Introduction

Operating a small independent fan site covering one gaming company makes it really hard to attend big events like E3, PAX etc. They cost a lot of money to attend and the information reported would be the same as every other major gaming site, so from my perspective it’s really not worth it to attend from a return on investment point of view. Now don’t get me wrong, it’s still my dream to one day attend E3 and if I had oodles of money I would attend every event possible, but for now at least, doing stuff like that will have to go on my next year wish list along with that motorcycle I’ve been wanting for the last 10 years! So with saying all that, getting an invitation from EA and Big Huge Games to come and hang out at the studio in Baltimore and play Reckoning for the day was pretty cool. Ok it was more than cool, it was AWESOME!!!

While the invite was awesome, I almost didn’t go. My reason for starting 38 Gamers was to follow the MMO 38 Studios was working on as I am a huge MMORPG fan. Then came the news 38 Studios had acquired Big Huge Games and soon after came the announcement that Kingdoms of Amalur: Reckoning, a single player RPG, would be the company’s first game. It was exciting news and I definitely hoped the game would be successful but as a gamer it was not something I was personally super excited about playing.

I have played Oblivion and Morrowind and did not find them to be that great compared to playing an MMO. I guess after playing in virtual worlds where I could interact with other people I just never saw the point in playing a RPG alone. In addition the combat and graphics were not that great to me. I guess what I am trying to say is that I simply am not a single player RPG fan.

As a result the thought of spending hours and hours traveling across the country by plane to go play one for a few hours and then turn around and spend hours and hours flying back was not on the top of my list of fun things to do for a couple of days. In comparison, had this been to come down to 38 Studios and have a peak at the MMO, I would have flown for days on end to go and been super excited to do so. Kieron I hope you’re reading this!

So after sharing the news with some of the guys I play online with at the office, they were like you’re crazy, this is an opportunity of a life time and you need to go. So looking at it from a life’s experience kind of thing I decided what the heck I might as well go and as the time got closer and closer to going my excitement level did increase.

The Studio

I traveled all day and got into the hotel at 12:30 am missing the dinner that everyone had been invited to at 8 pm. Everyone then met in the lobby the following morning before going over to the studio. Once there we all had to sign our NDA’s. We were then lead through the office to where breakfast was being served. We passed traditional offices that were located on the outside but the inner areas had flat screen tv’s and 360’s all hooked up along with comfy chairs. The back area had a bar like setup with pool table and a bunch more tv’s and 360’s for everyone to play the game with. 

I got an opportunity to meet and chat with Kevin Johnson who recently started with Big Huge Games as the Social Media Manager. Kevin was well known and helped provide excellent coverage of Reckoning for the fan site 38 Watch as Lilie. I also got the chance to meet Union from 38 Watch and Aredhel from 38 Fans and hang out with them for a bit. Be sure to check out their sites for their impressions of the game as well.

The Game

Once everyone had eaten and gotten coffee, etc. it was time for the fun to begin. First was the announcement that the game was Post Alpha – pre Beta so expect to experience bugs and to save often. Each person was provided a map of the Faelands along with a listing of the main quest line as well as a list of names and terms from the game along with how to properly pronounce them. We were then let lose to find a system and begin playing the game.

I was really hoping to be able to play on PC as everything I have seen so far on the game had been using a 360 game controller, not to mention I prefer to play on PC then console. This option was unfortunately not available at the time. One thing I did learn from the team was that on the PC version you can plug in a controller to your PC and the interface changes back and forth automatically from PC to console based on what input device you’re currently using, which I think is a great idea.

You start off with a quick narrative intro, setting the story of this evil and cruel tyrant who has taken over the land and how this one person rose up to fight against him only to have died……

It’s at this point you are given the opportunity to create your character. You have a choice of four starting races, since I planned on playing a warrior type I chose to go with Almain. You then choose your sex and from there have several preset faces you can choose from. Next you can further tweak your selection to customize the look of your character. Once completed, you’re ready to start playing the game.

