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New Dev Diary for Kingdoms of Amalur: Reckoning |
Listed in: News Tags: 38 studios, Big Huge Games, kingdoms of amalur: reckoning

The new dev diary for Kingdoms of Amalur: Reckoning focuses on the combat within the game and what sets it apart from most action games in the genre and the button mashing found therein. Joe Quadara, Lead Combat Designer for Big Huge Games (a subsidiary of former MLB pitcher Curt Schillings' 38 Studios) promises that the combat in Reckoning will feel more natural than other hack-n-slashers. He says that the main focus for him is for the combat to feel almost like anything is possible once you have the basics down. You can use your basic moves to make any sort of combo you can imagine because you are never stuck in an animation. Well, probably not really never per se, more like for a very brief period of time, but you can cancel moves to compensate for enemy movement - which is always a good thing.
The animators are also given some screen time and we get to see them screwing around filming themselves at the office trying to come up with ideas for attacks. It's interesting to see these guys get out of their chairs and study the human form, which is essential in a game like this where they are focusing on natural movement as it pertains to combat.
So far, Reckoning looks like a pretty standard button masher with giant over-sized weapons that almost look comical at times, but those who've had their hands on preview versions say the combat really is innovative. I guess we'll see when the game comes out in February 2012.
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