Kingdoms of Amalur: Reckoning. An rpg worth keeping your eye on.
#101
Posté 03 octobre 2011 - 10:59
ROGUE
Unlike many of the warriors of Amalur, Rogues prefer to fight from far away, or from behind, or by dishonorable means, and usually by surprise. As a Rogue, you sneak, dodge, and slather weapons with poison to gain advantage in combat.
SCOUT
Adopting more refined tactics and equipment, Scouts remain quiet, collected, and stylish in combat. With this Destiny you produce stealthy kills by ambush, backstab or at range.
HUNTER
More successful Rogues style themselves as stalkers of dangerous prey. Stealth, ranged attacks, and targeting with anatomical precision more often translates into attacks of critical damage.
#102
Posté 03 octobre 2011 - 11:08
BRAWLER
With this Destiny you are a formidable melee combatant. You can withstand a lot of punishment, and it is usually more efficient for you to block or suffer an attack rather than dodge one.
FIGHTER
With this Destiny you are even more effective in melee combat. The Fighters of the Faelands are well accustomed to battle, and can therefore both absorb and deal more damage.
SOLDIER
From the Alfar Military to human armies, the experienced Soldiers of Amalur excel in close-quarters fighting. With this Destiny, your brutal attacks carry an added weight to stun you opponents.
#103
Posté 04 octobre 2011 - 01:48
http://wiki.38watch....ny_in_Reckoning
Modifié par Morroian, 04 octobre 2011 - 01:48 .
#104
Posté 04 octobre 2011 - 11:33
#105
Posté 04 octobre 2011 - 11:41
naughty99 wrote...
50 Minutes of Gameplay Footage
I watched most of that earlier...stopped towards the end when it looked like they were going do the main quest. Thanks for posting a link. I cringed when the guy running the demo used fast travel a lot. Did you watch it?
#106
Posté 04 octobre 2011 - 11:49
EDIT: Holy ---- it sounds like the voice of the NPC companion is the guy who played King Robert Baratheon on Game of Thrones!
Modifié par naughty99, 04 octobre 2011 - 11:57 .
#107
Posté 05 octobre 2011 - 02:12
naughty99 wrote...
Haven't had time to watch the whole thing yet but that world map is huge! Crafting (smithing) also looks very promising. Seems kind of like a cross between Oblivion and Dragon Age 2 in some way, but with lots of unique elements incorporated.
EDIT: Holy ---- it sounds like the voice of the NPC companion is the guy who played King Robert Baratheon on Game of Thrones!
I still need to get into that series!!!! But the world map does look enormous...I felt the same way that it seems like Oblivion meets DA: Origins. With action combat, of course. I'm never in a million years going to fast travel, though.
One thing I like that I think The Elder Scrolls should....consider....in the future is having Sets of armor like Reckoning is....I may be mistaken and this could be wrong but I think i heard there are 70 collectible sets. Each piece of a set adds statistical benefits to the pieces and when worn together....a complete set giving maximum bonuses.
I'm going to have to pay close attention to my combat skills when playing this. Looking forward to the next trailer.
#108
Posté 05 octobre 2011 - 04:42
naughty99 wrote...
50 Minutes of Gameplay Footage
Those are nice doors. I really like how many traps we saw in the video. Hopefully traps in that number are common in dungeons it would actually make detec hidden useful.
#109
Posté 05 octobre 2011 - 05:56
They don't even show any Pure Melee classes in the video or on the Wiki.
#110
Posté 05 octobre 2011 - 02:26
In any case, this video made it clear that this is going to be a purchase for me. 128 dungeons, massive map, lots and lots of sidequests, interesting story, complex character customization, fun combat mechanics and talent trees, challenging puzzles, decent voice acting, etc., outweighs my initial aversion to the bright color palette and slightly cartoonish art direction. After watching the video for a while, which was very low res, you can become adjusted to the color palette and art direction.
