Kingdoms of Amalur: Reckoning. An rpg worth keeping your eye on.
#151
Posté 08 novembre 2011 - 12:00
Also, this article states that Amalur has a dialogue wheel for when you make choices. Some of you would have seen this wheel in one of the gameplay previews from earlier this year. I believe other dialogue (like questions) appear in the traditonal wall of text style.
#152
Posté 08 novembre 2011 - 10:42
#153
Posté 08 novembre 2011 - 11:00
Elton John is dead wrote...
Also, this article states that Amalur has a dialogue wheel for when you make choices. Some of you would have seen this wheel in one of the gameplay previews from earlier this year. I believe other dialogue (like questions) appear in the traditonal wall of text style.
The PC is silent isn't s/he? Having a wheel is a bit weird in that case. Due to the consoles I guess.
#154
Posté 08 novembre 2011 - 11:39
Morroian wrote...
Elton John is dead wrote...
Also, this article states that Amalur has a dialogue wheel for when you make choices. Some of you would have seen this wheel in one of the gameplay previews from earlier this year. I believe other dialogue (like questions) appear in the traditonal wall of text style.
The PC is silent isn't s/he? Having a wheel is a bit weird in that case. Due to the consoles I guess.
Yes, I seem to recall the PC is silent.
I think the dialog wheel contains text for the entire PC dialog, rather than as we see in games with voiced characters where the dialog wheel is a sort of summary that can be slightly misleading.
#155
Posté 08 novembre 2011 - 11:51
Q: Will quests have multiple ways to be finished? Such as instead of killing someone, you can persuade them to go away, etc. – By Fluent
A: Yes, there will be some quests in which the outcome can be altered by making different decisions. Some quests that have Persuasion options in them, may also give you extra EXP or varying rewards based on successful or failed Persuasion attempts. Quests which allow you the option to make different narrative choices may result in an NPC’s demeanor changing, one NPC living versus another, allowing the player to either keep a particular item or return it to its owner, and many other scenarios. There are also quests where you may decide that rather than attempt to persuade an NPC, you can help them out by running a side errand for them to progress the quest, or bribe them with gold to save yourself the time of running the errand. NPCs that you agree to help may offer you services after completing a quest for them, where they previously didn't offer you any before.
As you might imagine, another alternate way to prematurely end a quest would be to kill the quest giver or an NPC crucial to that quest. Some side-quests are linked together, or supplement the outcomes of other quests, so killing off quest NPCs may hinder the end result of a quest chain. You may have to complete favors for a few NPCs before they will unlock more quests, in which case killing the original quest givers might never allow you to unlock the follow up quests (sometimes, this may cause you to miss out on valuable rewards as well!). If you complete the tasks asked of you, the NPCs may reward you with certain weapons or items that will aid you in defeating a more powerful enemy at the end of the quest chain.
Quests in Amalur offer a wide variety of exploration, choice, and reward. I have found that this adds greatly to replay value, especially if you’re like me and enjoy creating multiple saves so you can see how things would have turned out if you made all the opposite decisions on another play-through. – By Kitty “Neko” Hughes, Level Designer[/i]
Q: How will attacks work on the PC? (What buttons are currently used in place of let's say X, Square, O and Triangle on the computer?) What steps did the Reckoning team take to make sure PC combat without an XBox 360 controller is as fun as combat on the consoles? – By Kaloris
A: We've spent a large chunk of development time, and more importantly, play-testing time on getting the PC controls to feel right for Reckoning[/i]. At different stages of the project's development, we've put the game in front of players from outside of the studio. During these sessions, people will go hands-on with the game for a few hours or more with no guidance from us. Meanwhile, I (or another designer) watch through a one-way mirror and takes notes. Many of those players have been playing with a mouse and keyboard instead of a controller. That is where we have gotten a lot of our most useful feedback on what we are doing right and wrong with our PC controls.
Attacking in the default PC control scheme doesn't have an exact 1:1 remapping from the gamepad-based control scheme. On a controller you can attack with one weapon by hitting X (or Square on a PS3 controller), and attacking with your second equipped weapon with Y/Triangle. On the PC, your weapon attacks are tied to the left mouse click, and you have one weapon available at any given moment on that click. However, you can quickly swap to a secondary weapon by scrolling the mouse wheel, similar to switching from an assault rifle to a handgun in a first-person-shooter. The right click on the mouse is used to cast your active spell. This "left-click weapon, right-click spell" setup allows you to quickly mix weapon and magic attacks mid-combat.
