Prior to my visit to the Big Huge Games Studio in Baltimore, I'll admit that I didn't know all that much about Kingdoms of Amalur: Reckoning (or just Reckoning for short). Six months ago, Editor-in-Chief Darryl Gangloff and Reporter Kayla Smith went to the studio to watch a demo and attend a Q&A panel with the team behind the Amalur universe but, at the time, Reckoning wasn't going to be launched for almost another year - February 7, 2012 in North America and February 10, 2012 in Europe - so the event was less about Reckoning's core game mechanics and more about the overarching world that Big Huge Games was creating. Ultimately, while I was terribly excited about the creative team behind the game - Ken Rolston, lead designer of Elder Scrolls III and IV; R.A. Salvatore, one of the most recognized authors in modern fantasy; and Todd McFarlane, the artistic visionary behind the comic book series Spawn - I really didn't know what to expect at Reckoning's first hands-on press event.
Some quick background here for those of you who are equally new to Amalur. Back in the day, Curt Schilling's 38 Studios was developing an unknown MMORPG under the codename "Project Copernicus." When 38 Studios acquired Big Huge Games from THQ in 2009, however, it decided that launching a single-player RPG first would be a better idea (Big Huge Games was already working on one at the time it was acquired), so Kingdoms of Amalur: Reckoning was born to introduce players to the universe they'll explore in the MMO. Now, onto the hands-on preview!