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It's a shame but the game was probably just too big and too ambitious. With a new IP, they probably should have scale things down by a good margin, established the franchise, then expanded with the sequel.

People always want to blame the "AAA model" for everything but with Kingdoms of Amalur, I think the studio itself bears most of the fault. Requiring three million copies sold just to break even is too much to ask with a new IP. I'm sure it's well over the 2M mark, which should be pretty good, just not when the game was this expensive to create.