The gameplay looks like a lot of fun and it is clearly a well designed open world RPG with a lot of influence from the Elder Scrolls games. February 2012 - hopefully it won't be delayed.
Modifié par naughty99, 05 octobre 2011 - 02:31 .
#111
Posté 05 octobre 2011 - 03:32
#112
Posté 05 octobre 2011 - 03:32
#113
Posté 05 octobre 2011 - 03:58
Ringo12 wrote...
I just hope the game is difficult. Nothing bores me faster than a game at max difficulty without a challenge. Though the guy(s) who were playing did need a lot of potions. Have to say the attention to detail and the danger inside of the dungeon looked like tons of fun. I really wanna see more on the crafting system and what kind of gear we can expect to make or if there are any crafting quests. I can get lost in a good crafting system which is what I loved about Eve Online.
I completely agree. I don't think this game will ship with a mod tool, so it probably won't be a simple thing to mod the game to enhance combat mechanics / difficulty settings.
As for the crafting, it sounds like it has potential, but in general crafting is something that tends to be dramatically improved with mods and again, looks like no mod tool will be provided.
Modifié par naughty99, 05 octobre 2011 - 04:03 .
#114
Posté 05 octobre 2011 - 04:12
naughty99 wrote...
I finally watched the entire 50 minute video. LOL @ RPGamer - I thought the guys were actually kind of funny.
Well, when you're trying to hear the game and the voice acting, a bunch of people talking is annoying.
#115
Posté 05 octobre 2011 - 04:15
RPGamer13 wrote...
naughty99 wrote...
I finally watched the entire 50 minute video. LOL @ RPGamer - I thought the guys were actually kind of funny.
Well, when you're trying to hear the game and the voice acting, a bunch of people talking is annoying.
I can certainly understand - I suppose I found a lot of the details revealed from their conversation to be interesting.
Modifié par naughty99, 05 octobre 2011 - 04:28 .
#116
Posté 06 octobre 2011 - 02:56
Ringo12 wrote...
I just hope the game is difficult. Nothing bores me faster than a game at max difficulty without a challenge. Though the guy(s) who were playing did need a lot of potions. Have to say the attention to detail and the danger inside of the dungeon looked like tons of fun. I really wanna see more on the crafting system and what kind of gear we can expect to make or if there are any crafting quests. I can get lost in a good crafting system which is what I loved about Eve Online.
From what I saw of the crafting system its pretty deep. There's claim you can break down weapons and the like into component parts and add and subtract to others or sell, but how deep this goes remains to be seen. Augmenting is definitely also a big part. But I heard claim, for instance, that you can take a hammer with elemental ice power, strip it down, remove the ice power, enchant daggers with elemental ice power. That's what a stealth class might do.
It seemed promising, from what I heard.
#117
Posté 06 octobre 2011 - 03:44
naughty99 wrote...
I completely agree. I don't think this game will ship with a mod tool, so it probably won't be a simple thing to mod the game to enhance combat mechanics / difficulty settings.
I remember seeing a post on their forum from one of the devs stating thta there won't be a toolset.
#118
Posté 06 octobre 2011 - 04:11
Morroian wrote...
naughty99 wrote...
I completely agree. I don't think this game will ship with a mod tool, so it probably won't be a simple thing to mod the game to enhance combat mechanics / difficulty settings.
I remember seeing a post on their forum from one of the devs stating thta there won't be a toolset.
Well I remember seeing on the forums saying there are no plans not an actual no. Which would be a shame open world games benefit so much from a great toolset and would add a lot of longeivty to the game and would allow for Elder Scroll level mods.
But hey GTA 4 doesn't have mod tools so who knows what the community will do.
gammameggon wrote...
From what I saw of the crafting system
its pretty deep. There's claim you can break down weapons and the like
into component parts and add and subtract to others or sell, but how
deep this goes remains to be seen. Augmenting is definitely also a big
part. But I heard claim, for instance, that you can take a hammer with
elemental ice power, strip it down, remove the ice power, enchant
daggers with elemental ice power. That's what a stealth class might do.
