Kingdoms of Amalur: Reckoning Community Q&A #9

The latest Q&A with Kingdoms of Amalur: Reckoning's developers answers questions coming from the community about traps and hazards in dungeons, the "openness" of the world, whether mages will be able to wield swords and more. Here's a sampling:
Q: Just how "open" is the world? I know it has been said you can stray off the path, and there are five distinct zones. But how will the transition between these zones take place? Is it Elder Scrolls level "If you can see it, you can go to it?" (Within reason) By Outlander

A: The world of Reckoning is huge, and at any point you can decide to veer off the main roads or take a break from the main quest. We strongly encourage it! The main quest does a good job of giving you a tour of the world, but it only touches on the depth and breadth of the different regions. A lot of care went into giving those explorers out there a vast world to roam and fight through. There are sweeping plains and dense forests that are stocked full of side content, but there's also a great deal to be found from just free exploration. You might uncover some of our secret nooks and crannies that are hiding some of the best loot in the game, or even extra bits of lore.

There are load screens between the five biomes for technical reasons, but you can spend real-world days exploring the massive amounts of content of each one. There are also over a hundred and twenty hand-crafted dungeons to explore.

All in all, you could spend countless hours just wandering the world of Reckoning and uncovering its secrets. Please tell us what you find! By Colin "Hugohan" Campbell, Lead World Designer