You can map additional spells to your keyboard’s 1 through 0 number keys, which gives you 10 options to quickly swap to as your active spell. This is a big difference from using a controller, where you just have 4 magic options to quickly switch between (one for each face button – X, Y, A,
Q: I've heard that the console versions of Reckoning will have a few presets you can use to customize the controls but what about the PC version? Will it be fully customizable or something similar? – By occumsrazor
A: Every keyboard press in the answer above is from the default control setup. They can all be remapped to whatever buttons you prefer. Dodge with shift, block with control and sprint with Spacebar, if you'd like. It's very customizable. And if you're playing with a trackball, or any mouse without a scroll wheel, you are free to move the secondary weapon swap command to a button on the keyboard that works for you.
And worth noting, you can always plug in a USB controller if you'd like the play the PC version of the game but prefer console controls. The game's UI will even dynamically change itself based on what controller you are currently using. When playing or testing my work on the game here at the office I actually find myself using a controller to do all the fighting and exploring in the game and relying on my mouse when I'm navigating menus. I'm not sure many people will utilize the quick swapping of controls to that degree when they are actually playing the game, but it's neat that it's there. – By Justin “perezidente” Perez, Systems Designer[/i]
Q: To what extent will voice acting be present in the game? Can we look forward to some "real" bosses in instances with voice acting and special moves? – By Goatrek
A: Voice Acting was a major undertaking in Reckoning[/i]. It took 10 weeks of all-day recording with studios in LA, Portland, New York, and the UK to get lines for every conversation, every cinematic, and every Lorestone in the game.
The talent we were able to get was fantastic, as were the Director and Studio Tech. One of the factors that resulted in the great VO you’ll hear in the game is the writing from our Narrative Design team. Multiple actors commented about how excited they were to read for characters with the depth and texture seen not just in the Main Quest, but the Side, Faction, and Freeform Quests as well! It’s a testament to everyone involved on the project that participants in our recent press events have gone on at length about "the injured girl in Gorhart", or "the wolf-guy in Dalentarth" being their most memorable moments in the few hours they spent with us.
As to your second question, there are indeed boss fights with special moves and exceptionally well done VO. Jim Cummings did a great job as the maniacal Gadflow, though his Winnie-the-Pooh version of the Gadflow lines will likely never go public…sadly…. – By Sean "notthatseanbean" Bean, Producer[/i]
Q: What type of interaction can we expect to see with NPC's? Would some develop throughout the game or will NPC's only have a few things to say and then nothing new again? – By HolyKnight
A: There are many interactions you can have with the NPCs in Reckoning[/i]. Aside from being able to use the services that certain NPCs may offer (whether it be healing services, training services, or some other type of service), you will also be able to engage in conversations with them. You can ask NPCs about certain topics aside from questline-related topics, and you may also find some can be swayed by using the Persuasion option.
Many NPCs dialogue will, in fact, be affected as you progress through the game. This could stem from choices you made during a quest, how much of the main quest-line you have completed thus far in the game, or even what time of day it is. Certain NPCs will also change their responses about a particular topic, so speaking with them multiple times about the same topic, at different points in the game, will sometimes give you more insight to how that NPC feels about a specific action that you or those around them have made.
Some NPCs may even offer to play a mini-game with you, and others still may give you the option to bribe them. There are a few that might offer insight on fellow NPCs nearby, or advice on who to speak to if you are looking for a particular service. NPCs are not always stagnant, either, and they may move around the town based on the time of day. If you can't find a particular NPC you spoke with in town during the day, perhaps you should check the local inn or the NPC’s home at night. Even NPCs need to rest occasionally, too. (Although, you may find a few of them stumbling around the local tavern in the evening as well!)
The NPCs in Reckoning[/i] also participate in many different activities. Don't be surprised to find that some are skilled lute players whose tunes entertain tavern guests, or that others keep busy tending gardens or praying by shrines. There are even situations where you may find NPCs living, and later find them deceased in their homes. This is a great reason to revisit some of the towns you may have already been to. Things could change by the time you return; some may change for the better, some for the worse.
Of course, there is always the option that you might also choose to take your rage out on a town’s NPCs, and assault or murder some of them too. In that case, you should be stealthy about it, or else be prepared to have the town’s guards start hunting you down to serve out some hard time in the local jail!– By Kitty "Neko" Hughes, Level Designer[/i]
#156
Posté 08 novembre 2011 - 03:48
naughty99 wrote...
Yes, I seem to recall the PC is silent.
I think the dialog wheel contains text for the entire PC dialog, rather than as we see in games with voiced characters where the dialog wheel is a sort of summary that can be slightly misleading.
It's just like Dungeon Siege III in that regard then, all you heard was grunts, or maybe not, and dialogue your character didn't say anything. It's also not any different from having a list like in Dragon Age: Origins.
