An Enemy-Pounding Funfest!!!
If you wish to support 38 studios, and BigHugeGames more "directly". They self published Reckoning on Steam due to community requests that it be available.
Release Date US: 02/07/2012
Release Date EU: 02/10/2012
Kingdoms of Amalur: Reckoning is a single player Action Role-playing Game set in the brand-new game fantasy universe of Amalur. The game features an expansive Open World game environment, the unique "Destinies" system that limits character development only by the combination of equipped spells and items carried, intuitive yet challenging combat, a robust crafting system and a range of special attacks, magical abilities, and profression skills. Additional features include: the written and design talents of R.A. Salvatore, Todd McFarlane and Ken Rolston; dramatic special and metered attacks; as well as multiple in-game races, player housing, and a massive loot system.
Kingdoms of Amalur: Reckoning takes place in Amalur, inhabited by various races of beings and filled with thousands of years of history. This deep fantasy based world is the brainchild of best-selling Fantasy and Science Fiction author R.A. Salvatore and the combined talents of Todd McFarlane, the creator of the Spawn series, Ken Rolston, the lead designer of The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, and the team at Big Huge Games. Reckoning bears the hallmarks of each of these visionaries. In addition to being the setting for Reckoning, this rich world will also serve as a base for a future trans-media entertainment experience, including books, toys, comics, and a planned MMORPG yet to be announced.
Reckoning takes place during the Age of Arcana, a time when magic is freshly returning to the world of Amalur after a long absence. A war is taking place between a group of unseelie Fae, an immortal race called the Tuatha, and the mortal races of men and elves. Reckoning is set 2000 years prior to Copernicus, in the geographic region call the Faelands. This is a smaller discovered portion of a much larger world. There is a day time and night time cycle which is reflected by it's citizens.
Reckoning begins when you awaken after having died or been killed, then unbeknownst to you, your body was placed into the Well of Souls. After awakening you see that you're body was used and discarded as just another failed experiment and thrown into a pile of other corpses, you claw your way out to find yourself in a cavern. You don't know who you are, you don't know how you've died, and you certainly don't know how you came back. You walk forward and are greeted by the architect of your resurrection, a gnome who goes by the name of Fomorous Hugues. You now start your adventure into finding out just how you ended up being the first Fateless One.
The Owner of 38 Studios, and Big Huge Games:
Curt Shilling:
Mr. Schilling has 8 years of video game industry experience, and has participated in MMO development through his long partnership with Sony Online Entertainment. Prior to his retirement from Major League Baseball, Mr. Schilling's leadership was seen on and off the field, and he continues to be a player spokesman and advocate for the baseball profession. His preparation skills and ability to focus were extraordinary even amongst professional athletes; these have since carried over into his business activities. He excels in the most intense and pressure-packed environments.
He's Here amoung us:
Curt Shillings first Gaf Post
The Visionaries:
Ken Rolston:
(Design)
Ken Rolston started his career working on pen and paper rpg's such as Paranoia (which he won the H.G. Wells best RPG award for), D&D, Runequest, Star Wars, Ghostbusters and various others. Probably best known for his work as lead designer on the Elder Scrolls: Morrowind and its expansions. He was also the lead designer on the Elder Scrolls: Oblivion. Rolston is currently at Big Huge Games as Executive Game Designer on Kingdoms of Amalur: Reckoning. Ken Rolston is an Internationally Celebrated Game Designer.
R.A Salvatore:
(Narrative)
Well known as the creator of Drizzt Do’Urden, one of the fantasy genre’s most popular characters, R. A. Salvatore is bringing his talent and imagination to 38 Studios. The New York Times best-selling author is beloved for series like The Dark Elf Trilogy, Paths of Darkness, The Hunter’s Blades Trilogy, and The Cleric Quintet. He has written 40 novels which have sold over 15 million copies worldwide, largely because of his unique ability to weave rich characters and relationships in a fantasy genre that is traditionally thin on character development.
Todd Mcfarlane:
(Art/Animation)
The creative force behind Spawn, one of the world’s most popular comic franchises, this multi-talented dynamo is driving the artistic vision for 38 Studios. You may also know Todd McFarlane from his days penciling Spider-Man at Marvel/Epic Comics, or you may be a fan of the highly acclaimed action figures of McFarlane Toys.
