Kingdoms of Amalur: Reckoning. An rpg worth keeping your eye on.
#51
Posté 16 août 2011 - 11:49
#52
Posté 16 août 2011 - 12:10
I deffinitely welcome this game from a new studio. The fantasy RPG genre has plenty of room for more developers and more creativity. It might be a fun game yet, though I'm still up in the air about it.
#53
Posté 16 août 2011 - 12:20
It doesn't look that generic either which is good.. The gameplay and combat looks kind of like the Witcher 2 but with an MMO feel.
#54
Posté 16 août 2011 - 12:28
If it turns out to be at least half decent, I'd like to support it, simply because there are not many developers making open world RPGs these days.
#55
Posté 16 août 2011 - 01:40
Salvatore gives me some pause too, he writes Drizzt well, but his other stuff is mediocre to bad. I recall reading one of his books in a setting he created, think it was the Crimson Shadow or something like that, and it was horrible. With FR and Star Wars he had the setting fleshed out for him, but when he had to create his own setting it was very two dimensional and seemed very ad hoc towards the plot. At the very least he seems like the kind of guy who if he wrote a video game plot would put it on rails, I'm not sure how his style would mesh with an open world RPG.
The thing with big names is that it tends to bring big egos too, and that can turn a game into a train wreck if they can't abide each other. It looks like it a game that will either be awesome or horrible, I don't see much room for a middle ground with this title.
#56
Posté 16 août 2011 - 04:39
Lord Phoebus wrote...
Ughh... Ken Rolston, that's enough to kill my interest in the project right there. Seriously, he's the last guy you want suggesting gameplay improvements. Even people who like Morrowind and Oblivion wouldn't extoll the virtue of the unmodded gameplay in those games.
Well unmodded Morrowind is still pretty damn good but Oblivion...just terrible..horrible imo.
But anyways release date is Feburary 7th 2012
Modifié par Ringo12, 16 août 2011 - 04:39 .
#57
Posté 19 août 2011 - 11:42
#58
Posté 19 août 2011 - 12:45
Looks too kiddy.
#59
Posté 15 septembre 2011 - 02:31
1. No official mod tools.
2. 3 difficulty settings, modify HP, damage received and number of enemies that can attack PC.
3. Six faction questlines taking place against a backdrop of a war between mortals and Fae.
4. 90 page document detailing 10,000 years of backstory written by R.A. Salvatore
5. Annoying icons floating on quest givers, but some quests have multiple endings that affect the future of the NPCs involved.
Older Q&A's:
9/7 Q&A
8/31 Q&A
8/24 Q&A
8/17 Q&A
8/10 Q&A
Interesting quotes from the first Q&A:
"Reckoning’s structure is extremely open. The main quest and each of the six factions contains a mostly-linear narrative you can follow, but you can veer off and pursue hundreds of different sidequests at any time. Even if you choose to ignore all the quests completely, the world is ripe for exploration, with all manner of rewards to find (both hand crafted and systemic) for the explorer."
" there are hundreds of readable books/scrolls in the game. Some are serious, some are funny, some are specifically for quests and some are just meant to give flavor and depth to the world. They range from a cheerful book of gnomish nursery rhymes to a blood-stained suicide note. We’ve also got something called Lorestones that…well, we’ll talk about them more later."
Modifié par naughty99, 15 septembre 2011 - 03:16 .
#60
Posté 15 septembre 2011 - 03:14
Some info I've heard based on recent demos and interviews:
-classes are structured as "destinies", since the PC has escaped destiny through death, you can choose your own. Warrior, Mage and Rogue....with lots of hybrid classes. You can alter your (destiny) class throughout the game...it can constantly evolve if you want it to.
-Deep crafting and loot system
-Booby-traps used extensively in the 150 hand crafted dungeons, with chests sometimes being booby-trapped. Skill points spent in certain ways can help the player see traps on the map, thus being able to anticipate them
-Shakrams are giant disks that mages can use as weapons, along with magic and the staff. The staff has different 'heads' adorning the top, and the player chooses an element (ice, earth, fire, etc) that changes the appearance and abilities of the staff.
-Mages dont roll, they teleport through enemies....causing slight damage on the way through
-Stealth can play a big role and is an independent playstyle, as one would hope
-Junk loot can be stored separately in Inventory and sold to vendors all at once
-Fadeshift kills are a special attack kill when enough Fadeshift energy is accumulated
-Meteor is a high-level spell that will clear a room full of moderate enemies if enemies are concentrated
-Combat style is seemingly a mix of Dragon Age: Origins, Fable 2 and God of War III.
-Choices when caught pickpocketing include resist arrest, go to jail or pay a fine to avoid going to jail.
-Some enemies will catch fire and run away screaming if fire is used
-PC can switch from primary to secondary weapon in the middle of attacking
-Loot system draws heavily from Diablo franchise
-
#61
Posté 15 septembre 2011 - 03:20
There seem to be some similarities with TES: open world, hundreds of side quests, hundreds of in-game books, player houses, several factions you can join with quest lines, etc. These are all positives IMO.
