Kingdoms of Amalur: Reckoning is the action RPG developed by Big Huge Games (and distributed by EA), KOA R is a game overseen by three big names: RA Salvatore (the Trilogy of the Black Elf) to the scenario, Todd McFarlane (Spawn) as lead artist and Ken Rolston (Oblivion) as lead designer. This game is supposed to launch a new license if he wins the cross media success.
The world is torn by Amalur a war launched by Thuat Deohn, race of the Fae, immortal beings endowed with immense magical powers, against the other races. It embodies a character killed in the war and provided by two gnomes in a sort of morgue very intriguing. There is a choice between four 'races', each with their bonus, then to choose gender and overall appearance. It is then possible to choose a deity of choice or be free from divine influence.
Kingdoms of Amalur: Reckoning
It comes back to life following a stay in the "Well of Souls." It seems that this is the first time someone comes to life in a state as good. In the Kingdoms of Amalur: Reckoning, the destiny of nations is normally fixed at birth. But this return to life avatar gives our freedom to be free of destiny. But we have no time to inquire further as the Thuat Deohn, far from the front, at the same time launched an attack on the Well. One must first meet the designer of the Well in the Tower of Allestar before attempting to flee to Agartha. Once out of Agartha, a 45-minute countdown starts up, to explore a little over the universe.
The combat system returns straight to the Action RPG genre with the fighting nervous, giving choice to acquire a primary weapon and a secondary weapon, using spells via shortcuts or use stealth . Some weapons can use charged shots. There are no cons for targeting system. The fighting proved much more interesting than a Skyrim. There are in addition to the "limits" and put to death via QTE. There are a classic inventory system can be equipped with equipment and weapons picked up on enemies or in chests. It seems that the equipment can wear (durability points).
In addition, Kingdoms of Amalur: Reckoning also inherited a range of special skills obtained over the levels to complement our conventional attacks more impressive power. To understand their acquisition, we must first explain the system "for" of Kingdoms of Amalur: Reckoning, which replaces more or less the character classes role-playing classic. Every time you pass a level in the title, we recover three skill points to distribute in the talent trees of the game at three, they allow us to specialize our character in Might, Finesse and Sorcery or rather mix some things. By investing in these trees, we will release the "intended" with which we can juggle at will to change some of the skills of our character.
We begin our part as Fateless (a class neutral) to unlock the fate of Rogue, Brawler Acolyte (obviously more or less corresponding to the classics thief, warrior, and mage) on our first level. The selection will only grow after that and there will be future access to a total of 5 for purely Might, Sorcery and Finesse, 5 for Might / Sorcery, Finesse / Sorcery and Might / Finesse and finally for 6 Might / Finesse / Sorcery for a total of 40 for. Each of these will be for more or less accessible depending on our level, for example asking the Fighter 11 skill points spent in Might, while the Warlock will require him, at least 25 points in Subtlety and 25 Sorcery. Knowing that for each is accompanied by passive skills can be very useful to become Seer in Kingdoms of Amalur: Reckoning (28 points in Sorcery) has for example allowed replacing our classic dodge (a single roll) by a short-range teleportation much more convenient.
Kingdoms of Amalur: Reckoning Trailer
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