You come to life on a pile of corpses, somewhere deep underground. You have no memory of who you are and no clue where you are. You quickly come across a Gnome who is surprised to see you and instructs you to make your way to see Fomorous Hughes. This starting sequence of the game was different than what was shown at the PAX East demo earlier this year. In the end you barely escape with your life from the Well of Souls with Fomorous Hughes drawing off the attacking Tuatha imploring you to stay alive at all cost and to find Agarth (AY-garth) who is a Fateweaver.

You then find yourself outside the Well of Souls in an area called Allestar Glade and the village of Gorhart. It is here you find Agarth who tells you that you appear to have no fate. If it’s true, you would be the first mortal with no destiny. Agarth suggest that you meet with a fellow Fateweaver, Arden, in Yolvan. 

Up to this point everyone will have had the same experience but now depending on your choices your path and main quest will be different as you choose one of the following branching quests.

The Hunter Hunted.

- Agarth can help you track the Tuatha that have been attacking you since you were resurrected in Allestar. You should meet Agarth at the Three Lamps Inn in Didenhil.

Old Friends, New Foes

- Alyn Shir helped you secure the codex of Destiny from Dellach. The Codex is imprinted with Fae memories. Without help, you cannot know its contents. Alyn suggest that you meet her and her Fae contacts at the House of Ballards.

When I played I did not see the second quest line so I ended up doing the quest “The Hunter Hunted.” I think that’s what I like a lot about this game, from this point forward your game experience will be different from everyone else based on the choices that you make, adding lots of replay value to the game. From the first village of Gorhart there were several side quests you could choose to do. Some people, like me, just raced through the main quest line seeing how far we could get. Some people started exploring crafting, some decided to do the side quests while other found and completed faction quests.

The game at this point really starts to open up and it only took maybe 30 minutes to get to this point from starting up the game up. You can’t go off running anywhere but there are lots of paths to which you can travel as well as more open areas. I think this gives you more of a sense of exploration as there was always something interesting to find along the way, be it a chest, an items to harvest for crafting or a surprise attack by the creatures inhabiting the land. The game rewards you for taking the time to explore every nook and cranny of the world if you choose to.

Combat

When you first start out playing the game after waking up in the Well of Souls you get the opportunity to try out the three different play styles of gameplay before making a decision. The three are caster, rogue and warrior. Now the nice part is because you don’t have a destiny you can mix and match abilities from all three to create unique hybrid characters or choose to stay true to each one and be a pure mage, pure rogue or pure warrior. I was also told if you decided later in the game you want to change your choices you can pay money and reset your abilities, so lots of choices and flexibility in how you want to play the game.

Since I chose to play a warrior my combat experience will be based from that perspective.

Attacks

As I stated earlier I am a PC gamer so having to use a 360 control for the first time ever for the demo took a few minutes to adjust to. I love the fact that for combat you don’t have to memorize button combinations to trigger certain moves and attacks. X is your primary attack weapon and Y is your secondary. This becomes a key aspect to fighting in Reckoning as I was using a two handed sword as my primary weapon and a bow for my secondary. The idea being I could hit at range with the bow and then once the mob got in closer switch to my two handed sword to finish them off.

At first this strategy worked pretty well but the two handed sword takes a bit of time to wind up and actually swing it. If you got hit by one of the creatures you were fighting, while you were attempting to swing the sword, it would stun you and you would then have to restart your attack again. Considering that many of the encounters started to have 4 creatures attacking at the same time I was finding it hard at times to actually do damage and instead was taking a lot. If you got your swing off you would often hit multiple targets within range and as long as you kept your attacks up and did not get interrupted you were fine. It basically boiled down to timing.

One of the developers pointed out that I might want to switch to using a one handed sword or two daggers instead of the bow as the attacks are much faster so it’s easier to get your attacks off and recover if you do get hit. This turned out to be very good advice!

The other interesting part is that based on the timing of your attacks it would cause different types of attacks instead of memorizing button combinations to press. This gives the game an intuitive and fun feel to combat that anyone can pick up easily while giving more experienced action gamers the ability to really hone their combat skills.

