...
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ME3 and Reckoning demos will give you in-game items


Jan 11
// Maurice Tan
The demo for Kingdoms of Amalur: Reckoning has a date: January 17, 2012, on PC, Xbox 360, and PlayStation 3. Playing it will unlock two free Reckoning-themed items for Mass Effect 3 and three items for Reckoning itself. Likew...
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DTOID News Flash: Diablo III, CES, and delays galore!


Jan 10
// Tara Long
It's time for yet another quick news flash, courtesy of The Destructoid Show! Now that we've officially joined the Revision3 team, you can expect to see a lot more videos like this popping up on the homepage. On today's DTOI...
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Good morrow, warriors of the realm! I know a lot of you are excited for Kingdoms Of Amalur: Reckoning, so here's a little interview I did this week with the game's producer Andrew Frederiksen, from Big Huge Games. We di...

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The DTOID Show: Miyamoto's Retirement, Amalur's Lore


Dec 09
// Max Scoville
Hey guys! If you missed the live show today, Tara's out of town antique shopping or something, so we had New Challenger host and dear, beloved homeboy Anthony Carboni come hang out.  Today's topics include: 1. Is S...
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Kingdoms of Amalur: Reckoning limited editions detailed


Dec 09
// Jordan Devore
I think we've all purchased at least one limited-edition game that we really, really shouldn't have. And there it sits, to this day, collecting dust on your shelf for all the world to see. Kingdoms of Amalur: Reckoning is goi...
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DTOID Show: Hands-on with Kingdoms of Amalur: Reckoning


Dec 08
// Max Scoville
Hey guys! Earlier this week, I got some hands-on time with Kingdoms Of Amalur: Reckoning, the mutant brain-baby of fantasy author R.A. Salvatore, comic book artist Todd McFarlane, and Elder Scrolls series alumnus Ken Ro...
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The combat options of Reckoning explored in dev diary


Nov 23
// Conrad Zimmerman
Kingdoms of Amalur: Reckoning has a lot going for it, and no small part of that is the combat system which lets you combine together a variety of abilities to chain attacks and kill things. The video above does a much b...
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Kingdoms of Amalur's All-Star team shows off class system


Nov 11
// Kyle MacGregor
When Nick Chester previewed Kingdoms of Amalur: Reckoning earlier this year he made mention three-time World Series Champion Curt Schilling. The former MLB pitcher, much like many of us, is a lifelong gamer with aspirations ...
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Kingdoms of Amalur: Reckoning deals with destiny


Oct 31
// Jim Sterling
A new trailer for the incredibly good looking Kingdoms of Amalur: Reckoning has arrived, and it deals with destiny. More explicitly, it deals with the player's destiny and how it can be shaped during the course of the game.&...
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Kingdoms of Amalur doesn't scale foes, it's intelligent


Oct 26
// Liam Fisher
If you've played an RPG ever, you've likely encountered enemies with scaling levels. You fight them in the beginning and they're an even match, then you fight them a few hours in and they're still a match for you... what...
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Writing destiny: Big Huge Games speaks on Reckoning


Oct 07
// Jason Cabral
Narrative design in role-playing games has to be one of the most difficult areas to work in, especially if you are working with an already well-established world. You are not only put under the microscope by the fans of the ...
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Kingdoms of Amalur: Reckoning gets screens


Oct 03
// Jim Sterling
One of next year's most promising titles is easily Kingdoms of Amalur: Reckoning. It looks beautiful, has a wad of talent behind it, and I've been told by those who have played it that it's a lot of fun. Sadly still, nobody's...
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Kingdoms of Amalur: Reckoning gets pre-order goods


Sep 15
// Jim Sterling
Kingdoms of Amalur: Reckoning is still not grabbing huge amounts of attention, despite being one of 2012's most promising new IPs. Obviously, the reason for this is that it hasn't been given any pre-order incentives yet. Let'...
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The DTOID Show: The Ass Reckoning Of Ubi-Vita May Cry


Aug 19
// Max Scoville
[The Destructoid Show gives a rundown of all the top news from Destructoid.com every Monday, Wednesday, and Friday. Subscribe to us on YouTube, follow us on Twitter, and like us on Facebook...
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Following his retirement from major league baseball, Curt Schilling decided to open 38 Studios, which is now working on the open-world RPG Kingdoms of Amalur: Reckoning. The new IP has both Todd McFa...

