Kingdoms of Amalur: Reckoning Previews

Another trio of event-based previews for 38 Studios' Kingdoms of Amalur: Reckoning are available, and this time we start things off over at Shacknews:
Reckoning features a laundry list of RPG feature list must-haves: crafting, gem slotting, and adding attributes to weapons and armor. There's a dynamic gear system in play that shapes the look of each item, as well as its power. Whereas some RPGs feature pathetic looking starting weapons, even beginner weaponry in Reckoning looks impressive. Speaking on the art created for the game by famed comic creator Todd McFarlane, Mark Nelson from Big Huge Games explained that McFarlane doesn't accept the philosophy of "this is how things are usually done." To appear to yet another group of gamers, Reckoning has a big emphasis on quality loot. "This game has a very Diablo-like loot system," Nelson explained.

The game's story is split into "destinies," rather than character classes. Character choices throughout the talent trees in Reckoning help to shape the hero of Amalur. As players invest points in the game's skill trees, new destinies are unlocked and with it come a slew of fresh combat options. Even the Mage gets into the combat in Reckoning. Rather than have a standard "ranged-focused class," Reckoning gives the magical character an impressive array of melee options. One weapon, the chakra, features dual-discs that Mages can juggle between multiple enemies. There's an attention to detail in Reckoning that I can really get behind. For example, while the Warrior can roll away from incoming attacks, the Mage's similar ability is to teleport instead. It's bringing a story element to the small things, which is as cool as it is classy.

Then we move to Ten Ton Hammer:
There are four races in Reckoning: two human races (Almain and Varni), and two elvish races (Ljosalfar and Dokkalfar). The races will each get a racial bonus as well as bonuses depending on their patron gods. Standard expectations of character appearance customization are part of the creation process, offering customization of facial features, colors, piercings, and tattoos, although there are no body type customization options. The world around you will also react to your race and background.

So, after you have created your character you can enter the game and you realize that you are dead. The whole goal from here on out is to figure out how you have died and why you have come back. BHG was not about to reveal this information, so it will be up to us to uncover as we play the game.

And, finally, Destructoid:
Regardless of what choice you decide, it's clear that Reckoning may provide some of the most visceral, in-your-face combat of any open-world role-playing game to date. In fact, this was one of the focuses of this early demo, and it may be one of the main points that sets Reckoning apart from its peers. From the very first battle, it's clear that the game's combat is closer to God of War than anything we've seen from action-role playing games in the past.

The warrior on the screen deftly wields a sword and a massive hammer simultaneously, knocking enemies back with vicious strikes that hit hard. Anything unfortunate enough to get in the way is completely destroyed, adversaries falling to the ground and cowering in fear as they beg for their lives. Quicktime events finish many combat loops, a cinematic-style kill the team is calling (Fate Shift Kills.) Outside of looking damned cool, they're being coy on what using those kills will mean, but promise they'll have an impact on not only the player, but the game world as well.