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  1. Games
  2. RPG
  3. Kingdoms of Amalur: Reckoning

Kingdoms of Amalur: Reckoning gets new trailer, February 2012 release date

News
By Matt Bradford published 17 August 2011

EA release new scenes and info for high fantasy RPG

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Releasing a new IP into thecrowded RPG wilds is a ballsy move, but EA seems confident Kingdoms of Amalur: Reckoning has what it takes to reign supreme when it is arrives next February. Of course, when you have the likes of Ken Rolston (lead designer of Morrowind and Oblivion), famedcomic and toy designerTodd McFarlane, and best-selling fantasy author R.A. Salvatore working behind the scenes, you're allowed to be a little cocky. See how their efforts are shaping up with this new Gamescom trailer.

Currently being developed by 38 Studios and Big Huge Games, Kingdoms of Amalur: Reckoning is being described as a third person Oblivion with action RPG combat elements. In it, players assume the role of a 'blank slate' hero who awakes from the dead and is quickly swept up in an adventure to save the many lands and races of Amalur. The setting, created by R.A. Salvatore, will also used for 38 Studio's upcoming MMO, codenamed Project Copernicus.

"Reckoning is just the beginning of the deep, expansive lore and massive world that is Amalur," said Curt Schilling, Chairman and Founder of 38 Studios. "We're working with iconic visionaries who have trailblazed the direction of their respective fields. Todd McFarlane lends his expertise to inspire the game's bold art style and combat design, R.A. Salvatore created the deep, immersive history and culture of the world, and industry-icon Ken Rolston forges the expansive systems that RPG fans know and love."

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As noted in the trailer (you did watch it, right?) Kingdoms of Amalur: Reckoning will be released for PS3, Xbox 360 and PC on February 7th in North America, and February 10th in the UK.

Aug 16, 2011

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Currently being developed by 38 Studios and Big Huge Games, Kingdoms of Amalur: Reckoning is being described as a third person Oblivion with action RPG combat elements. In it, players assume the role of a 'blank slate' hero who awakes from the dead and is quickly swept up in an adventure to save the many lands and races of Amalur. The setting, created by R.A. Salvatore, will also used for 38 Studio's upcoming MMO, codenamed Project Copernicus.

"Reckoning is just the beginning of the deep, expansive lore and massive world that is Amalur," said Curt Schilling, Chairman and Founder of 38 Studios. "We're working with iconic visionaries who have trailblazed the direction of their respective fields. Todd McFarlane lends his expertise to inspire the game's bold art style and combat design, R.A. Salvatore created the deep, immersive history and culture of the world, and industry-icon Ken Rolston forges the expansive systems that RPG fans know and love."

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

As noted in the trailer (you did watch it, right?) Kingdoms of Amalur: Reckoning will be released for PS3, Xbox 360 and PC on February 7th in North America, and February 10th in the UK.

Aug 16, 2011

Currently being developed by 38 Studios and Big Huge Games, Kingdoms of Amalur: Reckoning is being described as a third person Oblivion with action RPG combat elements. In it, players assume the role of a 'blank slate' hero who awakes from the dead and is quickly swept up in an adventure to save the many lands and races of Amalur. The setting, created by R.A. Salvatore, will also used for 38 Studio's upcoming MMO, codenamed Project Copernicus.

You may like
  • The Blood of Dawnwalker With The Blood of Dawnwalker, Rebel Wolves wants to "get a few steps closer to pen-and-paper RPGs"
  • The Blood of Dawnwalker The Blood of Dawnwalker makes one hell of a first impression
  • The Blood of Dawnwalker How The Blood of Dawnwalker can shape the future of RPGs

"Reckoning is just the beginning of the deep, expansive lore and massive world that is Amalur," said Curt Schilling, Chairman and Founder of 38 Studios. "We're working with iconic visionaries who have trailblazed the direction of their respective fields. Todd McFarlane lends his expertise to inspire the game's bold art style and combat design, R.A. Salvatore created the deep, immersive history and culture of the world, and industry-icon Ken Rolston forges the expansive systems that RPG fans know and love."

As noted in the trailer (you did watch it, right?) Kingdoms of Amalur: Reckoning will be released for PS3, Xbox 360 and PC on February 7th in North America, and February 10th in the UK.

Aug 16, 2011

Currently being developed by 38 Studios and Big Huge Games, Kingdoms of Amalur: Reckoning is being described as a third person Oblivion with action RPG combat elements. In it, players assume the role of a 'blank slate' hero who awakes from the dead and is quickly swept up in an adventure to save the many lands and races of Amalur. The setting, created by R.A. Salvatore, will also used for 38 Studio's upcoming MMO, codenamed Project Copernicus.

"Reckoning is just the beginning of the deep, expansive lore and massive world that is Amalur," said Curt Schilling, Chairman and Founder of 38 Studios. "We're working with iconic visionaries who have trailblazed the direction of their respective fields. Todd McFarlane lends his expertise to inspire the game's bold art style and combat design, R.A. Salvatore created the deep, immersive history and culture of the world, and industry-icon Ken Rolston forges the expansive systems that RPG fans know and love."

As noted in the trailer (you did watch it, right?) Kingdoms of Amalur: Reckoning will be released for PS3, Xbox 360 and PC on February 7th in North America, and February 10th in the UK.

Aug 16, 2011

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Matt Bradford
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Matt Bradford wrote news and features here at GamesRadar+ until 2016. Since then he's gone on to work with the Guinness World Records, acting as writer and researcher for the annual Gamer's Edition series of books, and has worked as an editor, technical writer, and voice actor. Matt is now a freelance journalist and editor, generating copy across a multitude of industries. 

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