Curt Schilling’s 38 Studios finally revealed some information on their upcoming RPG project here at San Diego Comic-Con , finally given a name: Kingdoms of Amalur: Reckoning.
Curt Schilling opened up the talk talking about his love of gaming, especially MMORPGs such as EverQuest, and wanting to make a game of his own. And in creating this game, he wanted to get a Murderer’s Row of talent – he got RA Salvatore to do the story, Ken Rolston who was the lead designer on Oblivion to be in charge of game design, and Todd MacFarlane was brought in to do the characters – not just design and concept art but all character art and design.
They then showed off the first trailer of the gamely, entitled “Kingdoms of Amalur: Reckoning,” directed by Todd MacFarlane. It showed a knight in armor fighting some armored skeletons, and eventually charging up a pair of energy blades and unleashing a huge blast. Interspersed with these scenes were scenes of a man in chains being resurrected by the same blue energy.
RA Salvatore talked a lot about how they created an immersive world, including a 10,000 year history, available on a wiki for all the races and the worlds to have a history, and to make the world make sense. He talked a lot about making a world that made sense, as a world that is consistent and logical immerses the player more.
Ken Rolston talked about the two things that he wanted the games to accomplish: firstly, creating a vast narrative, a la Buffy the Vamlire Slayer, Battlestar Galactica’s 2000s remake or Star Wars – a world that you get immersed in via one piece of media and then you use supplemental materials to satisfy your desire to be in this world. Second, he wanted an open world, the kind that would be filled with plenty of distractions to keep you from going straight from beginning to end.
Todd MacFarlane talked about how being a less serious Gamer, he brought a more outsider position, asking a lot of stupid questions but occasionally having a few brilliant suggestions. He didn’t want to just do concept art, but really wanted to make all the characters and be deeply involved with the design of the game’s characters, and to make the characters feel menacing, and to paint the game’s trailer with huge, bold, immediate strokes. He wanted to make characters that would feel real, like they were more than just wireframe models, but actual creatures made of flesh and bone.
Not many details about the gameplay were released, as a lot of the talk was focused on creating the world and premiering the trailer, shown twice, but what little details were released revealed that the combat was inspired by games like God of War, meaning big, intense combat situations. The first entry if the game is scheduled for release in fall 2011, which will be a console RPG game, with the MMO that takes place after the events of that game to release some time afterward.
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