Kingdoms Of Amalur: Reckoning: "It’s big. Really, really big"
Kingdoms Of Amalur is about to give Skyrim and Fable some new competition, we catch up with lead designer, Ian Frazier, to see what’s in store for the new kid…
We ask Kingdoms Of Amalur: Reckoning’s lead designer, Ian Frazier, what it’s like to change your entire fate. Possibly because he’s a mage or something…
360 Magazine: Amalur is coming out between some well-established action RPGs. What’s its angle?
Ian Frazier: Reckoning has several different traits that help us stand out from the crowd, but here are three of the bigger one. First, we have a rich, colourful art style that’s surprisingly refreshing in an age where ‘dark and gritty’ is the order of the day.
This helps us to sell R.A. [Salvatore]’s core idea that Amalur is a world worth saving, a place that’s so beautiful and varied that you really want to save the world from the various evils that plague it.
Second, we have an innovative approach to character class –what we call the Destiny system – which lets us get around one of the big historical problems of the RPG genre: buyer’s remorse.
We let you get a feel for the game before settling on a class, and even after you have settled on one, we let you evolve and change it further over the course of the game.
Finally, our combat is simply spectacular. It’s smooth, it’s responsive and it gives the player an obscene amount of freedom in how to approach it. It’s incredibly fun.
Frankly I think Reckoning’s combat is head and shoulders above any other game in the genre when it comes to raw entertainment value.
360: We’ve been spoiled a bit by The Elder Scrolls’ generous open worlds; what can we expect from Amalur’s?
IF: It’s big. Really, really big. And perhaps more importantly, it’s incredibly dense – there’s nowhere you can go in the Faelands (the part of Amalur focused on in Reckoning) where you won’t find a ton of different peopleto talk to, quests to do and things to discover.
Beyond that, something we’re really proud of is the sheer amount of visual variety in the world—we’ve got five exterior regions that each have their own very different biome and mood, from dank swamps to arid deserts to the strange crystalline landscape of Alabastra, so you get a lot more variety than is the norm for open-world games.
360: How big is the open world, both in terms of mileage and number of dungeons?
IF: I couldn’t tell you the exact square footage of the overworld map (that’s a hard number to nail down due to how our playable space is technically constructed), but I can tell you that it takes over half an hour to sprint at full [speed] across the map, even if you somehow avoid all combat.
As for dungeons, there are around 130 of them in the game, and each one is hand-crafted (we never reuse dungeon layouts).
Plus they come in several different art styles, from crystal caverns to the organic innards of an ancient tree, so there’s an awful lot of variety to experience there.
There are also a ton of buildings in the game, from shops to taverns to guild halls, so you’ve got all those to explore as well.
360: Finally, can you give a bit of background on the world of Amalur itself?
IF: Before we even started production on Reckoning, R.A. Salvatore provided us with a massive story bible that lays out over 10,000 years’ worth of history (both past and future of Reckoning) for the world of Amalur.
We know how different races have related over time, where civilizations have risen (and fallen), where wars were fought, where great artifacts of the past were lost and how new cultures will form in the future.
Having this broad base of knowledge has allowed us to build out the world in a really broad way from the very start, giving it a sense of reality and texture that’s incredibly hard to accomplish without doing all this ‘homework’ in advance.
As far as the specifics of the setting in Reckoning, it focuses on a region of Amalur called the Faelands, named for the immortal beings who hold sway there. The mortal races are relatively ‘new’ (a few hundred years of settlement) to this area in our time period, and there are still some racial tensions there.
Time-wise, we’re set in a period of Amalur’s history called the Age of Arcana, a time when magic is freshly blossoming in the world after a long period of stability – races and peoples who previously had no magical gifts now find themselves developing such powers; meanwhile those who already had access to magic are finding it to be increasingly unstable and chaotic.
As you might imagine, this change in magic plays a pretty big role in some of the story events afoot in Reckoning.
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While I think the stories are fine in Fable and Skyrim they didn’t really stand on there own. Not an issue for the most part because you were the story which helped with immersion. This means those games were still fun. Now imagine a successful author like R.A. Salvatore writing your story and you get to be part of it. This can take the immersion to the next level. I would love to have a new RPG to play that can be that immersive.
I played the demo extensively and I am impressed.
the game takes the good elements of many other RPGs
the artwork reminds me of WoW with blood (it’s rated M after all)
the UI is simple, kinda like oblivion and managing your inventory is like dragon age origins.
because its a demo we haven’t seen much story yet, but its pretty interesting and unique.
basically, part of the immortal races are going to war with all mortals.. when immortals die they re spawn so its a losing battle.
they make a big deal about the destiny system, i don’t think its so amazing, but it adds complexity.
when you level up there are like 9 non-combat skills with 12 levels each, then you put points into your combat type )magic, melee, finesse).
what i like most about the game so far is combat. unlike most RPG’s they don’t want you to be an archetype. a warrior with magic can make incredible combos.
in the demo, you can see a move list of lot of weapons. there are about 50 special moves you can do that are surprisingly simple, but this doesn’t include combos that include switching to your secondary weapon mid attack.
example, swing your sword, pause a bit, swing again and you upercut an enemy, then tapping Y really fast you can hit the enemy with many arrows before he falls.
the gameplay of the game is good, the only thing left at question is the value.. so far it looks like it could be 60+ hours of gameplay, but not sure. there are lots of quest in the demo but i did about half of them in the 40 minutes you get to play around.
every game this gen should have 60+ hours of gameplay to be considered a good game, i don’t feel the game will have replayabity but that will be ok if its as long as they make you think it is. with 140 dungeon there is a lot to crawl through. but still if they don’t feel important it doesn’t add to the value.
the only dungeon i did in the demo felt important because there was a pretty awesome quest involved.
Usrev2,
Just to pimp the game a little bit…as far as value and gameplay length….the guy in this interview did a video interview/gameplay demo with Gamespot a couple months ago and stated that their internal QA team was having a challenge to speed run all of the content in the game (ie do every single quest…main quests, faction quests, misc quests). They played on easy, skipped all dialog, sprinted everywhere, etc. and it took them over 200 hrs!! The devs have also stated that the main quest is 30-40 hours and the 6 factions each have 20-30 hrs of content. So…lots of stuff to do.
link to that interview…the whole thing is pretty good, but the quote is around the 19 min mark.
http://www.youtube.com/watch?v=Ph245qWavKs
cheers.