Defense

In addition to your two attacks you also have two defensive abilities, of which one of them can be used offensively. The first ability is an outright block which has you pulling out a shield to deflect the blow. I know some people felt this broke immersion and I respect that but being as I have always played warrior type characters with sword and shield, it actually did not take me long to totally forget about it. To add to that I have never really been one to use block a lot in games as its more fun to be swinging a big sword and doing serious damage then cowering behind a shield. I was only using block to get me out of trouble if I missed timed my attack.

I did notice that even when you are blocking you still take some damage so you can’t just go into a corner and pull out your shield and be immune to damage.
Your other defense/offensive ability is rolling (teleporting if you’re a mage) towards or away from an opponent. This comes in very handy to close distance on an opponent or get away to avoid being hit.

Strategy

When you’re fighting multiple opponents it was usually with three weaker ones, like wolves along with say a troll who was more dangerous and harder to kill. It was most effective to focus on one of the wolves, kill it and then move to another until all three where dead before taking on the hardest opponent.

Camera Angle

One thing I did notice was that the camera angle was not always in the best position to really see everything around you so the positioning of your character definitely had an impact on how well you did when fighting at times. Since the game was still in pre-beta I am hoping they can maybe tweak this to be a bit better.

Fate Shift Kill

The last aspect of combat and the best in my opinion is the fate shift kill. As you play the game and kill opponents your fate shift bar slowly fills. Once full you can then trigger a fate shift which is usually best saved for difficult opponents like mini-bosses. To activate with the 360 controller you hold both the right and left triggers which puts you in to Reckoning mode where everything slows down. If you’re facing multiple opponents at once you can get one close to death and they will go into a stunned state where you can then move to the next opponent until you’re down to the last one, which is usually the mini-boss. One he is almost dead you will be prompted to start clicking the B button to trigger the fate shift kill which kills the boss as well as the others who were stunned in spectacular fashion! It’s the over the top nature of fate shift kills that make them immensely rewarding and fun when you pull them off.

Combat Overall

Combat is fun, challenging and visual in Reckoning. In some ways it reminds me of Heavenly Sword which I absolutely loved. From watching all the demo videos that have been released so far the combat looked to be easy but I can assure you it’s very challenging. If you think you just need to sit back and click X repeatedly to win you’re in for a big surprise. As you’re fighting multiple opponents you will need good timing, strategy and gear and a win is definitely not guaranteed. The nice part is if you find you can’t complete a dungeon you can go and do some side quests to level up a bit more and get some better gear and you can go back and try again. The mobs in the dungeons do not increase in level as you level up.

Interviews

I got a chance to sit down with some of the guys from the Studio to ask them some questions which was great, except for the fact I had no idea I was going to get the opportunity, so I had no voice or video equipment to help me out. I also did not have anything formally written down to ask so it was more just off the cuff questions that I had at the time with pretty much the standard answers you hear in every interview. I must admit it must get boring at times to answer the same types of questions over and over again for these guys.

One thing that did come through though was that these guys are more than just coworkers they are family and this is more than just a job. The amount of work and effort they have put in to build everything from the ground up from the game engine, the tools and all the art assets only to have to scrap all the art assets and start over again when 38 Studios came on board has been a huge task. This is the first RPG game for the studio and the first multiplatform game and they have done a fantastic job from what I have seen. Maybe because this is their first RPG it’s why they are going the extra mile and doing something special.

I was also curious to find out if things at the studio had changed from when they were under THQ. Curt Schilling seems to have a different style to managing and appreciating people at 38 Studios compared to others in the industry so I wanted to know if they noticed a difference. For the most part they said things are pretty much the same, THQ was very supportive of Big Huge Games and so have 38 Studios and EA. The biggest change is that 38 Studios has helped them to focus better and to say no at times which has helped them get the game to the point it is today.

Wrap Up

As the day started to wind down it was very apparent to me that this truly was a once in a life time trip and I am so very glad I had the opportunity to go. I honestly think Reckoning maybe the very first single player RPG I actually love to play. I could see how great it was for the developers to watch us play the game and discover things and the pride that they had in the game they have made.

