Archive for the ‘38 Studios’ Category

NY Post Interviews Curt Schilling on Amalur

Thursday, February 2nd, 2012, posted by bigworld

from the Amalur desk

With 38 Studios’ Kingdoms of Amalur: Reckoning on the verge of release, we’re seeing quite a bit more chatter on the interwebs. The NY Post  interviewed Curt Schilling, 38 Studios founder and baseball legend, about his upcoming action RPG. He seems to think it’s the cat’s pajamas, and we’re inclined to agree. We’re even more excited about the MMO followup, Copernicus, that’s being built on BigWorld Technology, and is being headed by the same all-star team that developed Reckoning.

“I’ve always been a gamer, literally my entire life, for as long as I can remember,” Schilling said. “The first true game I ever played was Wizardry. It came out in 1980 for Apple and was the first 2D non-text based game I have ever played. It was the most influential thing I have ever done and the greatest thing I’ve ever played.”

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Amalur Demo Has Arrived

Wednesday, January 18th, 2012, posted by Matt

from the demo desk

38 Studios’ Kingdoms of Amalur: Reckoning, the prequel to the upcoming BigWorld-powered Copernicus MMO now officially has a demo. The Amalur demo takes players through the character creation and intro dungeon tutorial and exposition, then provides 45 minutes of open-world exploration. Fourty-five full minutes of wolf slaying, chicken bashing, and slaughtering of innocent townsfolk (er… so we’ve heard). As a bonus, 38 Studios has teamed up with Bioware to reward players with Mass Effect 3-themed gear for their full purchase of Amalur.

Our early estimation, based on one playthrough, is that combat is the jewel of the title. This probably comes as little surprise to anyone who’s been following the game’s press, but we were nonetheless pleasantly surprised to find that combat is varied, responsive, weighty, meaty and ultimately very rewarding. The game’s environments are rich and immersive, drawing from a wide variety of fantasy palettes, all conveyed extremely tastefully. Character body and facial animations, combined with dialogue, are on par with any of the best AAA RPG titles available. The game provides an excellent balance between quick-draw action and a level of character visual and stat customization that is accessible, and not too shallow nor too overwhelming. The narrative, environments and character design are all exactly what you’d expect from R.A. Salvatore and Todd McFarlane, and the same can be said for the rest of the staff. Amalur may just be the sleeper action RPG hit of the year, this early into 2012.

We look forward to the game’s official release, and are even more excited about being able to tell you more about the BigWorld-powered MMO followup, Copernicus.

Amalur Demo Grants Mass Effect 3 Armor, Vice Versa

Friday, January 13th, 2012, posted by Matt

from the cooperative desk

EA has brought two of its studios together to cross-promote their anticipated action RPG’s.

If you download and play through the 45 minute demo of Kingdoms of Amalur: Reckoning on Jan. 17th, you’ll unlock a set of Mass Effect-style armor for your full-game purchase. The same works, vice versa, if you play and complete the Mass Effect 3 demo.

38 Studios is building its Amalur followup, an MMO stealth-titled Copernicus, on BigWorld Technology.

Amalur Armor in ME3

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ME3 Armor in Amalur

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R.A. Salvatore & Copernicus MMO

Wednesday, January 11th, 2012, posted by Matt

from the Drizzt desk

It’s no news that iconic fantasy author R.A. Salvatore is part of the team working on 38 Studios’ upcoming BigWorld-powered MMO, Copernicus. He joins Curt Schilling, Todd McFarlane, and a host of game development icons in the MMO followup to the upcoming Kingdoms of Amalur: Reckoning. This Boston Globe article focuses a bit on Salvatore and his role in narrative development.

“I tried to think of the people that were the best in the world at what they did,’’ Curt Schilling wrote in an e-mail, explaining why his Providence-based video game company, 38 Studios, partnered with Salvatore. The former Red Sox ace needed a detailed fantasy setting for two projects: A World of Warcraft-like online game currently called Project Copernicus (still in development), and a single-player game, called Kingdoms of Amalur: Reckoning (set to launch Feb. 7).

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Kingdoms of Amalur: Reckoning Combat

Thursday, December 29th, 2011, posted by Matt

from the Copernicus desk

Big Huge Games and 38 Studios team leads talk about their process for creating the weighty, meaty combat that will appeal to RPG enthusiasts in their upcoming game, Kingdom of Amalur: Reckoning. The game will be the single-player 3rd-person action RPG counterpart to their stealth project, code-named Copernicus. Little is officially known about the project, except that it shares the same universe as Amalur… and that it’s being built on BigWorld Technology.

38 Studios: Amalur Marries Fighting Games & RPG’s

Friday, December 2nd, 2011, posted by Matt

from the Copernicus desk

Curt Shilling’s 38 studios is becoming increasingly vocal about their upcoming 3rd person action RPG Kingdoms of Amalur: Reckoning. The title will be the predecessor to the BigWorld-powered MMO titled Copernicus, coming when its ready.

Steve Farrelly at Ausgamers interviews Reckoning Lead World Designer Colin Campbell…

There’s abilities, there’s talent trees, there’s the crafting systems and of course there’s RPG combat, but it’s amazing RPG combat. It’s marrying a lot of fighting games into an RPG, it’s not an action game that has a few small RPG elements, it’s very much a cohesive experience that way.

we have thousands of variations of weapons in the game, depending on our procedural approach to how these weapons get made and generated for the player to use and find.

So they can go through the world and on different replays, they’ll find different weapons and be able to build themselves in different ways and really find the things that work best for what they’re trying to achieve as a player.

I’m really excited about the open-world aspect of this; of running through and exploring those RPG and combat systems in this sprawling environment. So I can’t wait to see you guys check it out.

Interview: Kingdoms of Amalur & Copernicus

Wednesday, November 30th, 2011, posted by Matt

from the examination desk

Chris Nutt at Gamasutra has done a bit of an overview of 38 Studios’ Kingdoms of Amalur: Reckoning, as well as its upcoming BigWorld-powered sister MMO, currently code-named Copernicus.

In 2006, star Major League Baseball pitcher Curt Schilling formed a company, now called 38 Studios, to create an MMO. That game, codenamed Copernicus, is still in development at the company’s Rhode Island headquarters. He sought the cooperation of big names — artist Todd McFarlane, creator of Spawn, and R.A. Salvatore, the author behind the popular Drizzt Do’Urden books — to help flesh out his franchise.

Nutt interviews Big Huge Games studio & project art director Tim Coman, about working with an legends like Curt Shilling, R.A. Salvatore and Todd McFarlane, on such an ambitious project…

For me, I always wanted to, from an art direction standpoint, look at something and say we shouldn’t be basing design necessarily off of the hardware. You should be basing it off of what’s right for the title. So, for us, we really wanted to combine the idea of building everything from the ground up… We’ve got tons and tons of concept art where we build these ideas around this stuff.

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