Choose Your Destiny

Added 2/8/2012

Throughout sci-fi and fantasy, countless stories have been told about the "chosen one," the hero destined to save the world. For obvious reasons, this story is especially common in video games, and we've all enjoyed a number of great adventures and RPGs set in that mold. When we started development on Reckoning, though, we spent some time thinking about that old idea and realized something rather disturbing about it: the hero destined to save the world has no choice.

The very nature of destiny, or fate, is that one has a specific role to fill in the universe and no way of avoiding that role. No freedom. So while the destined hero may be brave, cunning, and wise, he or she is ultimately a slave to fate, inevitably playing out a script defined before their birth. After coming to this grim conclusion, we decided to turn the idea of the destined hero on its head with Reckoning.

In Reckoning, you play as the Fateless One, the first person in the world of Amalur to exist without a destiny. In a deterministic universe where peasants and nobles alike believe themselves bound to a rigidly defined future, you are the exception, the one truly free agent. You have absolute freedom, and must decide what to do with that freedom.

While your Fateless nature is a key element in the story in the game, it also factors into everything from our dynamic class system to our over-the-top "Fateshift Kills." Being Fateless means having the freedom to do as you wish, and every aspect of play is steeped in this philosophy. Build your character however you want, choosing from three core play styles or blending multiple styles together to create something unique. Loot, purchase, or craft your gear exactly the way you like it. Approach combat in one of a hundred different ways and truly make it your own. Solve quests in whatever way seems best to you, and decide the futures of the diverse factions in the game. Explore the massive, sprawling realm of the Faelands in whatever manner you choose. Obey the law, or spurn it and face the consequences. In these ways and more, the shape of your adventure in Amalur is up to you. In all things, your fate is yours to determine.

This day has been a long time coming. After half a decade of sweat, blood, and tears, we at Big Huge Games / 38 Studios are extremely proud of Reckoning and incredibly excited to see what stories you'll have to tell as you each explore the world of Amalur in your own way. As you delve into your time with Reckoning, we ask only that you please stop by our forums and let us know what you think. We're very eager to hear what you have to say.

Good luck, Fateless One, and happy questing!

Ian Frazier, Reckoning Lead Designer