The icing on the cake for me was the ride back to the airport with some of the other people who had come to the studio. It was great to hear what they thought of the game and their experiences. Spending time with Union from 38 Watch and Aredhel
from 38 Fans on the way back was great. They are great people and it was really an honor to get to spend some time with them. I also got a chance to meet Taylor Agnew who is the wiki Manager for Curse and she was also very nice and it was cool to hear her thoughts of the day and the game. It really was upbeat and positive atmosphere on the way to the airport. At the end of the day we are gamers and we all knew we had experienced something special in Reckoning.

There is no denying social media is becoming a dominant force in our everyday lives, as the following video indicates, but does this type of thing belong in video games and more specifically MMO’s?

Granted MMO’s are social type games and I am all for in game tools that help people group and socialize within the game world however do we really need to link the player in game to the world outside and vice versa? After years of listening to developers talk about how they want to create immersive world’s doesn’t integrating social media into the game world take away from that objective?

Rift recently did this by allowing people to tweet on Twitter while in game. Blizzard introduced Real ID so no matter what Blizzard game or server or character you are on your Real ID friends can find you and you find them.

Is this the next big thing or just a big mistake? Just because in game someone gets to know me by my real name instead of Vanguard or some other avatar name, does that now mean that person should be able to track me on things like facebook, twitter, Real ID or whatever else will be coming down the pike? Some people says it just offering people choices and I agree, however it may become something that is not optional. Vent or other types of voice chat use to be optional but now if you’re going to raid it’s a requirement. How soon until these other types of things become mandatory in guilds?

One of the big things I love about playing MMO’s is that I get to escape my real life and escape into a fantasy world. It’s my way to relax after a hard day at work and having developers find ways of integrating my real life into a game is not a direction I honestly want to see happen.

As you may or may not know I have been playing MMO’s for over a decade. For me it’s been a hobby and a passion over the years but I recently stopped playing World of Warcraft. I was not really having any fun anymore and with 6 level 85 characters and raiding two to three nights a week it just all of a sudden got old for me. In the past when that happened I usually looked for another game to play but since there isn’t one out that I am interested in atm, I decided to take a break from gaming.

My wife and I started a diet together and I have lost 14 lbs in the last three weeks. For me this is a primer to get back into really good shape and start body building again. We go for a 25 minute walk every day when I get home from work and it’s just nice to do more things together. This July will mark 22 years of marriage and our second of three children just graduated high school. We are really proud of our kids and we get compliments all the time at how amazing they are and what good parents we must be. I guess this goes to show you can be a hard core MMO guy and still have a great marriage and family.

I definitely plan to go back to playing MMO’s, I am just going to wait for one worthy of my time. If you’re playing a MMO right now and it’s just kind of killing time and not really fun anymore I would encourage you to take a break as well. I think the MMO genre has become stale and we as gamers should demand better from game companies. We all get a vote and that’s your monthly subscription.

Please don’t take this as a bash against WoW as it’s not. EQ and WoW have given me years of fun and enjoyment over the years but it’s time to move on to something new, fresh and better, we just need someone to create it. I am hoping 38 Studios “Project Copernicus” will be that new refreshing MMO. I am hoping we will start hearing more about the game in the months ahead. Charles “kieron” Dane, who is the Lead Community Manager at 38 Studios, indicated we should be hearing more about the MMO soon.

Until then I plan on focusing on other areas of my life and when I do go back to playing it will be that much more enjoyable. Now that you know my story I am curious to hear about you. What are you currently playing or not? Are you bored of current MMO’s and are looking for something new and different as well? Are you hoping that 38 Studios “Project Copernicus” will be that MMO? Sign up on our forums as I would love to discuss the genre and Copernicus with fellow MMO gamers!

With the release this week of the Kingdoms of Amalur: Reckoning demo from PAX East the world is finally seeing what 38 Studios and more specifically Big Huge Games has been pouring their hearts and souls into. To be honest my interest in 38 Studios has always been for the MMO they are also developing. Single player role playing games have never really been something I have enjoyed as much so when the announcement came that the first game would be Kingdoms of Amalur: Reckoning it was interesting but not something I was really excited about. That changed after watching the demo of the game.

To say I was blown away would be an understatement. I am 100 times more excited about this game then I was before watching the demo. One of my favorite action games of all times is Heavenly Sword. The action was fun and the story was cool. My only complaint was how short the game was.