#62
Posté 15 septembre 2011 - 03:32
#63
Posté 15 septembre 2011 - 03:40
gammameggon wrote...
-classes are structured as "destinies", since the PC has escaped destiny through death, you can choose your own. Warrior, Mage and Rogue....with lots of hybrid classes. You can alter your (destiny) class throughout the game...it can constantly evolve if you want it to.
-
Its an interesting way to do it. So far they've revealed 9 destinies.
#64
Posté 15 septembre 2011 - 10:54
#65
Posté 19 septembre 2011 - 03:07
#66
Posté 22 septembre 2011 - 02:42
Q: How deep will the story be? Is there going to be a lot of twists turns and depth to it (like games like Mass Effect) or is it going to be more straight forward and simple (like games like Saints Row have had)? – By Ellyssi
A: I can tell you straight up that our main quest has plenty of twists, turns, and mysteries. There are some spots where it branches out a bit, and others where it narrows to delivers to cinematic moments and our all-out boss fights. We hope you'll like it! – By Ben "Tesseract" Schneider, Narrative Designer
Q: So, are enemies native to certain areas? For example, are Ettins are only found in Dalentarth? Because in your demos I've seen a Banshaen in both Dalentarth and near Rathir, so I'm just wondering are there going to be certain enemies and animals in certain areas, or are all of the enemy going to spread out all over the world so you can find any type of enemy anywhere? – By Equinox
A: While we don't necessarily restrict enemy encounters to specific zones (i.e. only Ettins in Ettinmere), they do tend to be themed around their physical surroundings and the narrative of an area. Banshaen, for example, tend to be aquatic little buggers so expect to see them around coasts, lakes and swamps. When building the world, we try to give you visual cues so you have an idea of what you'll be up against. Some are obvious, the skull bedecked stick huts tend to be the homes of Ettins, while webs in a cul-de-sac stink of spiders. Often there are more subtle clues for the careful observer that may foretell what they are in for. And sometimes you just need to be wary of where you step!
However, don't get too comfortable matching creatures up with certain areas! Our world is big enough that you might find a pocket of fiends lurking about the desert or deep forest, just waiting to catch you unawares. It's even possible you'll find a Niskaru in a flower-filled glade, home to butterflies and dappled with sunshine…. – By Jessica "Meridian" Hara Campbell, Principal World Designer
Q: How long will some of the dungeons take to complete? Are some of the dungeons maze-like and confusing? – By Fluent
A: The dungeons we create range in size, however there are plenty of larger-sized spaces for those who love a good dungeon crawl. I wouldn't put an exact time on how long it would take to complete one because there are too many variables based on your level, Destiny, types of enemies, and even the player's individual playstyle (for example, I am an investigative player, so I might play much slower than others as I seek out every little inch of a dungeon and look for all the loot).
There can be a few dungeons that may riddle your brain, but there is always a way out. You may want to be on the lookout for places where you can jump or detect hidden doors. Oftentimes, these types of additions to our dungeons will help the player exit back out of the space gracefully, so there won't be too much backtracking. Fae Hollows dungeons in particular may get rather "maze-like" due to the large amount of vines and overgrowth there. Some of them might give you the feeling of wandering around a lush forest. Their beautiful lighting, along with a strong influence of magical energy, will pull you in. – By Kitty "Neko" Hughes, Level Designer
Q: This question is for Programmers and Designers related to the engine. Hypothetically, you have the BH game engine and it's always evolving as you create the game. Is it designed to work in conjunction with 3rd party software such as UDK? If UDK comes out with some awesome new feature say 6 months into development of your engine, what type of work is involved to bring the new functionality into the current build? Are you forced into working with one engine for several years of development? If so, how do you handle breakthrough or new features if they would have made your game better? – By Falkon
A: I could probably write a small novella (I guess turning it from novella into short story, but I digress) on this question, but I will exercise restraint. The Big Huge Engine is in fact made to work well with some 3rd party software, but not along the lines of a complete tool chain/engine package like the UDK (because we have our own tool chain/engine already). Our engine is designed to swap out middleware packages as needed for the particular project. We tend to use middleware for things like audio, video playback and physics. We evaluate different middleware offerings in the beginning of a project, and thus need to drop new middleware in quickly and easily. Once we have found a solution that fits our requirements, it generally stays throughout the life of the project.
Our engine, as most do, has evolved over time to fit the needs of the project and environment at hand. Years ago our technology was PC-centric and geared toward RTS titles, but has been completely revamped to take into account all the demands that cross-platform RPG development brings. Creating a game of this scope requires a sharp focus on not only the engine, but the tool chain that goes with it. We have developed an asset pipeline that allows dozens of people to work on hundreds of thousands of assets pretty much in unison. This is one of the big advantages to having our own technology: as we find deficiencies we have experts in-house that can quickly change or adapt features based on the needs of the company or project. So any awesome features that come into play are done by us.