Todd McFarlane is also an award-winning powerhouse with the Midas touch. From the Emmy Award-winning Spawn series on HBO to the Grammy Award-winning music video for Korn’s Freak On a Leash, and countless other animation and live-action music videos, television, and feature film projects, McFarlane has indelibly etched his name into pop culture.
Grant Kirkhope:
(Music)
A British video game music composer, known for writing the soundtracks for numerous games by Rare, such as GoldenEye, Banjo-Kazooie, Banjo-Tooie, Donkey Kong 64, Perfect Dark, Grabbed by the Ghoulies, Viva Pinata, Banjo-Kazooie: Nuts and Bolts and Viva Pinata: Trouble in Paradise. He is now the Audio director for Big Huge Games, and Reckoning.
In 2004 Kirkhope was nominated for "Outstanding Achievement In Original Music Composition" at the Academy of Interactive Arts and Sciences Wards Ceremony for Grabbed by the Ghoulies.
In 2004 Kirkhope was nominated for "Best Interactive Score" at the 2nd Annual Game Audio Network Guild Awards Ceremony for Grabbed by the Ghoulies.
In 2007 Kirkhope was nominated for "Original Score" at the British Academy of Film and Television Arts awards for Viva Pinata.
The Dev Team:
(Click to view)
Here you can view an extensive listing of the Big Huge Games team, want to know whos, who? This is the place to find out.
38/Big Huge Games Developer Index:
(Click to view)
Want to know how the developers feel about world building, DLC, combat design, or other various topics? Here you can find various quotes taken from the Reckoning forums, all organized neatly into one reference guide. Frequent poster include, The lead designer (Ian Fraizer), Lead combat designer (Joe Quadera), Creative Director, and many others. ( credit for this goes to 38 watch, and Hannar)
Weekly Community Q&A Archive
(Click to view)
This thread is an archive of all weekly Community Q&A's, starting with the very first one in August, so you can easily reference your favorite Dev answers for questions asked by the Reckoning Community.
System Requirements:
Official Reckoning System Requirements
Below are the minimum and recommended system requirements for Kingdoms of Amalur: Reckoning on the PC.
MINIMUM SYSTEM REQUIREMENTS
OS:
Windows XP with Service Pack 3
Windows Vista with Service Pack 2
Windows 7 with Service Pack 1
CPU:
Intel Core2 Duo (or equivalent) running at 2.2GHz or greater
AMD Athlon 64 X2 5000+ (or equivalent) running at 2.6GHz or greater
RAM:
At least 1 GB for Windows XP
At least 2 GB for Windows Vista and Windows 7
Disc Drive:
CD/DVD ROM drive (required for installation only), 8x or faster CD/DVD drive
Hard Drive:
At least 10.5 GB of free space
Video Adapter:
NVIDIA GeForce 8800 GT 512MB or better
ATI Radeon HD3650 512MB or better
Supporting Pixel Shader 3.0
Minimum Resolution Supported is 1280x720
DirectX:
9.0c Compatible
RECOMMENDED SYSTEM REQUIREMENTS
OS:
Windows XP with Service Pack 3
Windows Vista with Service Pack 2
Windows 7 with Service Pack 1
CPU:
Intel Core 2 Quad (or equivalent) running at 2.4GHz or greater
AMD Phenom X4 (or equivalent) running at 2.6GHz or greater
RAM:
At least 3 GB for Windows XP
At least 4 GB for Windows Vista and Windows 7
Disc Drive:
CD/DVD ROM drive (required for installation only), 8x or faster CD/DVD drive
Hard Drive:
At least 10.5 GB of free space
Video Adapter:
NVIDIA GeForce GTX260 1GB RAM or better
ATI Radeon HD4850 1GB RAM or better
Supporting Pixel Shader 3.0
DirectX:
9.0c Compatible
You will also need an internet connection for product activation/registration.
The World, History and Lore:
The Faelands:
Located south of the Frostbreak Sea, the Faelands is home to the Summer and Winter Courts, as well as numerous varieties of uncivilized wild fae creatures. Its varied terrain includes the enchanted forests of Dalentarth, the sprawling Plains of Erathell, the arid stone-scapes of Detyre, the twisted overgrowth of Klurikon, and the foreboding crystalline landscape called Alabastra.
