4. Kingdoms of Amalur: Reckoningkingdoms of amalur

What it’s all about:

Kingdoms of Amalur: Reckoning (KoA:R) was one of those games that had a lot of expectations riding on it and it was for a few good reasons. In all honesty, it actually delivered on a few of its promises and fell flat on some. Sadly, it doesn’t seem like the game will be getting a second chance as its studio closed down shortly after this game was released.

If you asked someone who has played KoA:R to name one of the best things about the game, the answer you’ll probably get is its battle mechanics, which was much more engaging and realistic, compared to what you got in say Fable III and even The Elder Scrolls: Skyrim. Battles were hard-hitting and it was just all about button mashing, there was a great deal of strategy to fights as you had to block, dodge and even parry. Then there’s also the ‘Reckoning Mode’, which slows down time and executes an enemy in gruesome fashion.

Story wise, the action role-playing game doesn’t stray too far away from your standard fantasy RPG plot, where the player is the only one that can stop evil from spreading through the lands.

Why it’s perfect for a comic:

KoA:R would make a great comic because of two things (or in this case individuals), R.A. Salvatore, who had a hand in writing the story and Todd McFarlane, who came up with the designs of the world and characters. For those who love comics and novels, those two names will be very familiar. For those who don’t, Salvatore is well known for his works in the Forgotten Realms novels which include Neverwinter Nights and Icewind Dale. As for McFarlane, he is the well-known artist that gained fame via his works on Spider-Man, Spawn and other comic.

On top of that, in an interview, Curt Schilling, the owner (former) of 38 Studious, mentioned that Salvatore had actually developed a 10,000 year history for the game. This was because the game was initially supposed to be a massively multiplayer online role-playing game (MMORPG) but was switched to a single-player game after that. So with a 10,000 year history already in place, this would mean that there’s a rich history and lore that would fit in nicely for a comic series.

At this point, it may sound like KoA:R may sound better suited for a novel instead of comic books but if that were to happen, then McFarlane’s design of the world, characters and creatures would be lost. This is why a comic would be a better fit as those who have not played the game, will be able to experience this fantastical and colourful world.

As mentioned above, there’s plenty of ways to get the story started Mr. Salvatore had already prepared over 10,000 years of history. The comics won’t even have to be in the same timeline as the game and can look at the history of the Faelands and what other conflicts happened before the events of the game. It can also explore what happened when humans started making their way to the Faelands and what was the initially reaction of the elves. Or as always, it can explore what happens after the events of the game.