A Time of Reckoning

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So what do you get when you take one of the world’s best fantasy writers, R. A. Salvatore, best comic book artists, Todd McFarlane, and back them with a former Major League pitcher with a love for RPGs, Curt Schilling and 38 Studios? Kingdom of Amalur: Reckoning, that’s what.

With Salvatore developing and guiding the universe's story and McFarlane bringing his unique visual style to the world, it is no wonder that Reckoning looks to be a great new massive RPG world that any fan of the genre will want to try out, especially given the interesting way your character is brought into the world.

The world of Amalur is in turmoil, the races are at war, and it is tearing the land apart. Your character rises from the dead with the intent of getting vengeance for being murdered. The only problem is, since you’ve already played out your fate, you don’t have one, and it is with that concept that the developers and designers of Kingdom of Amalur: Reckoning introduce their unique class system.

Put simply, you don’t start off with a specific class. Their belief is that you don’t know what or how you want to play at the beginning. Instead, your character starts leaning towards one of several classes as your gameplay style comes out. Along with that comes the fact that the fate you eventually come to is up for grabs. As you play through the game, you will add points to one of several destinies, and doing so will give your character new powers and abilities, but it will also work to narrow down the type of character you are playing as.

Being a fan of both Salvatore and McFarlane’s work, I can’t wait to see how their efforts combined with Ken Rolston’s (Lead Designer of Elder Scrolls III: Morrowind and Elder Scrolls IV: Oblivion) guidance all comes together. It looks to be an RPG that might rival both the breadth and depth of the Dragon’s Age series.