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    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012)

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) Empty Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012)

    Post by Shu Sat Apr 16, 2011 10:19 am

    http://reckoningthegame.com/







    Overview








    What can you tell me about the game?
    Set in the Kingdoms of Amalur universe, Reckoning
    will offer unrivaled RPG action combat, seamlessly integrating magical
    and melee attacks into an innovative and visceral experience. Reckoning
    includes hundreds of quests, characters, creatures, weapons and spells.
    More details about the game will be revealed over the coming weeks and
    months.











    What roles in the game design and development did Ken Rolston, Todd McFarlane, and R. A. Salvatore play?






    Each visionary brings a
    unique expertise to the team, and together they have made far more than
    just a game. They have created a living world with incredible history
    and depth, filled with breathtaking scenery and unforgettable
    adventures. Reckoning blends R.A. Salvatore’s
    storytelling mastery with Todd McFarlane’s eye for artistic excellence,
    all wrapped up in an expertly crafted RPG by Ken Rolston.










    What is Kingdoms of Amalur?






    Kingdoms of Amalur is an original fantasy universe that serves as the setting for both Reckoning and 38 Studios’ upcoming massively multiplayer game, codenamed Project Copernicus.
    Amalur's cultures and expansive history were created by R.A. Salvatore,
    and the world is being brought to life through the artistic vision of
    Todd McFarlane. Legendary game designer Ken Rolston provides players
    their first journey into Kingdoms of Amalur through the hero’s journey in Reckoning.
    The story of Amalur will continue to expand through comic books, novels, toys and additional games.




    What is Kingdoms of Amalur: Reckoning?Reckoning is an epic, open world role-playing game that gives fans their first experience with Kingdoms of Amalur,
    a new universe imagined by R.A. Salvatore, brought to life by Todd
    McFarlane, and designed by Ken Rolston and his team at Big Huge Games.
    R.A. Salvatore is the creator of the immortal Drizzt Do’Urden and
    author of The New York Times best-selling Forgotten Realms series. Todd
    McFarlane is a Grammy and Emmy-award winning artist, writer and toy
    designer best known for creating the fantasy series Spawn. Ken Rolston
    served as the lead designer of The Elder Scrolls III: Morrowind and The
    Elder Scrolls IV: Oblivion before joining Big Huge Games development
    studio, the Baltimore, MD-based wholly-owned subsidiary of 38 Studios,
    based in Maynard, MA.






    Game Details








    When will Reckoning be released?
    2012.










    When will we learn more about Reckoning?





    Keep coming back here to reckoningthegame.com to learn more about Reckoning, and keep track of updates via:

    Curt Schilling Twitter: http://twitter.com/gehrig38
    Todd McFarlane Twitter: http://twitter.com/todd_mcfarlane
    38 Studios Twitter: http://twitter.com/38studios
    Reckoning on Twitter: http://Twitter.com/ReckoningGame
    Reckoning on Facebook: https://facebook.com/ReckoningTheGame





    Who is the publisher?Reckoning will be published by Electronic Arts.









    What is the ESRB rating?Reckoning has not yet been rated.
    Anonymous
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    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) Empty Re: Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012)

    Post by Guest Sat Apr 16, 2011 11:28 am

    looks amazing but is this gone be a mmorpg ore just a rpg console game ??
    ad least the skill animation are fire! just wat i wanne see same as cabal and i hope for uber fast game play ^^
    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) Empty Re: Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012)

    Post by Shu Tue Jun 07, 2011 1:12 am



    At EA's E3 press conference
    today, 38 Studios founder and three-time World Series champion Curt
    Schilling showed off a new Kingdoms of Amalur: Reckoning trailer that
    features some new gameplay footage. Watch it below to see the game's
    rich world!

