Reckoning will immerse players with its fighting and help them wil loot

Dec 15, 2011 01:31 GMT  ·  By

Kingdoms of Amalur: Reckoning, the new action RPG that’s set to appear in early 2012, has received a few more details, this time concerning its combat and loot system, which were made to feel as immersive as possible and to reward players with stuff they actually need.

While the rush of big holiday releases has passed, we’re now getting ready for another batch of high quality games that will start appearing at the end of January and beginning of February next year. Among them, we have Kingdoms of Amalur: Reckoning, coming from 38 Studios and Big Huge Games.

We’ve already heard quite a lot about the game, which is masterminded by Ken Rolstom, the designer behind other hit RPGs like Morrowind or Oblivion, and now more details have been presented by the game’s producer at Big Huge Games, Sean Bean.

He explained to IGN just how hard it is to make an RPG that feels immersive through its story and world, but also through the combat, which can feel extremely awkward sometimes.

“You play some RPGs and you're very into the world, you're very into the mythos, you're very into some of the systemic stuff, and then you get into a fight. And it feels like – in that moment – you stop being in it. So you get through the fight or you try to figure out a way to get through it, just so you can get back into [the stuff you're interested in],” he said.

“We set out, with no proof that we could do it, to do that, and to also have really awesome combat. It was a lot of trial and error, and a lot of labor of love weekends, but we got to the point where… we were like 'my gosh, I think we've done it.' And we've had a very good response.”

Bean also talked about the loot system, which, while staying pretty random at times, will help players with items they sorely need, including potions, weapons or armor pieces, just to keep the action going.

“There's a lot of randomization to it. I mean obviously we can choose specifically that when you're leaving Allestar Glade [at the start of the game], we want you to fight the troll, or if you swim out to the end of this creek and there's a dive point, you're going to find the unique helmet of whatever. But yes, the loot tables are randomized, it can even look at the loot that you've gotten and more heavily lean toward [what you need],” Bean continued.

“If you don't have a lot of potions you'll be finding more potions, if you need lockpicks you'll find more lockpicks, if you have part of a set, it's going to lean a bit more toward getting you another unique from that set. There are so many systems behind the scenes trying to make the loot system great for you,” he concluded.

After getting to check out Reckoning at Gamescom 2011, we’re very excited about the action RPG so we can’t wait for it to arrive on February 7, in North America, and February 10, in Europe, for the PC, PS3 and Xbox 360.