Thanks for the link! Looks very kiddie consoley to me. I'll try it though.
Personally i thought that looked amazing
Hoping they follow through on their plan for the second game in the series being an mmo... action and rpg so tightly integrated in an mmo would be the kick the industry needs.
Thanks for the link! Looks very kiddie consoley to me. I'll try it though.
Personally i thought that looked amazing
Hoping they follow through on their plan for the second game in the series being an mmo... action and rpg so tightly integrated in an mmo would be the kick the industry needs.
Um, wha? Almost all of the MMO's are action rpg's. You mean the combo system or how the combat is more like sonic meets street fighter?
Watching the game it doesn't even look 'open world' but more like a bunch of narrow corridor areas that are interconnected. They also said nothing in that gameplay video about the PC version. The narrow FOV was, well, narrow.
They kept talking about the wonderful doors in the game but to me they looked like six year old WoW graphics. I mean, why would someone put a door like that there and then put a big huge lever to open it? Ruins the point of the door, doesn't it?
The special edition, limited edition and really limited edition.
Quote:
Special Edition available for MSRP $80 includes:
Custom parchment map of the world
Custom seven-piece set of dice for your next tabletop gaming session
Full set of 40 Destiny Cards that are featured in the game
Soundtrack of Kingdoms of Amalur: Reckoning composed by Grant Kirkhope
Collector’s Edition limited at 700 units available for $200 USD includes:
All items in the Special Edition (parchment map, seven-piece dice set, full set of destiny cards, and soundtrack)
Individually numbered Prismere Troll figurine created by McFarlane toys. The solid resin troll stands at 12.5” and normally retails for $125.
High-quality concept art lithograph from Reckoning limited to 1,000 units, signed by game visionary, Ken Rolston.
Signature Edition limited to 300 units will be available for $275 USD includes:
All items in the Special Edition (parchment map, seven-piece dice set, full set of destiny cards, and soundtrack)
All items in the Collector’s Edition
Individually-numbered, custom sketch by Todd McFarlane limited to 300 units
The Prismere Troll figurine is signed by Todd McFarlane, R.A. Salvatore or Curt Schilling and are limited to 300 editions
(That figurine must be a bit special I guess, ~100+ USD is a bit much for most any game.)
In every gameplay video I've seen so far though, there seems to be a split second stall when activating skills/spells. I don't know if this is because it's on the 360 or just their engine choking on the effects; I'm hoping the PC version won't exhibit this behavior...nonetheless the game looks promising so far
In every gameplay video I've seen so far though, there seems to be a split second stall when activating skills/spells. I don't know if this is because it's on the 360 or just their engine choking on the effects; I'm hoping the PC version won't exhibit this behavior.
Pretty sure that's an intended effect. That slight pausing has become popular in games with this type of fighting style, zelda, force unleashed etc. I guess that they've realized some derps are a bit slow and needs that slight pause to understand that they've landed a hit.
In every gameplay video I've seen so far though, there seems to be a split second stall when activating skills/spells. I don't know if this is because it's on the 360 or just their engine choking on the effects; I'm hoping the PC version won't exhibit this behavior.
Pretty sure that's an intended effect. That slight pausing has become popular in games with this type of fighting style, zelda, force unleashed etc. I guess that they've realized some derps are a bit slow and needs that slight pause to understand that they've landed a hit.
Ah ok, thanks. Still, though, I'm hoping the PC version will have an option to turn this 'feature' off. I can see it becoming somewhat annoying after a while, but I am probably just over reacting.
It's all just intent at this point, nothing concrete. Too soon to get excited I suppose, but some hope.
Curt Shilling responding to modding questions:
"Our ultimate goal will be to release our full tool set to our players to allow them to mod our games, any game, as much as they'd like. That community is amazing at extending the life of games and we want that same sort of interest in games we make. "
"Right, it's a goal. The goal is to release whatever we can to assist the players out there to be able to go to town with mods. No idea when, what or how but once the team gets DLC plans executed and gets some time to get their lives back we'd love to be able to assist the mod community in growing with Reckoning."
"Honestly it's going to come down to the same thing that drives every other decision for us, time. The engine was built from the ground up, and in doing so there was not a major focus on the ability/inability to mod. It will be more about resources and time vs anything else, and then what the result would look like.
That's something Ian, Tag and the engineers will decide in the end.
Our desire would be to allow modders to extend Reckoning's life as long as possible, I am not smart enough to tell you right now what that means for us, and for the modding world at large."
It's all just intent at this point, nothing concrete. Too soon to get excited I suppose, but some hope.
Curt Shilling responding to modding questions:
"Our ultimate goal will be to release our full tool set to our players to allow them to mod our games, any game, as much as they'd like. That community is amazing at extending the life of games and we want that same sort of interest in games we make. "
"Right, it's a goal. The goal is to release whatever we can to assist the players out there to be able to go to town with mods. No idea when, what or how but once the team gets DLC plans executed and gets some time to get their lives back we'd love to be able to assist the mod community in growing with Reckoning."
"Honestly it's going to come down to the same thing that drives every other decision for us, time. The engine was built from the ground up, and in doing so there was not a major focus on the ability/inability to mod. It will be more about resources and time vs anything else, and then what the result would look like.
That's something Ian, Tag and the engineers will decide in the end.
Our desire would be to allow modders to extend Reckoning's life as long as possible, I am not smart enough to tell you right now what that means for us, and for the modding world at large."
sounds promising for sure, but i can recall a few similar statements in the past that ended in disappointment. hopefully these guys come through and this game is as good as it sounds in previews (and looks in videos). i am personally starting to get pretty hyped about this one, but i am building a hugbox just in case it doesnt work out
Just in case my sarcasm towards Interinactive isn't readily apparent to some, just look at the LOL in morse code(one button combo for transmitting entire messages) in my post.
I really have to level up sarcasm, or at least put perks in it.
All joking aside, that comment is taken entirely out context based on the the new crop of gameplay videos. Multiple skills seem to be used to create the different combos. But you can, like in the archery video, instead of mashing regular attack, delay, and have that 'poke your enemy in mid air' effect, all just timing the regular attacks.
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