For many role-playing games, the weakest aspect of the gameplay is the combat. Big Huge Games is hoping to avoid that issue with Kingdoms of Amalur: Reckoning. As they outline in a new developer diary, their objective is to make players as excited about the game's battles as they are about the story.

Visuals are one way to make combat more appealing. Reckoning's animators and designers sat down together to make sure that battles feel and look right. The developers want to make sure that the players feel the strength of their characters and feel like they're in control.

Combat is based around a combo system. Players can string together melee, magic, and ranged attacks to devastate foes. There's a risk/reward element to these combos; the finishers at the end of combos can cause great amounts of damage but also leave you more vulnerable to attacks.

Amalur will be released on February 7th in North America on the PS3, Xbox 360 and PC. European gamers will get it on the 10th.

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