It seemed promising, from what I heard.
I watched the 50 minute video and I did like what I hear about crafting.
Modifié par Ringo12, 06 octobre 2011 - 04:12 .
#119
Posté 07 octobre 2011 - 03:55
#120
Posté 08 octobre 2011 - 04:30
-In the Travellers faction questline, there is a massive puzzle where there is a lockpick that can open all locks in the world, but the lockpick itself is locked in a box that cannot be opened. This seems like a tough one.
-In the Court of Ballads, a Fae faction, the house eternally remembers victories and accomplishments of the past as the stories are being constantly told so they are never forgotten. However, when you show up there, things getting chaotic and things change....really quickly.
-In the House of Sorrows, this faction is a group of self-absorbing scapegoats who intentionally absorb all of the negative thought and feelings of other Fae and endure and suffer with it so others don't have to experience it. Motives beyond that are unknown. However, the Fae of the House if Sorrows get blurry with the evil Tuatha...the evil Tuatha want the House of Sorrows to join with them and the line between them gets extremely blurry, secretive and political. There are spies and betrayal, so player beware
#121
Posté 11 octobre 2011 - 04:38
#122
Posté 14 octobre 2011 - 06:48
It seems a lot of people don't know a whole lot about this game or have a certain perception until they dig down under and really learn what it is.
It's a strong, deep fantasy rpg with extensive written lore and exploration and crafting and stories with genuine action combat with rpg mechanics fused into the combat.
Modifié par sympathyforsaren, 14 octobre 2011 - 06:48 .
#123
Posté 15 octobre 2011 - 05:15
#124
Posté 15 octobre 2011 - 08:43
sympathyforsaren wrote...
http://www.gamesrada...size-oblivions/
The link speaks for itself.
Nice. I'm really impressed with this game so far I just hope it holds up.
#125
Posté 19 octobre 2011 - 11:30
http://forums.reckon...19582#post19582
Who composes the music for the game? What decisions have been made about ambient music? Will it be adaptive to your surroundings, like faster-paced, more exciting selections for combat and slower, more peaceful selections for adventuring and walking through towns? Music is one of the things that keeps me attached to games over the long term, I'm really hoping for epic pieces to keep me here for a long time. Thanks! By Soul Cool
A:I (Grant Kirkhope) composed the music for Reckoning along with help from Mark Cromer.
The ambient music plays randomly throughout all of the game, and is themed per region. Each dungeon type has its own set of music as do the cities in the game. We decided to opt for not having the music play all the time so you're able to immerse yourself in all the ambient sound design in each region. The music is adaptive inasmuch it will change to reflect where you are and what situation you are in, be it combat or otherwise.
We've really tried to give Reckoning a very lush score with lots of different moods, including some huge boss pieces—we hope that you like it! – By Grant "MonkeyBoy" Kirkhope, Audio Director
Meaty content and special "epic" events, found in hidden spaces and far corners of the world is very rewarding and exciting for most RPG-players but one could think that spending a lot of resources on this kind of hidden-away content would be very unrewarding for the developers. A lot of people might not even find this content because they are not interested in exploring. Is this something that you think about? Do you have to find a good balance when it comes to how much resources you put into something that to some will be awesome, whilst others might not find this content at all
A: Actually, creating special areas for hidden content was one of my favorite things to do when creating the world. When we're handed new exploration reward items that we need to find homes for, it's like a field day for the world design crew. Crafting secret areas and visual stories relevant to that item really give us a chance to come up with ideas that no one has thought of yet and lets us give context to the world in our own way.
True, it's a fairly involved process to come up with some of this stuff. Often the idea starts in design, gets passed to concept, then to character or environment art, maybe even animation and then to us (world designers) to integrate into the world. For art, it's a chance for them to flex their muscles and come up with their own ideas that aren't dependent on quests. On our end, it means sculpting out passages in mountains, setting up particular encounters and traps, locking the treasure away behind hidden doors and using a whole slew of other devious toys at our disposal to make you really work to find the content.