    UPDATE: To celebrate the release of the E3 trailer, 38 Studios has launched a new Reckoning site.
    Reckoning, an upcoming single player action RPG, is our first glimpse
    into 38 Studios' original fantasy universe that will act as the
    setting for an upcoming MMO, as well comic books, novels, toys and
    additional games. The team behind it is comprised of Schilling, comic
    book artist Todd McFarlane, best-selling author R.A. Salvatore, and
    renowned game designer Ken Rolston.
    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) Empty Re: Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012)

    Post by Shu Fri Jul 01, 2011 11:38 am


    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) Bkgd-image-reckoning

    Forum lurkers rejoice! There's a brand-new board for you to haunt, and it's kinda sorta related to an upcoming fantasy MMORPG. Curt Schilling's 38 Studios has just published its community portal for Kingdoms of Amalur: Reckoning, and while the title isn't massively (or particularly multiplayer), it is affiliated with 38's secretive Copernicus MMO.

    When we say affiliated, we mean that the two titles share the same
    fictional world, so lore junkies will want to bookmark the new boards
    and set about discussing histories, race lore, and anything else
    pertaining to the realm of Amalur.

    There's also the requisite community chat section in case you feel like a
    bit of the ol' ultraviolence with your fellow Amalurian forumites, so
    head to the official Reckoning site and register right away!
    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) Empty Re: Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012)

    Post by Shu Wed Oct 05, 2011 9:07 am

    Could 38 Studios and Big Huge Games' Kingdoms of
    Amalur: Reckoning be the next big thing? Senior Staff Writer Christopher
    "Pwyff" Tom traveled to Baltimore to get some hands-on time with the
    game and find out!


    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) 207168

    Prior to my visit to the Big Huge Games Studio in Baltimore, I'll
    admit that I didn't know all that much about Kingdoms of Amalur:
    Reckoning (or just Reckoning for short). Six months ago, Editor-in-Chief
    Darryl Gangloff and Reporter Kayla Smith went to the studio to watch a demo and attend a Q&A panel with the team behind the Amalur universe but, at the time, Reckoning wasn't going to be launched for almost another year - February 7, 2012 in North America and February 10, 2012 in Europe
    - so the event was less about Reckoning's core game mechanics and more
    about the overarching world that Big Huge Games was creating.
    Ultimately, while I was terribly excited about the creative team behind
    the game - Ken Rolston, lead designer of Elder Scrolls III and IV; R.A.
    Salvatore, one of the most recognized authors in modern fantasy; and
    Todd McFarlane, the artistic visionary behind the comic book series
    Spawn - I really didn't know what to expect at Reckoning's first
    hands-on press event.

    Some quick background here for those of you who are equally new to
    Amalur. Back in the day, Curt Schilling's 38 Studios was developing an
    unknown MMORPG under the codename "Project Copernicus." When 38 Studios
    acquired Big Huge Games from THQ in 2009, however, it decided that
    launching a single-player RPG first would be a better idea (Big Huge
    Games was already working on one at the time it was acquired), so
    Kingdoms of Amalur: Reckoning was born to introduce players to the
    universe they'll explore in the MMO. Now, onto the hands-on preview!
    One of the first things that struck me about Reckoning was just how much
    there is in this game. I don't mean this in the sense that you're
    getting book-sized journals thrown at you every few minutes, but just
    considering the overall scope of Reckoning can be dizzying. After being
    brought back from the dead to escape the tutorial dungeon, the game's
    "guiding tracks" quickly fade away, allowing for some endless
    exploration sessions that have you running from monsters you really
    shouldn't be tangling with. As the only person in Amalur able to change destiny itself,
    it was obvious that there were more than a few individuals interested
    in guiding me to some goal or another. Unfortunately, since I have the
    attention span of a kitten, I quickly found myself ignoring the main
    storyline quests, choosing instead to fight Kobolds in a nearby mine for
    some shiny loot.

    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) 207166

    Speaking of loot, Reckoning's equipment system is the deepest I've
    ever seen in any action RPG to date. One of the biggest turnoffs I run
    into with these kinds of games is that weapon and armor models rarely
    get the attention they deserve (sometimes they don't get any attention
    at all!). Usually, development teams like to animate only a handful of
    models, recoloring them as the player finds 'stronger' versions, but
    every few hours in Reckoning found me looking, and feeling, like a
    unique character. Reckoning employs that same addictive randomized loot
    progression system that made Diablo II so popular, but this is the first
    time I've seen it really work in the action RPG genre. Nothing was more
    satisfying than finding a pair of epic daggers for my Finesse / Sorcery
    character.