A wheel is so much better, at least then you don't have to scroll through a list to get to the option you want or limit the options available because you have to hit a corresponding face button to select the one you want.
I knew I was going to love this game, but it keeps getting sweeter as the days roll by. As long as I get to install it before I go overseas, the release date and everything should be perfect.
#157
Posté 08 novembre 2011 - 06:39
Morroian wrote...
Elton John is dead wrote...
Also, this article states that Amalur has a dialogue wheel for when you make choices. Some of you would have seen this wheel in one of the gameplay previews from earlier this year. I believe other dialogue (like questions) appear in the traditonal wall of text style.
The PC is silent isn't s/he? Having a wheel is a bit weird in that case. Due to the consoles I guess.
No. It's not got anything to do with the console. When making choices, the dialogue wheel comes up but in all other dialogue situations, it's a wall of text. I've seen both. I wish I could find the one with the dialogue wheel. It's one of the first gameplay videos and it's about 30 minutes long. It has some of the developers narrating and you see them in a small box on the lower left side of the video.
BTW, new gameplay here. The menu and inventory have an old style feel to it IMO.
Also, the video shows that diseases can be contracted. I suppose this system is here thanks to the designer who worked on TES.
#158
Posté 08 novembre 2011 - 06:41
Modifié par Elton John is dead, 08 novembre 2011 - 06:44 .
#159
Posté 09 novembre 2011 - 01:55
I am really impressed at how the quests are chained with apparent choice and consequence within a questline gameplay/reward wise, let alone what story ramifications might be. There seems to be a healthy tablespoon of choice all around, and that is a great thing.
#160
Posté 09 novembre 2011 - 03:02
Elton John is dead wrote...
Also, David Bowie is in the game. Click here to see. Oh and here's the dialogue wheel and wall of text. As shown, the dialogue wheel is for choices and the wall of text is for questions. So many games are taking ME's dialogue wheel nowadays. Deus Ex: HR, War in The North and now Amalur.
David Bowie? What?
I hope you're not talking about Titarion who is voiced by Liam O'Brien, not David Bowie. It's Liam's Gaara voice.
And I must say: good god! The colors during the vision were pretty dark... See? The whole game doesn't look like sunshines and rainbows.
And even the bright colors for Titatrion and that area, I love how they don't match the tone of the scene.
Modifié par RPGamer13, 09 novembre 2011 - 03:06 .
#161
Posté 09 novembre 2011 - 06:33
Modifié par Elton John is dead, 09 novembre 2011 - 06:33 .
#162
Posté 09 novembre 2011 - 07:36
Elton John is dead wrote...
I was joking! The elf reminded me of David Bowie from this scene in Labyrinth.
Awww! Would love to hear some David Bowie and Mark Hamill voice acting in a game (that isn't Batman related). Loving everything I see on the game but meh I don't think it will be a day one purchase.
Modifié par Ringo12, 09 novembre 2011 - 07:39 .
#163
Posté 09 novembre 2011 - 08:58
#164
Posté 25 novembre 2011 - 11:59
#165
Posté 26 novembre 2011 - 03:28
#166
Posté 26 novembre 2011 - 03:54
sympathyforsaren wrote...
There's a new narrated trailer about combat out. That narrator is good.
Its Claudia Black. Of course its good.
#167
Posté 26 novembre 2011 - 05:55
SOLID_EVEREST wrote...
I think I might have overlooked it, but I saw some of the comments on the YouTube video saying that its going to be made by the same lead designer of Morrowind or something.
That is correct. Ken Rolston, who was the lead desginer of both Morrowind and Oblivion is working on the game.
Modifié par RPGamer13, 26 novembre 2011 - 05:55 .
#168
Posté 26 novembre 2011 - 03:25
Brockololly wrote...
sympathyforsaren wrote...
There's a new narrated trailer about combat out. That narrator is good.
Its Claudia Black. Of course its good.
Claudia Black
#169
Posté 05 décembre 2011 - 03:13
The detect hidden Skill is also going to be a must for me. With so many special armor set pieces and unique loot hidden in nooks and crannies of the world, I want to find it all. Also will help with booby traps in dungeons.
#170
Posté 05 décembre 2011 - 03:25
#171
Posté 05 décembre 2011 - 04:41
#172
Posté 05 décembre 2011 - 03:02
Modifié par eroeru, 05 décembre 2011 - 03:03 .
#173
Posté 05 décembre 2011 - 04:31
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Modifié par Kbrury, 05 décembre 2011 - 04:33 .
#174
Posté 05 décembre 2011 - 11:54
#175
Posté 06 décembre 2011 - 10:39





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