Of course, there are always neat and shiny new technologies that crop up during development. Determining if and when we implement these comes down to an internal discussion that weighs the 'coolness' of the new feature against what it means for the game. For example, some new graphics technologies might seem fairly simple to implement on the surface, but have potential impacts on the performance of the title, authoring or reworking of assets, or introduction of new bugs. The later in development the game gets, the harder it is to justify adding anything new as opposed to spending our time making what we have as polished and fun as possible. There is a point where many things just go onto a list for 'the next game.' So nobody forces us into keeping with our technology or ceasing the addition of new features, but there comes a point in development where we need to stop adding and instead maintain as solid a system as possible to ensure the game gets done to the high degree of quality that we (and you) expect. – By Bryant "Tag" Freitag, Lead Programmer
Q: Can you talk about the alchemy system and what types of potions we will be able to make? – By Fluent
A: Amalur's flora is as diverse as it is useful. While you're roaming the countryside or exploring a dungeon, you'll happen across certain plants that you can harvest for magical reagents. These reagents can be combined at an Alchemy bench to create powerful potions to give you an edge in combat, temporarily boost your non-combat skills, or restore your health and mana.
Some reagents are rare and hard to find, so this system rewards the player who likes to explore every mile of terrain, and every inch of dungeon in an RPG. To craft a potion, you first must have a recipe. Recipes can be looted, or bought, but they can also be discovered by experimentation at an Alchemy bench. The more points you invest in the Alchemy skill, the more complex recipes you can use, and the more reagents you can combine when experimenting. – By Will "BHG_Miller" Miller, Narrative Designer
#67
Posté 22 septembre 2011 - 02:52
#68
Posté 22 septembre 2011 - 03:07
Mass Effect is so complex it boggles my mind!Ringo12 wrote...
Nice! Thanks Naughty. Though the first question is laughable.
#69
Posté 22 septembre 2011 - 01:06
marshalleck wrote...
Mass Effect is so complex it boggles my mind!Ringo12 wrote...
Nice! Thanks Naughty. Though the first question is laughable.
That sounds pretty funny because BioWare is pretty damn cut and dry. Anyways, I wish he would've gone into more detail with that question. I'm wondering if there are any morally grey areas or something akin to that. I hope they don't take the easy way out like every other game and have the protagonist be the miracle child or something.
#70
Posté 23 septembre 2011 - 07:50
http://www.gamespot....g/video/6336076
It explains part of the story and showcases some of the factions.
Modifié par naughty99, 23 septembre 2011 - 07:54 .
#71
Posté 24 septembre 2011 - 12:47
#72
Posté 24 septembre 2011 - 02:28
This is the first time we had an idea what the factions were and had an idea of what the storyline will be like. It looks AMAZING...the writing seems terrific and so does the voice acting.
The one stealth kill they showed seemed spectacular, too. Ken Rolsten said each weapon has hidden abilities and even those abilities change through crafting. But it was great seeing some storyline dialogue, some more PC interaction with NPC's and a greater sense of the story.
Can't wait!
#73
Posté 24 septembre 2011 - 02:40
It's disappointing to see they are using the same tired and boring guild tropes
Travelers (Thieves' Guild)
Scolia Arcana (Mages' Guild)
Warsworn (Fighter's Guild, "hired swords")
These seemed interesting:
Summer Court House of Ballads
Winter Court House of Sorrows
So what is the sixth joinable faction? The Tuatha? or the Gnomes?
Just once I would like to see a fantasy RPG with nothing remotely resembling mage's guild, fighter's guild, thieves' guild. how about six different political or religious factions instead?
I have GM'ed a lot of AD&D 1e and 2e campaigns with no such thing as fighter's guild, mages' guild, thieves' guild. Using them over and over in every damn game seems tired and lazy IMO.
Modifié par naughty99, 24 septembre 2011 - 02:45 .
#74
Posté 24 septembre 2011 - 06:40
The overarching plot seems to have potential in a huge open world game...I'll have to see the trailer again but it looks great.
#75
Posté 24 septembre 2011 - 08:58
But why not two opposing factions of wizards, for example, or why not have different ways to complete all kinds of quests. There are a lot of interesting things going on with factions in various RPGs that fantasy games seem to be lacking due perhaps in part to the shortcut of always using the three archetypal guilds.
For example, if you want to play a warrior character, there might be ways to use direct violence to complete quests to help a particular faction, while if you are playing a stealth character, maybe you can use stealthy ways to complete those same quests (same goes for magic users). There is really no need to have a "fighter's" faction that acts a generic employment office for everyone's rat problems in their basement, etc.
I'm bored to tears with the concept of having fighter's guild, mages' guild and thieves' guild in every game. When I played pen and paper games, I added all kinds of organizations and factions to games and there were many ways for players to advance without the stereotypical guilds.
Modifié par naughty99, 24 septembre 2011 - 09:01 .





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