    Reckoning is also one of the few action RPGs to employ a deep class
    system that actually works for any player. On the surface level, players
    can choose 'fate cards,' which can be considered the classes of
    Reckoning. Each fate card comes with unique bonuses at early levels,
    like extra elemental damage and mana cost reductions for the mage
    classes, while the more advanced classes also come with unique
    abilities, like a short-range teleportation blink that replaces your
    dodge. Unlocking advanced tier fate cards requires the player to put
    ability points into one of the three skill trees: Might, Finesse, and
    Sorcery. Each tree focuses on certain weapon types, with more points
    unlocking special abilities for those weapons as well as individual
    skills.

    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) 207167

    What most impresses me about Reckoning's class system was just how
    diverse it is. Some players expressed fears that all classes would be forced
    to take a hybrid melee / magic route to succeed, but Reckoning is
    really about giving all builds the tools they need to advance. I started
    off with a warhammer and bow Might / Finesse character, but I still
    found some utility in throwing out a lightning spell every now and then.
    There are also a number of specializations available within the three
    skill trees, so compared to another Might / Finesse character, my build
    and combat style could be completely different from theirs. Reckoning
    even has an option for the most indecisive of players, with a powerful,
    balanced class that requires an even distribution of points across all three paths of Might, Sorcery, and Finesse.

    There are a lot of great systems in Reckoning (including the opportunity to name
    all of your crafted equipment!), but the last one - and most important!
    - I'll discuss at length is the combat. After spending a good amount of
    time investigating everything but the main storyline
    (including a decrepit castle with lore stones that recounted, in
    voiceovers, vivid tales of the inhabitants' demise), I eventually
    decided to see how much of Reckoning's combat system I could explore.
    After lunch, I popped the game over to hard mode and began to churn
    through the main story, hoping to see what sort of challenges the game
    could throw at me. I also found a pair of epic daggers and a nice
    chakram, so I paid a hefty gold fee and respecced myself to a Finesse /
    Sorcery build.

    Kingdoms of Amalur: Reckoning(Storytelling by R.A.Salvatore)(2012) 207171

    When it comes to action RPG combat, I tend to gravitate toward games
    that are fluid and responsive, while still rewarding tactical play.
    Thus, some of my favorite action games also have high levels of
    difficulty, like Overworks' Shinobi on the Playstation 2, or From Software's Demon's Souls.
    This isn't to say that Reckoning was as difficult as the
    afore-mentioned titles, but I found myself really immersed in the combat
    of Reckoning in a way that few other titles have done. The combat of
    Reckoning is very smooth, and I was pleasantly surprised at the great
    combo opportunities and frame-canceling moves you could perform.

    There is a very real and tangible rhythm to Reckoning's combat, and I
    was very relieved that it wasn't a button mash-a-thon that has become
    so prevalent in other action RPGs. At one point, I almost died to a pack
    of wolves that were staggering their attacks from all sides so that I
    couldn't dodge and pick them off one at a time. Near the end of the
    event, I did die to an enormous troll boss, as my newly
    acquired blink ability had a few more startup frames than my normal
    dodge, so my timing was off and I took a club to the face (which was a
    near OHKO on hard).

    In the end, the only worry I can voice is really the pessimist (some
    could say the journalist) speaking. I'll admit right now: Kingdoms of
    Amalur: Reckoning has me absolutely enamored. A month after my
    experiences, I'm still appreciating just how well-crafted this game is.
    On that note, I could have easily spent twenty hours exploring the first
    region of Dalentarth (which some games might consider a good 35%
    content point), and I intend to do so when the game launches, but my
    hope is that Reckoning can continue to deliver this impressive level of
    experience in the dozens, maybe even hundreds of hours of playtime
    promised beyond.

    Reckoning is a very ambitious game, and if 38 Studios and
    Big Huge Games can deliver on that ambition, then I'll be the first in
    line for whatever comes next in the Amalur universe.
    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

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    Post by Shu Wed Nov 23, 2011 10:02 pm

    shu:just the battle system alone make this mmo one of the top action style mmo for upcoming games.in my view better then a lot of others mmo out there.

    add that to the face its by forgotten realms authors of dark elf trilogy we can expect good story telling as well,this is definitely one of the mmo i will play and test when beta is here ^^

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