What I see in Reckoning is they are giving gamers that cool, fun and visually exciting action from a game like Heavenly Sword but with all the traditional RPG elements you would find in Oblivion, including a huge open world to explore. To say that that’s ambitious is an understatement. I know they have been telling us all along this was their goal but actually seeing the demo has taken it from an idea or concept and turned it into reality and they really hit it out of the park!

The class system also impresses me as it does not keep you locked into a specific build so you’re free to create something unique instead of cookie cutter classes. I love the fact they gave the warrior class spell effect that make combat that much more visually exciting to watch. I also love how the mage class is unique as well with its dual blade weapons and teleport ability to allow you to get in close and kick some serious ass! I can see myself trying all the class types out which again leads to lots of additional game play.

As impressed as I am with the demo I also get the feeling that there is still more to be revealed about Reckoning and I can’t wait to find out more and ultimately play this game, how about you?

In my last blog post I talked about the fact that in order to move the MMORPG genre forward and compete with and surpass World of Warcraft one would have to change the design of current MMO’s. You can’t simply copy what is currently popular you need to change the fundamentals to entice new people, who have never played a MMORPG before, to play. That in my mind is what Blizzard did to take the title from SOE by creating a far more casual friendly MMORPG then EverQuest.

Interestingly enough after writing my blog post, Eurogamer published an interview on Guild Wars 2 entitled “Guild Wars 2: How to make MMOs better – Interview.” Now I never counted the original Guild Wars as a true MMO so I have not really paid attention to Guild Wars 2, besides my money as you no doubt can tell is on 38 Studios unnamed MMORPG code named “Copernicus.” After almost 5 years we know pretty much nothing about the game other than its set in the same world as their single player RPG, Kingdoms of Amalur: Reckoning. I have always hoped that the reason for the silence is due to the fact they were creating something new and different and did not want to tip their hand to competitors.

In any event let’s talk about ArenaNet and how they are trying to change the MMORPG genre by throwing out core mechanics found in every MMORPG to date.

First they are doing away with the holy trinity. (healer, tank, dps) According to Colin Johanson they have been able to come up with something different.

“We’re basically saying, listen, this as a core game mechanic is tired, we can do something better, we can do something more interesting than this. Let’s not do it, let’s try to do something else. And that’s what we’ve spent many years now perfecting and working on, and getting to the point that we feel we have a combat system that doesn’t need it and, we feel, works better “

Second they are doing away with quests in favor of a new system called the dynamic event system.

“I think the dynamic event system… even early on, when we would tell our fans, “Hey, we’re going to make this game system that doesn’t have quests in it,” the response was, “Woooooah, don’t do that! I really like quests, it’s all I know. How do I get through a game without seeing a guy with a question mark over his head and running over and talking to him?”
We said, well, why do you need that? And it’s something where, again, we didn’t know if it was going to work or not, but we built it and started playing with it and fell in love with it.”

Third they have NCsoft who is a major player in the industry backing them and with comments like this it’s hard not to smile.

Eurogamer: I know the company line on release is ‘when it’s done’… Do you have any kind of external pressure or internal pressure where you feel that there is a clock ticking to some extent? Financially perhaps?

Colin Johanson: External pressure? Absolutely not. NCsoft has been fantastic to us. They’ve basically given us the freedom to make the best possible game that we can and they trust that if we do that, it’s all going to work out fine in the end. They recognize that rushing a project out the door doesn’t do any good.

So, externally, no. Internally? The only pressure that we have is the pressure we put on ourselves, because we know our fans want to play this game, and we know they’re chomping at the bit to get at it. But we’re not going to sacrifice anything to make that happen. We’re going to put out a game that we’re in love with and totally happy with, and only then.

With innovative ideas like these combined with the unique creative teams, overall studio philosophy and financial backing of NCsoft it’s hard not to be a bit excited that they truly have come up with something ground breaking that will change the way we play MMORPG’s.

Of course until the game is released it’s impossible to know if ArenaNet has succeeded in the eyes of gamers. One has to at least applaud their efforts in trying to move the genre forward by challenging many of the core mechanics of MMORPG’s. This is the kind of innovation that the industry needs right now, not more MMORPG clones.

