As MMO fans, we're keeping a close eye on
38 Studios for its development of
Project Copernicus, the MMO that will serve as the follow-up to next month's
Kingdoms of Amalur: Reckoning. The risk factor of not only developing two major intertwined projects in parallel but to have the additional task of creating a brand-new IP in which to put them must be a pressing one, which is why
CVG sat down with
Reckoning Lead Designer
Ian Frazier to talk about challenges the studio has been tackling.
Frazier outlines the balance the studio's struck between its three big-name creators --
Todd McFarlane (art),
R.A. Salvatore (story), and
Ken Rolston (design) -- not to mention the ideas that pour in from founder
Curt Schilling. Fortunately, Frazier says that these larger-than-life personalities mesh well together: "The nice thing that's worked out is, I think if we'd got three famous game designers, it would have been a disaster: big egos, they're all on the same plane, it wouldn't have worked out. What makes this work is they're all different."
Even though Rolston previously worked on
The Elder Scrolls: Oblivion, Frazier said the designer wanted to try his hand at something fresh with a better combat system. "They're all great games," Frazier said of the Elder Scrolls series, "and I think they're progressively better, but they're all the same game. It's not like they're radically changing with time."
Frazier said Reckoning has been compared to a "single-player
WoW" as well as
Dragon Age and
Fable, but he insists that the world and ideas the team's been creating will take it far past those basic comparisons.
You can take your first peek into the world of Amalur with the
Reckoning demo -- and let us know what you think in the comments!