Kingdoms of Amalur: Reckoning
So you liked Diablo, but you wished it had the freedom and interaction of The Elder Scrolls. Or you liked Oblivion, but you wished it had the random goodies of Diablo. Or perhaps you wanted skills trees, but you didn't want to be locked into a specific class. Or perhaps you just always wanted to play a game where you wake up on top of a pile of bodies.
If any of the above is true, read what Tom has to say about Kingdoms of Amalur: Reckoning here. The game is due for release sometime in 2012 on the PC, Xbox 360, and PS3.
In Reckoning, players awaken on the top of a pile of bodies. Everyone in Reckoning's world has a destiny, but because you were revived by a magical invention called the Well of Souls you forge your own. Players choose from four different races at the beginning of the game. You'll be able to fully customize the look of your character with all of the expected alterations, such as piercings, tattoos, ears, hair, face, mouth, nose, and all other associated human body parts and decorations.
Reckoning also has no predefined character classes. Players put points into the skill trees of finesse, might, and sorcery, and unlock destiny cards as they do so. Destiny cards improve specific types of abilities using skills that players have put points into so that they'll be stronger no matter what they choose. These destinies vary from avenger to shadowcaster to wayfarer. There are tons.
Loot is totally Diablo. Randomly generated items pop up, as do uniques and sets. The demo showed the player killing some mages, looting their bodies, and equipping items right from the loot dialog which makes things easier.
The action-based combat system looked even better at E3 than in past demos. The player was making his way through a cave of summoners that were bringing demons from whatever demon plane they normally exist on. Spells and weapons slashes are all mixed into combos in Reckoning, but players won't have to memorize button taps or succeed through mashing 38 Studios assured us.