Hands-on: Kingdoms of Amalur: Reckoning

Aug 18 // Maurice Tan
Kingdoms of Amalur: Reckoning (PC, PlayStation 3, Xbox 360)Developer: 38 Studios, Big Huge GamesPublisher: Electronic ArtsRelease date: February 7, 2012 In a fantasy world thrown into a brutal war, the player dies and is resurrected by the Gnomes' Well of Souls. Conveniently, you receive the breath of life at the cost of all your skills and the ability to remember what you looked like. With a choice between four races and a Mass Effect-like character customization menu, you're ready to create your own destiny. Not only are you the first to actually be resurrected through the arcane process, but it has torn you free from the tapestry of fate. As you set out on a quest to find out exactly what happened, who resurrected you and who might have more information, the first (single-player) installment in the new IP sets you loose in the world of Kingdoms of Amalur. With five regions filled with large cities, villages, six different factions impacting the world, and around 120 handcrafted dungeons and tons of sidequests, Reckoning is surely not lacking in ambition. Like in Fable or similar action-RPGs, you can more or less walk around the world and do whatever you want. Whether that be pickpocketing innocents who might get you arrested for committing a crime, creating potions through Alchemy, crafting armor through Blacksmithing, or creating gems you can socket into equipment using Sage Craft, Reckoning is far from the hack & slash game it might have looked like when it was announced. Destiny is what one might call the class system in Kingdoms of Amalur: Reckoning. Instead of choosing a class and leveling up stats that fit that particular class, the Destiny system throws this concept on its head. During the game you can put points in one of three categories of combat skills: Might, Finesse, and Sorcery. Different Destinies require a specific combination of sufficient points into these three categories. For example, an assassin type of Destiny requires a lot of points in the Finesse skill and a mage requires a lot of points in Sorcery. On top of this, there are nine non-combat skills to develop such as Detect Hidden, Persuasion (the speech skill), Dispel (a magical trap removal minigame), and Stealth. Given the choice between playing a melee warrior and a mage, I went for the spellcaster to take a closer look at the combat system. One that works surprisingly well for a third-person game of this genre with so much to do in the open world. When you enter combat, the camera shifts into a slightly different view. Two face buttons are used for your default weapon attacks, with the other two face buttons reserved for dodging and interacting with the word. Every Destiny uses different default combat attacks but once you hold down the right trigger, all the face buttons can be tapped for special abilities and held down for stronger or area-of-effect versions. This system is pretty deep for the assassin and mage Destinies that were being shown. The mage can tag enemies by holding the right trigger and pressing Y, for instance, and then immolate all the tagged enemies by holding down the Y button. Likewise, doing this with another button can shoot a bolt of lightning while holding it down summons a lightning storm. It's a system that allows for a lot of different attacks and although it did take some getting used to at first, it should be really easy to get into if you grow into it from the beginning of the game. In case you become overwhelmed, you can either dodge out of the way or bring up a radial menu for potions that slows down time. If you are someone who likes to really dive into the action with a more combat-heavy character, a few brief QTEs here and there can land you some satisfying finishing moves to boot. EA's influence as a publisher seems to have gone well beyond simply acting as the distributor for the game, with not just the character creation system taking a lot of nods from Mass Effect but even a conversation system that seems to have been lifted straight out of BioWare's latest RPGs. It's a bit of a shame that the typical "Paragon" and "Renegade" style of answers are still located on the top-right and bottom-right, though. With talent of the likes of R.A. Salvatore, Todd McFarlane and Ken Rolston on board, my expectations for Kingdoms of Amalur: Reckoning were high but tempered by not having seen much actual gameplay. After witnessing how far 38 Studios and Big Huge Games are taking the amount of things you can do in the world -- from crafting to configuring your skills and choosing up to 40 different Destinies, as well as the combat system that should allow for a huge amount of replayability -- these expectations have risen at least tenfold.
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One of the few action-RPGs that really caught our eye at Destructoid this year was Kingdoms of Amalur: Reckoning. Where most games of this genre focus on heavy action and light role-playing elements or heavy role-playing...

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Kingdoms of Amalur: Reckoning looks good, you should care


Jul 15
// Jim Sterling
I'm legitimately surprised that people don't seem to be making any sort of fuss about Kingdoms of Amalur: Reckoning. You'd think a game developed by former Elder Scrolls talent, with R.A. Salvatore writing the story and ...
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Kingdoms of Amalur: Reckoning screens you can look at


May 27
// Jim Sterling
Here are a few fresh screens for Kingdoms of Amalur: Reckoning. I'm pretty eager to see more of this game, and the new shots look rather pretty.  While there are only five images, we get a nice glimpse of the environments and the Todd McFarline-doodled monsters. I'm digging it, and you can all go boil your heads if you disagree.
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Loads of gameplay for Kingdoms of Amalur: The Reckoning


May 13
// Jim Sterling
If you don't remember this game, allow me to refresh your memory, because it's my jam. It's a combat-heavy roleplaying game designed by the Elder Scrolls' Ken Rolston, with art design by Todd McFarlane and writing by R.A. Sa...






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