The mix between action and role-playing game is well balanced

Feb 7, 2012 22:21 GMT  ·  By

Kingdoms of Amalur: Reckoning, the mix between action and role playing from 38 Studios, Big Huge Games and Electronic Arts, is out this week and the developers are keen to let the public know that the launch might signify the start of a whole new game genre.

Joe Quadara, who is the lead combat designer working on Reckoning, told VG247 that, “I hate to use comparisons, because they imply so many things. Then once you combine everything, it really becomes its own thing. Furthermore, once I’ve spewed out all these games you know, there’s all the stuff that we’re doing that has never been done before.”

He then went on to say that the game combined the action combat of Bayonetta and the God of War series with a loot system inspired by the Diablo series from Blizzard.

He added, “The world has no comparison that I can think of (despite many people comparing us to the Fable series, Reckoning is much larger and open). It is open and lovingly hand crafted with over 120 unique dungeons to explore and hundreds of hours of content. The written dialog could fill ten novels, and the voice acting is top notch.”

Quadara also talked about the combat system, taking the focus on number and customization from the role-playing genre and the ability to create combos and fast attacks from the fighting-game genre.

Kingdoms of Amalur creates a world where everyone has a pre-determined fate and the main character is one of a rare breed of individuals who can decide his own, making him important to the major powers of the world.

The developers at 38 Studios are planning to use the same world as the basis for a full-fledged MMO, called Copernicus at the moment, which might arrive as soon as late 2013.