Kingdoms of Amalur: Reckoning - Creating a Memorable RPG Setting
Half the battle of creating a successful RPG franchise boils down to establishing a memorable setting. We give Kingdoms of Amalur: Reckoning a closer look to see if it has what it takes.
Creating a memorable RPG setting is no easy task. And of the dozens or even hundreds created for video games over the years, relatively few have
truly managed to stand the test of time. The task becomes even more of a
challenge when your goal is to bring a triple-A MMOG to market; a fact that
partially accounts for the vast number that have been released over the past 5
or 6 years based on pre-existing IPs. Likewise, smart developers have paid close
attention to the fact that World of Warcraft wasnt created in a void, but
carried the torch of a beloved RTS franchise.
So it came as little surprise to me when 38 Studios and Big Huge Games announced
Kingdoms of Amalur: Reckoning, a single-player RPG set in the same world as 38s
upcoming Copernicus MMOG project. While the reveal still leaves plenty of room for
speculation on what we can expect from the MMOG, it has given us a much more
solid understanding of what we can expect.
One Demo to Rule them All
So far this year, the same demo presentation for Reckoning has been shown in multiple
venues but unfortunately a playable version of the game is still forthcoming.
And while my recent presentation viewing gave me much better insights into what
the game is all about, I eventually left with more questions than I started out
Chiefly among them is how Big Huge intends to handle the monumental hurdle that
I still dont feel a single developer has managed to properly overcome when it
comes to playing an RPG on consoles. By necessity, combat tends to be whittled
down to the sword-n-board equivalent of shooter controls, and all the layers of
character advancement depth are stuffed not-so-neatly into a never ending pile
of menu screens.
Who knows, maybe Im just spoiled by the ability to instantly access things on
my keyboard; M for Map, I for Inventory, and so forth. Then compare that to
something like Fable IIs the game is learning how to navigate the menus
approach and youll see where Im coming from.
From what I was shown of Reckonings combat system, it certainly does look epic
kind of like a hybrid between what youd expect from a fantasy setting and an
action game. In fact, if I were going to make any basic points of reference to
help describe what Ive seen of Reckonings graphics and combat so far, two
games instantly spring to mind for me. Imagine what Vanguard: Saga of Heroes
might have become were it given proper development time before launch, and then
add in a combat system reminiscent of Arkham Asylum, and that should give you
the basic idea.
Perhaps the coolest reveal for Reckoning so far is its adaptive class system.
Unlike archetype systems that have you choose from a narrowing list of class
options as you progress, instead, Reckoning handles things a bit differently.
The game tracks how you approach combat, and allows you to essentially create
your class as you progress.
That means youll never hit that point when after 20 or so hours of playing
you realize youll have to reroll if you want to switch to playing a caster
instead of a melee character. Its an elegant progression of using a skill-based
system to determine combat style and easily the highlight of the demo for me.
However, while I was under the impression that the class system could account
for whatever kind of wacky hybrid class you could dream up, the current fact
sheet for the game tells a different tale. In particular, it reads choose one of seven
customized classes which is a bit of a contradiction from what I understood of
the system based on the presentation.
Still, the combat and class possibilities certainly look compelling, and thats
really half the battle when it comes to creating a memorable RPG experience.
What did he just say?
Another key ingredient to establishing a memorable RPG setting is crafting a
world that takes you to a place youve never been before, yet still retains
plenty of familiar elements. For example, its been proven time and again that
when given the choice the majority of players always opt to play as a humanoid
rather than a more beast-like creature.
Part of that has to do with our ability to feel a connection to our character,
but its also been beaten into our heads over the years that we dont go out and
seek to become monsters, we slaughter them for shiny loot and quest rewards.
But this level of familiarity typically needs to extend beyond the physical
attributes of your playable character. This is also quite possibly the area
where Big Huge and 38 face their biggest uphill battle thanks to the use of
names so bizarre that the game needs a full glossary, complete with
pronunciation keys, to make sense of it. Ive added a small sampling to the next
page to give you an idea of what Im talking about.
Thats a Wrap
The trick with game presentations is that you generally have to take them with a
pretty large grain of salt. While everything I was shown for Reckoning was
certainly impressive, I also dont like to weigh in on a game that I havent
With that said, Kingdoms of Amalur: Reckoning is worth keeping an eye on, and
with any luck there will be a playable demo available for the game later in the
event season. In the meantime I can safely report that the gameplay certainly
looks compelling, the graphics stunning, and the setting relatively solid, but
only time will tell if Reckoning will help establish the next great RPG world
for us to fall in love with.
To learn what a Ljosalfar, Varani, or Dokkalfar is, be sure to check out the Kingdoms of Amalur: Reckoning Glossary on the following page!
Kingdoms of Amalur: Reckoning - Glossary
Amalur (ah-muh-LOOR) The world; setting for Reckoning. During the Age of Arcana, magic in Amalur has become more potent and chaotic
Almain (AHL-main) Kingdom of noble humans who personify knightly tradition
Varani (vuh-RAH-nee) Hardy humans known as traders and mercenaries. Though civilized, they are far less formal than the Almain.
Ljosalfar (LO-sal-far) Light elves from the frozen north. Dedicated to the principle of justice
Dokkalfar (DAHK-al-far) Alluring, magical dark elves. Inhabit the port city of Rathir
Gnomes Scholars, inventors, soldiers, and schemers. The gnomes have built the Well of Souls as a means of offering immortality, but so far it has only worked once -
on the player character
Fae (fay) Magical beings dedicated to preserving the natural order. Divided into two main branches: Seelie (Summer Fae) and Unseelie (Winter Fae)
Tuatha (too-AH-tha) Sect of Unseelie Fae that has started a war against the elves
Rathir (ruh-thEER) City of the Dokkalfar located in Erathell. Overlooks the sea
Mel Senshir (mel sen-SHEER) Ancient fortress of the elves. Under siege by the Tuatha
Twyhli Coast (tih-WILL-ee) The war-torn eastern coast of Erathell. Site of heated battles with the Tuatha
Culn (kuln) Ruined Almain village in the Twyhli Coast, destroyed by the Tuatha during the war
Virki (VER-kee) Former elven stronghold in the Twyhli Coast, toppled by the Tuatha during the war
Travelers Society of entertainers, crafters, adventurers, and outlaws who roam the by-ways of Amalur. Led by the Heirophant, whose gift of prophecy has recently
begun to falter
Atheof Cergren (ATH-e-ov SIR-gren) Almain resident of Rathir whose daughter has gone missing on the Twyhli Coast
Anela Cergren (an-Y-la SIR-gren) Twyhli settler who you've been sent to find by her concerned father
Bede Pengaras (bead pen-GAR-ass) Lone survivor of Tuatha attack on Culn, found hiding in the cellar of one of the houses
Mitharu (mith-AH-roo) God of Order, often invoked in response to bad or troubling news
Sprite Wild fae creatures. Most often attack in packs. The sprite soldier isnt formidable alone, but when soldiers are paired with a sprite champion, they will
gain the elemental attacks and resistances of their leader
Crabs Decapod crustacean of the suborder Brachyura, known to be tasty when served with old bay and butter
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