The Faelands are bisected by Driana's Vein, a channel of water named for the goddess of nature. The river serves as the dividing line between the two territories spanned by the Faelands: the lush, vibrant kingdom of the elves, called Alfaria, lying to the west; and the harsh, unforgiving expanse known as Fortenmar which looms to the east.
The Crystal War has plunged the Faelands into turmoil, pitting the mortal kingdoms of elves and men in a desperate struggle against the Tuatha, an aggressive tribe of Winter Fae. The mysterious force that drives this conflict seems to be growing stronger, casting a dark shadow that threatens to engulf all of Amalur.
Want and in depth look into the lore and history of Amalur? This is the best resourse available, in it you will find detailed history on various races, points of interests, territories, and much more. Amalur.com
The (Playable) Races of Reckoning:
Almain(human):
City and Homeland: Port Myria, Almere Valley
Kingdom of noble humans who personify knightly tradition.
The Almain are valorous humans who embody the ideal of Order in all things. They abhor Chaos, imposing structure and ritual in everything they do. One of the most imperialistic kingdoms in Amalur, the Almain are proud of their long and illustrious military tradition. Their patron deity is Mitharu, god of Order, a belief that guides every aspect of their lives.
Temperament: Noble. Honorable. Brave.
Racial Bonuses
Blacksmithing +2
Alchemy +1
Persuasion +1
Varani(human):
City and Homeland: Nomadic
Hardy humans known as traders and mercenaries. Though civilized, they are far less formal than the Almain.
The human clans known as the Varani can be found throughout Amalur, as much at home on the high seas as in the villages and outposts they inhabit. Though not as culturally refined as the Almain, the Varani have brought commerce and a degree of civilization to the wilds of The Faelands.
Temperament: Traders. Mercenaries. Wanderers.
Racial Bonuses
Detect Hidden +1
Mercantile +1
Lockpicking +2
Ljosalfar(Light Elves):
City and Homeland: Fieriol, Glen Suthain (The Eternal Vale)
Light elves from the frozen north. Dedicated to the principle of justice.
A proud and insular people, the Ljosalfar strive to preserve nature and shape it to their will. The light elves resist change, flash-freezing their ancient homeland to keep it in an idealized, timeless state. The Ljosalfar revere the principle of Justice, fighting time and again to defend Amalur against chaos and darkness.
Temperament: Regal. Steadfast. Uncompromising.
Racial Bonuses
Dispelling +2
Alchemy +1
Sagecraft +1
Dokkalfar (Dark Elves)
City and Homeland: Rathir, Plains of Erathell
Alluring, magical dark elves. Inhabit the port city of Rathir.
The Dokkalfar are respected as sophisticated students of magic and diplomacy, yet it is their alluring presence that makes them so compelling. The dark elves are the ultimate manipulators, controlling the actions of others from the shadows. While their reputation for subtlety is well earned, many find the Dokkalfar so charismatic and compelling that they willingly parlay with them--regardless of the consequences.
Temperament: Charismatic. Intelligent. Seductive.
Racial Bonuses
Stealth +2
Persuasion +1
Sagecraft +1
The Factions:
The House of Ballads:
As magical beings who embody nature, the Fae tend to exist outside the bounds of structured society. But in the Faelands, the Seelie Court of the High King of Summer and the Unseelie Court of the High King of Winter mirror the mortal races in that they gather in clans or “houses,” such as the fabled House of Ballads.
The House of Ballads is comprised of legendary adventurers and heroic knights found in the western reaches of Dalentarth. There, the Fae reenact the greatest of stories: the ballads of the Summer Fae. They range from the bawdy to the sublime, and the protagonists are brave, wise, steadfast, crafty, and valiant alike.
Among them are Hallam the White, who established the House; King Wencen of “The Hero and the Maid;” Queen Belmaid of “The Cursed Kingdom;” Lords Airmer and Creth of “Two Knights and a Troll;” the titular hero of “The Song of Sir Sagrell;” Lord Farrara of “The Bloody Bones;” and Lady Oleyn of “Oleyn, Cureseeker.”
Recently, their eternal rival, the Maid of Windemere, has invoked a new form of treachery. With the House of Ballads caught woefully unprepared, it will take a new hero to overcome this threat.
