Lead Combat Designer on Reckoning Likens Game’s Combat to Bayonetta and God of War

February 6, 2012 Written by Alex Osborn

Kingdoms of Amalur: Reckoning is set to release tomorrow and positive buzz about the game is already rapidly circulating the web, especially regarding the game’s combat.

Speaking to VG247, Reckoning’s lead combat designer Joe Quadara likened the game’s addictive and rewarding combat system to popular action titles like Bayonetta and God of War.

I hate to use comparisons, because they imply so many things. Then once you combine everything, it really becomes its own thing. Furthermore, once I’ve spewed out all these games you know, there’s all the stuff that we’re doing that has never been done before.

It’s action-combat like Bayonetta or God of War done with a Diablo-esque loot system. The world has no comparison that I can think of (despite many people comparing us to the Fable series, Reckoning is much larger and open). It is open and lovingly hand crafted with over 120 unique dungeons to explore and hundreds of hours of content. The written dialog could fill ten novels, and the voice acting is top notch.

Quadara goes on to point out that despite having such a fleshed out combat system, Amalur is more than just an action game.

There is tons for the player to do, and truly role-play in a way that only a guy like [Morrowind and Oblivion designer] Ken Rolston can deliver.

Kingdoms of Amalur: Reckoning is set to hit store shelves tomorrow, so be sure to check back here at PlayStation LifeStyle to find out what we thought of the game.