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Big Huge Games discusses the visual design of Amalur

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Here's another look into the development process which has gone into Kingdoms of Amalur: Reckoning, as the gang at Big Huge Games talk about the opportunities and challenges in crafting a fantasy world from scratch. There's a lot of high-falutin' talk about how all the runes are significant and mean something in the context of the world, how the colors of gemstones are meticulously chosen for a reason and why it's important to spend a lot of time on these details when everyone who's seen Lord of the Rings already has a preconceived notion of fantasy tropes.

I have preview code for this sitting on my desk and I'm eager to hop into it. What little I have been able to play of Reckoning at events has shown a lot of promise and I really think this could finally be the game which delivers on many of the promises Peter Molyneux made in regards to Fable. Nice to see somebody getting on some of that.


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Conrad ZimmermanMoustache // Profile & Disclosures
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An avid player of tabletop and video games throughout his life, Conrad has a passion for unique design mechanics and is a nut for gaming history. He can be heard on the comedy podcast ( The mer... more


 



On Destructoid: Kingdoms of Amalur: Reckoning   (39)   From our game database:

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  • A class guide to Kingdoms of Amalur: Reckoning - Maurice Tan
  • ONLY 70 HOURS OF CONTENT? - Jim Sterling
  • Review: Kingdoms of Amalur: Reckoning - Jim Sterling
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  • 38 Studios explains Kingdoms of Amalur online pass - Jim Sterling
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