When I found out that our Lead Designer, Ian Frazier, was designing a set of unique armor to be hidden throughout the world, I was super excited to start working on their hidden locations – because, with Ian being our D&D group's DM, each of the five armor pieces of the set were named after our characters. We had free creative reign for these one-off moments and somehow they all turned into the area where they either died or were laid to rest with varying degrees of brutality and serenity (it's surprisingly fun to kill your beloved D&D character – don't tell the DM!). I was even able to work with one of the narrative designers so that when you wear my character's helm, you’ll find that some NPCs have commentary for it. At that point, when you're having so much fun with the project, it's all about the time you want to put into it to make it really special.
We know that there is the possibility that some folks will never find the things we've hidden away, but when people do, it's extremely exciting and gratifying. One of my favorite moments was hearing that one of the Narrative Designers stopped play-testing quests when he discovered a piece of the unique set we had hidden away, and spent hours searching the rest of the world to obtain the rest of the armor set.– By Jessica "Meridian" Hara Campell, Principal World Designer
Was the music from the first live chat from the game soundtrack? Will a soundtrack be released for the game?
A: It sure was! All the music you heard before and after our first Reckoning Live session is straight from the Reckoning in-game score, composed by Grant Kirkhope. As for an official Reckoning soundtrack, yes we can confirm that we will be releasing one. We’ll have more details about it in the future, including how and when you can snag one for yourself, so stick around! – By Jess "Muse" Folsom, Community Manager
What sort of Player Housing can we expect? Are there multiple options of houses and/or upgrades? – By KazeeSiH
A: The world of Amalur boasts a wide array of player housing options. Player homes will be full of variety and fun; some will offer unique things others will not. All of the player housing will offer at least a stash box to store your items, a mirror to customize your appearance, and a bed to sleep and heal in.
In addition to those basic features, you may also find that when you upgrade some of the homes, you'll unlock certain types of workbenches to craft at as well. This makes working with different crafting systems, such as Alchemy or Blacksmithing, more convenient for those who invest in player home upgrades. A player home will often change its physical layout as you upgrade it. This could mean additional rooms with new areas to explore, new services, or even house guests added to the experience.
One of the player homes you can unlock via questing also comes with its own underground mines. This means as you upgrade the property, not only the home interior will change, but the underground mines will expand and grow too. This allows you even more expanded layouts to explore, both above ground and below. Player housing has been one of my favorite things to work on in Reckoning[/i], as it offers such a diverse mix of rewards. It's a wonderful feeling when you unlock a place that is all your own for the first time. Have fun exploring! – By Kitty "Neko" Hughes, Level Designer[/i]
What types of "unique" loot will be in game? We've heard about the magical daggers that do ice damage during the day and fire at night, and I think someone mentioned about a sword with an eyeball that swirled around the blade, is there any hope for sentient weapons, special armor, or trinkets that may be considered engineered marvels of wonder?
A: There is a great breadth of unique items that you can find throughout Amalur, many of which were "lored" by Internationally Celebrated Game Designer and visionary Ken Rolston, himself! Some of them, like the Warsworn Commander Ballegar’s claymore, named "Fortune" are famed for bringing riches to the wielder (one of the buffs increases the amount of gold you find). Others, such as the Faeblades, are manifestations of magic.
Much like the Fae themselves, each unique pair of Faeblades embodies an aspect of nature; more specifically, they represent the natural categories of animal. As a sneak peak of these weapons, here are the Fae proverbs associated with a few pairs:
"Treachery is a poison."
"The greatest danger is barely seen."
"Fire separates, and renews."
You'll have to explore the world of Amalur to discover the rest of the Faeblade proverbs yourself. – By Narrative Designer Alex "xael" Horn
Modifié par naughty99, 19 octobre 2011 - 11:38 .





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