Tag Archives: Ian Frazier

Fri, Jan 27, 2012 | 18:29 GMT

Big Huge Games didn’t “set out to do something deliberately” familiar with Reckoning

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Ian Frazier, lead designer on Kingdoms of Amalur: Reckoning, has said each designer working on the game brought various ideas to the table in terms of development in order to create an IP Big Huge Games hopes will be redefine combat for the RPG genre.

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Sat, Jan 21, 2012 | 21:43 GMT

Quick Quotes: Reckoning’s world is “really, really big” and “incredibly dense”

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“It’s big. Really, really big. And perhaps more importantly, it’s incredibly dense. I couldn’t tell you the exact square footage of the overworld map, but I can tell you that it takes over half an hour to sprint at full [speed] across the map, even if you somehow avoid all combat. As for dungeons, there are around 130 of them in the game, and each one is hand-crafted in several different art styles, from crystal caverns to the organic innards of an ancient tree, so there’s an awful lot of variety to experience there.” – Big Huge Games’ Ian Frazier to 360 Magazine on the size of the game world in Kingdoms of Amalur: Reckoning.