If you’ve been watching the videos leading up to Kingdoms of Amalur: Reckoning’s imminent release, you may still be scratching your head wondering what exactly this game is, outside of the high-fantasy.
With such an ambitious RPG, even the developers know that it’s been a hard road to relay the underlying core game mechanics behind the game. In a recent interview, the lead combat designer of the game explained the difficulty in trying to relay this core experience to potential buyers of the game.
“I’ve never experienced a game like it before, and that’s been the difficulty of talking about this game. It’s an RPG with good combat, and people have a hard time figuring out what that means in their own heads, because there’s no example of it, really. Now we’re in this age where we have all these action games that have RPG elements, that right there has just destroyed to me what an RPG means because we’re talking about RPG elements. There are all these different ways we can spread out, and these are all valid representations of RPGs. But you ask any different person what an RPG is and they’ll give you a different answer.”
Kingdoms of Amalur: Reckoning releases on February 7th for Xbox 360, PS3, and PC.