Following THQ Nordic’s surprising acquisition of Kingdoms of Amalur, the company has stated a Reckoning remaster is dependent wholly on EA.
In a correspondence with Eurogamer, THQ Nordic mentioned it wanted to communicate with EA, the publishing rights holder of Reckoning. Eventually, the e-mail exchange implied that this exchange would be to fast-track a remaster:
“At this stage we ‘only’ acquired the intellectual property. Given our track record, we know what the burning questions (remaster, remake, port to current-gen systems etc.) are, but we decided do not answer those specifically as we tend to put our heads together first and then do our homework, and only start to talk about anything once we feel confident and very familiar with the franchise. […] EA still has the publishing rights to Reckoning.”
The ill-fated Reckoning was something of a flawed gem when it released back in 2012. Despite the falling apart of the project’s studio, 38 Studios, the game has maintained a cult following. Before the dissolution of 38 Studios, Reckoning‘s sequel was in the pre-production phase, and a Kingdoms of Amalur MMO was already a healthy chunk through development.
Building Hades’ Myth-Born Characters Has Been “Refreshingly Different” for Supergiant Games
Hades is the first game developed by Supergiant Games without an original cast of characters, but the studio’s creative director says this has not hindered development at all.
Unlike Bastion, Transistor, and Pyre, which produced Supergiant characters such as The Kid, Red, and Hedwyn, the majority of Hades‘ characters come from Greek mythology.
However, borrowing from Greek mythology is extremely common in video games—God of War, Kid Icarus, Persona, and Saint Seiya are just a few series that do.
Building an interesting world around an environment that so many gamers are already familiar with could prove challenging, but Supergiant’s Greg Kasavin told OnlySP in a recent interview that this was a very welcomed change.
“Part of the appeal of creating a game based on an adaptation of an existing mythos is that it’s a refreshingly different process from what we’ve done in the past. We know what it’s like to create worlds from scratch! We’ve never adapted one, though.”
As a kid, Kasavin would grow frustrated by how modern adaptations of mythological characters would be diluted to the point of dismissing all of their complexities and “disturbing qualities.” He told OnlySP, “[Supergiant Games] started from the observation that the Olympians are a big, dysfunctional family, and everything flowed from there. I think we’re being true to the source material, as well as true to life.”
There are some original characters in Hades, though, and the game even builds upon a few mythological characters who do not have as robust of a story behind them. “Our protagonist character, Zagreus, best represents this. We know almost nothing about him from the source mythology, other than maybe he’s a son of Hades, or maybe he’s even an early version of Dionysus. The idea that Hades, god of the death, might have secretly had a son was so compelling, we decided to make it the premise of the whole game,” Kasavin said.
Kasavin even shared insight on his personal inspiration from Studio Ghibli on the subject of working with familiar characters: “If there’s any inkling that adapting a work is somehow a step down from creating your own original setting, Ghibli films such as Howl’s Moving Castle and The Secret World of Arrietty remind me that that’s nonsense. Adapted works have no less inherent merit than original works.”
Hades is currently in Early Access and is available on PC as an Epic Games Store exclusive. Look out for OnlySP’s full interview with Greg Kasavin in the next few days!
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