Big Huge Games has released a brand-new trailer for the February-due Kingdoms of Amalur: Reckoning today, in which the developers discuss the game's action-based combat system and the symbiotic relationship it shares with the game's animation design. Described as an action-RPG, the developers seem eager to reaffirm that the game combo-driven combat retains the customization and epic storyline that RPG enthusiasts will expect.
Combat in the game is all about combos. Players will be able to seamlessly flow between melee, ranged attacks, and magic on the fly. "It's all about creating this language that players can then build off of," explains Kingdoms of Amalur: Reckoning Lead Combat Designer Joe Quadara.
According to the trailer, the animators worked closely with those designing the gameplay mechanics to ensure that each encounter and action is visually portrayed using "strong stances" that lend visual power to each movement. In other words, the developers want you to be able to pause during any frame of animation and be able to deduce things like the player's strength, weight and power of the weapon being used, and the impact of each landed blow.
Based on the video, we're curious to hear what you think about the combat system in the comments.
Kingdoms of Amalur: Reckoning is due out for PC, Xbox 360, and PlayStation 3 on February 7, 2012.
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