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KoA: Reckoning - Interview @ 360 Magazine

by Aries100, 2012-01-20 22:48:41

An interview for this game can be found at 360 Magazine.  It features the Lead Designer Ian Frazier talking about how big the game world is, the background for the world in KO:A as well as some thoughts about combat and character class. A sample:

This helps us to sell R.A. [Salvatore]’s core idea that Amalur is a world worth saving, a place that’s so beautiful and varied that you really want to save the world from the various evils that plague it. Second, we have an innovative approach to character class –what we call the Destiny system – which lets us get around one of the big historical problems of the RPG genre: buyer’s remorse. We let you get a feel for the game before settling on a class, and even after you have settled on one, we let you evolve and change it further over the course of the game. Finally, our combat is simply spectacular. It’s smooth, it’s responsive and it gives the player an obscene amount of freedom in how to approach it. It’s incredibly fun. Frankly I think Reckoning’s combat is head and shoulders above any other game in the genre when it comes to raw entertainment value.


Source: GameBanshee

Information about

KoA: Reckoning

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: Released


Details