it's hard not to be skeptical about
kingdoms of amalur: reckoning. an rpg, by known strategy developer big huge games, that was rejiggered to fit into curt schilling's
38 studios long-in-development mmo's universe after the
developer's acquisition. in our march preview of the game at gdc we said that the developer ''''''
might just pull this off.'''''' now, after playing
reckoning at gamescom, i have to say that big huge games could exceed expectations when the game launches
february 7.
during my demo with
reckoning i played as a mage and warrior, the two had distinct animations, but at their core were similar when it came to the rules of combat. both characters i tried were level 20, so i was dropped right into a high-level character without much training. it wasn't really a problem as the combat system is quite intuitive. if you've played
batman: arkham asylum, bayonetta or
fable, you'll easily pick up the fantastical warfare.
gallery: kingdoms of amalur: reckoning (7/28/11) 



continue reading kingdoms of amalur: reckoning preview: reckon the combat is solid
kingdoms of amalur: reckoning preview: reckon the combat is solid originally appeared on
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