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Fallen Earth - The Good and the Bad
04 march 2010 by DemiGoth
Posted in Computer RPGs
After playing Fallen Earth for two weeks, I think I know about the good and the bad things of the game already. So I think it's time for me to give a small review on the game.

First of all, Fallen Earth is from an independent company called Icarus Studios. No big past titles or sponsors to back them up. Some say that being an Indy developer is no excuse for not making a good game, but Icarus shows that this is not entirely true. Fallen Earth has very good graphics, fitting music and the overall atmosphere of the game fits perfectly with the setting (post-apocalyptic)

Then to the game. Fallen Earth does something no other developer has yet done: seamless instancing. All games that use instances have a short (some long) loading screen between the world and the instance. In Fallen Earth you walk around, and you don't even realize when you enter an instance. The only thing that gives away you're in an instance is your radar. There you see the map change from the overview to a room or dungeon.
Below is a movie I made last night running from the open world into a LifePod bunker, leave it again and then run into the Lumber Mine of Odenville.
Speaking of the LifePod bunker, that brings me to the next detail. Fallen Earth is one of the few games that gives a good explanation on the how and why around death and resurrection. Basically, you're a clone and you wear a collar. Everything you do is linked to the LifePod bunker and when you die, the collar triggers and a new clone is activated

Then there is the post-apocalyptic setting. The world as we know it has been destroyed and you need to survive. This means two things:
1. You need to make your own stuff, and because of that, the game relies heavy on crafting.
2. The economy is unlike other games. Prices at merchants vary a lot upon their liking towards you. With that, selling to the merchants is done at 10%-20% of the actual price.
The heavy crafting also has a down side. You can craft too much, and the amount of materials gathered is immense. I've heard about clans that use one vault (64 spaces) to drop the vegetables and fruits for the cooking craft skill.

And last but not least, humour. The game holds a lot of it. Mostly it's the tiny things included in mission descriptions. I've never laughed so much reading mission descriptions as in Fallen Earth.

And now that I'm talking about missions, there's a bad thing here as well. Well, to me a bad thing...
Though the missions fit perfectly in the setting, running the mission feels to me a bit lame. You literally need to run to the red X on the radar, do your thing there and then return to the mission giver, who in turn is the next red X on the radar.
Now I hear you say to turn of the mission tracker. I tried that, but the clues in the missions on the whereabouts of the objective are close to non-existent. You really have no clue where to run to, so you're kinda forced to turn on the mission tracker

And then last but not least the customer support: TWO THUMBS UP
The GMs are extremely active in the game. I see them daily online, and even better, almost hourly the GMs yell in the game where to find help and support.
I also had a problem with my account, where I somewhat messed up with the subscription payment and the game reverted back to my (expired) trial period. The support team corrected this problem in a matter of 2 hours.

Though the game is very well done, I am a bit in doubt if I will keep a running subscription for it. Fallen Earth has a lot I want in a game, but the mission thing is a bit of a let-down for me. Luckily I have 26 more days before I make my decision on the matter

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