The House of Sorrows:
Though like the Summer Fae in many respects, the Winter Fae will always stand apart—as different as a blossoming rose and a withered briar. Embodying the decay and entropy of nature, it was the wont of these Winter Fae to fragment, quarrel, and disperse. Years of infighting and subterfuge had long prevented the Winter Fae from forming a court of their own, but that changed with the rise of the House of Sorrows, and the Fae known as the Weeping King.
Though now long-since dead, the Weeping King preached the worship of decay and decomposition. The members of the House of Sorrows have carried on his traditions for centuries, tending to the perpetual decay of the world around them and honoring its passing with solemn reverence.
However, as war swept their homelands and the Tuatha rose to power, compromises were made. The House sought peace with the Tuatha at the price of their ideals. As a sign of cooperation, they appointed as their King the severe and enigmatic Bisarane.
Now, the House of Sorrows finds itself in a shadow war with a Tuatha named Saturnyn, and no one’s allegiance is known for certain. Only an outsider can unmask the traitors and save the Winter Fae from annihilation.
The Travelers:
Notorious throughout Amalur, the Travelers are reputed as traders, tinkers … and thieves. They rely on the prophetic powers of their anonymous leader, the Hierophant, to plan their heists. They have three main camps in the Faelands: Star, Moon, and Sun.
Star Camp is led by the Fae Crilgarin, the Knave of Coins. Nestled in the wilds of Dalentarth, it is home to scouts, foresters, and rogues of all types. Free from the struggles of the war, the Travelers of Star Camp pass their days quietly in the enchanted wood.
Moon Camp is located just outside the Dokkalfar city of Rathir, where the tents of the merry Travelers spread out beneath the open skies of the Plains of Erathell. Led by legendary bard Irion Tal and his wife, Maire, Moon Camp is a colorful oasis in a land scarred by battle.
Sun Camp is altogether different. Life in Detyre is harsh, and the Travelers of the wastes are no more accommodating. The shrewd Varani called Argine sees that all under her care are devoted to the Hierophant’s prophecies, and she can be as unforgiving as the desert sun.
Scholia Arcana
From every corner of Amalur come tales of unexplainable manifestations of magic, and the members of the Scholia Arcana study every claim. Adhering to a dogma of rigorous scholarship and thorough experimentation, they are the brightest and most intrepid mages of Amalur. Their pursuit of arcane knowledge and their dedication to the discipline of magic is unsurpassed.
Hundreds of years before the Age of Arcana, three rebels overthrew the sorceress Ciara Sydanus and freed the people of the Plains of Erathell from her oppressive yoke. They founded the Scholia Arcana upon the heights of Rathir, where the ancient Dokkalfar traditions of magic-wielding were formalized into a prodigious school.
Now, the Scholia Arcana is organized into various ranks according to mastery of the arcane. The newest among the order are Neophytes. Those who progress far enough in their studies are promoted to the rank of Docent. Docents who show particular skill are eventually made Adepts of the order. From the Adepts, a select few are chosen to become Savants, the highest rank save for that of the Archsage.
Recently, magic is becoming more powerful and less stable. Those who practice it begin to manifest signs of a greater, underlying disturbance. The cause of this growing danger remains a secret that could reshape the balance of power in Amalur … unless someone can change the fate of the Scholia Arcana.
Warsworn
The Crystal War ravages the Faelands. As countless bodies return from the war front, the Alfar army falters. The Tuatha Deohn are relentless in their assault. The Alfar and their allies have never battled such a foe. In desperation, they rely on an order of mercenaries to fill the ranks of the fallen—elite warriors who are said to have once battled a different but equally powerful magic. They are the Warsworn.
Throughout Amalur, the Warsworn are renowned as fighters-for-hire. While they charge an exorbitant fee for their services, they consider themselves more than simple mercenaries. Their credo: “A mercenary sells a sword without honor. The Warsworn sells honor, armed for battle.” Led by the Ancient of War, Tine Delfric, they aid the Alfar army with their superior experience and tactics.
The Warsworn trace their oath and their prowess back to an earlier age, when they served as legendary Niskaru hunters. They claim the likes of Eagonn, Caerwyn, and the Firstsworn are not just myth, but the actual foundation of their order. The recent turmoil in the Faelands presents an opportunity for someone brave enough to discover the truth of their history.
Trailers/Videos:
A Hero's Guide:
Inside Reckoning:
Reckoning live: