Kingdoms of Amalur: Reckoning Screenshots and Event Recap
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(After four years of hard work, it was deeply satisfying to give the fans at Comic-Con a sneak peek of what we've all been working on for so long,) Schilling said. (I've been in front of cheering fans before but it was something else seeing such positive response to the first look at our collective dream as it was realized on a giant screen in front of a packed auditorium. A lot of people have responded in surprise when they learn I'm a serious gamer, but seeing the enthusiastic response from fellow gamers and hardcore fans at Comic-Con was such a reward after all of the time and energy we've put into Reckoning.)
Schilling whose last three contracts before he retired from baseball required high-speed Internet access in each hotel room so he could still play EverQuest on the road quickly established his hardcore gamer credentials with the crowd, joking that (I'd be looking at the time and thinking that if this inning ended by eleven, I'd still be able to get in the raid at 12:30.)
R.A. Salvatore spoke elegantly about how the rich back story he has created for the Kingdoms of Amalur world has given life to an immersive atmosphere blended with exhaustive lore to provide the backdrop for not only Reckoning, but also a still-to-be-named massively multiplayer title in the works.
Legendary artist Todd McFarlane spoke at length about his belief in realism and a (combat theater) approach to the design of Reckoning, at one point jumping up on the table to demonstrate that when a fighter takes on a 20-ton giant, he should move in a way that reflects the weight of the weapon, the hide of the monster and the strength required to pull it all off. Much of that responsibility will fall to Ken Rolston, who wants to apply the same approach to fun, engaging gameplay that he and his development teams realized in previous worlds like Morrowind, Oblivion and paper-and-pencil classics like RuneQuest, Warhammer and Dungeons & Dragons.