Kingdoms of Amalur: Reckoning…Oh, Yes, It Has RPG Features!

Courtesy of commenter MicroMagic, here are three videos — the E3 2011 live demo footage, actually — of Kingdoms of Amalur: Reckoning gameplay…presented by none other than Ian “Tiberius Moongazer” Fraizer of Lazarus fame. And unlike much of the advertising coverage the game has received, these videos are more focused on the game’s RPG elements.

Here’s the first one:

[youtube http://www.youtube.com/watch?v=VQqKxzsTaF4&w=560&h=349]

I almost -- no, I do -- get the feeling I will enjoy this more than Dragon Age.

Takeaways from the first video: the game will feature full NPC schedules and a very impressive inventory management system (I particularly like the junking feature). The crafting system — including the ability to dismantle items for enchanted components and then reassemble or add those components into other items — is also pretty slick. Reckoning, like the Elder Scrolls games, will feature an “open world” exterior map (although cities and interiors are on separate maps and require a loading screen). And like those games, you won’t necessarily have to follow quests in order; walk to the right point at any time and you’ll be able to pick up and continue the plot (or side quest) from there. That’s nice to see.

And really…did you all love the “calling the guards” bit? I loved that. Ultima 6, all the way.

[youtube http://www.youtube.com/watch?v=-v1Cnzel3pI&w=560&h=349]

It is a very pretty game.

Killable farm animals? You have my attention, Tibby. But I wonder…can I kill random NPCs as well? (Update: Tibby says “yes“.) That would be a neat feature to see come back to RPGs; who didn’t love the ability to accidentally kill off the person you next needed to talk to in pretty much every Ultima game, thus rendering the remainder of the plot impassible?

The idea of your character in the game having a “sound output” level, which is affected by stealth and which affects the ability of enemies to detect you — even, apparently, across large areas — is a pretty neat concept that I haven’t encountered in another game that I can think of. Which, note, is probably more of a commentary on how many games I haven’t played than it is on the number of games that lack a particular feature.

Here’s the third video:

[youtube http://www.youtube.com/watch?v=JzjTrsDZlBc&w=560&h=349]

Questions and answers.

The destiny system is, admittedly, an interesting feature, since it doesn’t lock you in to any one class (unless you want, of course). The fact that the fundamental game mechanics shift in response to changes in your destiny is also pretty cool. And let’s face it…those destiny cards look darn familiar, don’t they?

And damn, does the world sound cool…and large. And you get a house that you can customize…I wonder in what ways? Also, for those of you who have had it up to somewhere with the romantic subplots that have come to characterize BioWare games…Reckoning has none of that.

Anyhow, I am getting more and more stoked for this game all the time, with every bit of additional content that leaks out concerning it. And now I see that they have added a digital download pre-order option to the game on EA’s Origin service.

5 Responses

  1. Infinitron says:

    A stealth system that takes into account the amount of noise your character is making was (of course) already implemented in LGS’s classic Thief series back in the late 90’s.
    In recent times, Alpha Protocol has such a system as well.

  2. Sanctimonia says:

    Very cool, old school game. Too many menus, though I suppose that lends itself to its complexity.

    I watched the first one and part of the second. The idea about disassembling items for their core components is very good and should be adopted by many games.

    The lead designer reminds me of a mix between Richard Garriott and Christian Bale’s character in American Psycho. Confident, yet meticulously observant.

    “Do you like Phil Collins? I’ve been a big Genesis fan ever since the release of their 1980 album, Duke. Before that, I really didn’t understand any of their work. Too artsy, too intellectual. It was on Duke where Phil Collins’ presence became more apparent. I think Invisible Touch was the group’s undisputed masterpiece. It’s an epic meditation on intangibility. At the same time, it deepens and enriches the meaning of the preceding three albums. Christy, take off your robe. Listen to the brilliant ensemble playing of Banks, Collins and Rutherford. You can practically hear every nuance of every instrument. Sabrina, remove your dress. In terms of lyrical craftsmanship, the sheer songwriting, this album hits a new peak of professionalism. Sabrina, why don’t you, uh, dance a little. Take the lyrics to Land of Confusion. In this song, Phil Collins addresses the problems of abusive political authority. In Too Deep is the most moving pop song of the 1980s, about monogamy and commitment. The song is extremely uplifting. Their lyrics are as positive and affirmative as anything I’ve heard in rock. Christy, get down on your knees so Sabrina can see your asshole. Phil Collins’ solo career seems to be more commercial and therefore more satisfying, in a narrower way. Especially songs like In the Air Tonight and Against All Odds. Sabrina, don’t just stare at it, eat it. But I also think Phil Collins works best within the confines of the group, than as a solo artist, and I stress the word artist. This is Sussudio, a great, great song, a personal favorite.”

  3. Sergorn says:

    “The lead designer reminds me of a mix between Richard Garriott”

    Ya know, back when he was doing Lazarus Tiberius was known for his uncanny ressemblance to Richard Garriott – there was a pic taken back when he was invited to visit Garriott at Destination Games which showed them next to another and it almost felt creepy :O

  4. Infinitron says:

    The lead designer reminds me of a mix between Richard Garriott and Christian Bale’s character in American Psycho.

    He has a slightly better haircut. 😉

  5. Sslaxx says:

    Wish this game had an editor…