Kingdoms of Amalur: Reckoning Preview and Video Interviews
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Expect something similar to Oblivion but, as McFarlane put it, they will "turn up the volume a little bit." What's that actually mean? McFarlane wants more consequences when you're going between quests and less time when nothing is happening.
Rolston agrees. "I want to steal the good parts [of an action game] for my vision of a roleplaying game," he told a captive crowd at Comic-Con. "I want to increase the pace."
If you've played Oblivion or Morrowind, you have an idea of what Rolston likes. Big open worlds with a vast narrative. For Reckoning, he wants to smooth out what he calls the "clunky" elements of RPGs. We tend to accept the poor animations and moderately good combat system of Oblivion because it's an RPG. Ralston isn't accepting that excuse anymore. Reckoning needs to look good, play brilliantly and have all the expected elements for those who loved Oblivion. Uh, yes please.
If you needed any further convincing that Rolston has a vision for what makes a great RPG, he set all doubts to rest. He explained the secret to making great games like Oblivion. "It's giving you a powerful, compelling story," he said, standing to make his point. "Powerful enough to be a great movie and a great novel and then giving you a world with so many things to distract you from getting to the ending." He knows he's succeeded if he can "sucker you into the dark world where that story isn't, because you don't want it to end."
And while we're on the topic of KoA, you can stop by G4 for an eleven-minute video interview with Todd McFarlane and a two-minute roundtable discussion with Curt Schilling, R.A. Salvatore, Todd McFarlane, and an unnamed designer.