They have "huge RPG fans" working on the new IP and it's how they've got "amazing RPG combat." It's got crafting, talent trees, player choices, and their Destiny system.
When it comes to combat the studio actually turn to fighting games to establish the flow and impact of battles, while keeping the RPG just beneath the surface powering it.
"We have people working on this game that are huge RPG fans – I’m one myself, so we wouldn’t want to make a game that isn’t an awesome RPG and the best in the genre,” said world designer Collin Campbell. Unlike most RPGs, Reckoning doesn't have a set class system but instead has destinies which can be augmented and even changed.
"So we wouldn’t settle for anything less, is the really important message in there," he continued. “Also, we’ve worked hard to implement all the crafting systems, the destiny system where you can choose your path. There’s abilities, there’s talent trees 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.” Kingdoms of Amalur: Reckoning releases on Xbox 360, PS3 and PC February 7th in the US, 10th in Europe. It's a prequel single-player RPG series to the planned MMO.
From what media has hit the public it looks a very promising newcomer with amazing combat, which you can see below from their visit to PAX. Check out the full interview between Collin Campbell and AusGamers.