I’m a long time Massively Multiplayer Online Role Playing Game player. I first started playing EverQuest back in the summer of 1999 when it first came out. Twelve years later there has been two dominant players in the industry, Sony Online Entertainment and Blizzard, at least from the perspective of the North American market. Sony Online Entertainment dominated the early years with EverQuest a hardcore MMORPG often referred to as EverCrack for its addictive game play. With 500,000 subscribers it dominated the North American MMO market for years, and I played it for 5 years. I remember fans saying no one would defeat EverQuest as the most popular MMORPG. The reasoning for these kind of comments was the long list of MMORPG’s that had come out and failed to dent EQ, as well as the massive amount of content that continued to grow in EverQuest making it difficult if not impossible for a new MMORPG to compete with it.

In November 2004 Blizzard released World of Warcraft, it addressed one of the main issues people had with EverQuest which was that the game was not “casual friendly.” I think this fact combined with the huge following the IP had with Warcraft contributed to the games popularity and success. World of Warcraft introduced many people to the genre who had never played or even heard of an MMORPG before. World of Warcraft subscription rate soon eclipsed EverQuest climbing to a staggering 12 million subscriptions. Since that time many other studios including SOE have tried to create a MMORPG that would battle Blizzard for the number of subscribers but none have been able to do so. Fans say no one will beat World of Warcraft due to the long list of failed MMORPG’s and the massive content available in World of Warcraft that no new MMORPG can compete with. Sounds familiar right?

World of Warcraft made one fundamental change to the genre and that was to make the game far more casual friendly then anything prior. Playing MMO’s was no longer only for the hardcore gamer with the ability to commit 40+ hours a week. Blizzard also continued to improve the game incorporating new ideas and mechanics. Anyone who has played World of Warcraft since the beginning can tell you the game today is very different then the one released in 2004.

With the news that Sony Online Entertainment has closed 3 studios, laid off over 200 employees and canceled its highly anticipated spy MMORPG The Agency, one has to wonder what is happening to the industry? If established companies like SOE are downsizing how can anyone else compete? Add to this the growing list of new comers with big budgets taking a shot and failing, one has to wonder what is it going to take to break the trend of failed or marginally successful MMORPG’s we have seen in the last 12 years?

I certainly don’t think its what Trion is doing at the moment with Rift. Rift really does not bring anything new to the genre, they have made a MMORPG clone. They delivered a well polished game but I suspect it will suffer the same fate as Warhammer Online in the months ahead. I honestly think that the next break through MMORPG for the genre has to break barriers like World of Warcraft did by allowing casual players to play MMORPG’s instead of just hardcore. Its going to have to offer something that will entice new people who have never played a MMORPG to try the game while still appealing to current players. Perhaps its player generated content or a new way to effect the story line within the world that’s never been done before. All I know is its going to have to be a major shift in how people interact and succeed in the game then current MMORPG’s.

So PAX East 2011 is all over and from all accounts everyone was impressed by the demo of the game 38 Studios presented. I am thrilled that 38 Studios and the team at Big Huge Games are doing such an awesome job and it should translate into a potential game of the year winner when it’s released. That said I must say I am disappointed that my self and thousands of other gamers, who were not able to make it to PAX East, will have to wait to see actual game play of Kingdoms of Amalur: Reckoning.

As a gamer I want to see the game not just read about it and I was really hoping to see video of the game. Obviously 38 Studios had their reason not to allow video of the demo or the game to be released. With all the buzz and comments about the game I just want to see it! Come on 38 Studios don’t make us wait to long, we want to see the fruits of your labor!

Just wanted to wish our neighbors to the south a wonderful and Happy Thanksgiving!

Today marks one year since I made the fist post at 38 Gamers. It’s been fun to cover all the news about 38 Studios since that time. It’s been my goal since day one to make 38 Gamers the premier place to find all the news about 38 Studios and its games while keeping the site advertising free and independent. Thanks to everyone who has taken the time to create accounts and post on our forums or taken the time to stop by the site to get the latest news!

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