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  • The joys of scripting the apocalypse: A behind-the-scenes look at Fallen Earth

    by 
    Justin Olivetti
    Justin Olivetti
    11.06.2011

    What's it like to have a post-apocalyptic landscape as your writing canvas? According to Marie Croall, it's pure heaven. Fallen Earth's lead designer opened up to Rock, Paper, Shotgun about the joys of writing and designing the myriad of quests for the game, as well as the free-to-play transition, plans for PvP, and the dynamic world events. Croall is part of a slimmed-down team of 12 developers who currently develop Fallen Earth's content. Saying that the team is always trying to "push the envelope" when it comes to the stories told, she notes that each area contains the imbued spirit of each writer: "I worked on a lot of the conflict towns early on and we knew that this was a place for people to kill each other, so a lot of the missions ended up being really thinly veiled insults." One of the aspects of Fallen Earth that Croall loves is how crazy the team can get. In one instance, the team decided to redo the starter town of Boneclaw by dropping a missile right into it. "We killed off all the players that were there, all the NPCs, and left it as a radiation zone for a good two months, while we made the new town. We flat out nuked it because it wasn't doing what we wanted it to do. Boom!" While Fallen Earth skirts the line between sandbox and theme park, Croall says the team is devoting a great deal of resources to beefing up the former. "The more features we add, the more ways for players to drive themselves, it makes the world better, it makes it feel like what we saw it as," she said.

  • Wasteland Diaries: Launch 2.0

    by 
    Edward Marshall
    Edward Marshall
    10.14.2011

    Fallen Earth is officially free-to-play with patch 2.0. There are very few restrictions on the free accounts, so if you haven't at least tried it out, you really have no excuse. If it's been a while since you've played, you might want to pop in and check it out. A lot has changed, and there's no need to sub up to take a look. The world is pretty well populated now. Even Los Alamos was crowded again, like it used to be over a year ago. The starter towns were packed with new players all running around with their axes and air rifles. The population is certainly healthy at the moment; hopefully it will last. It's been over two years since Fallen Earth went live, and it's also probably been over two years since the wasteland has had so many people in it. LifeNet gear is back in style again. Players are trotting around on "Old Nags," and the Help channel is a fusillade of questions that many of the more helpful and knowledgeable players try to keep up with. I spent a few hours traveling around and watching the crowds. Seeing the swarms of players and the dead mobs littering the desert sand in Sector 1 reminded me of launch day back in September of '09. But the difference is this: There are more players everywhere, which means many of the old players have returned as well. I've noticed some big changes already, and I'll share those with you right after the cut.

  • Two years after the fall of the world: Fallen Earth's second anniversary

    by 
    Justin Olivetti
    Justin Olivetti
    09.22.2011

    It's no secret that Fallen Earth is somewhat of a staff favorite here at Massively. While its combat system may not hold the same polish of other titles, it more than makes up for it in sheer exploration, incredibly deep crafting, an engagingly different game world, and the dark humor that seeps into every aspect of the game. In fact, Massively is what convinced me to give Fallen Earth a shot when it came out two years ago. At the time, I was just a regular gamer looking for something a little different than the elves-'n'-fantasy fare that 99% of MMOs were dishing my way. Fallen Earth's semi-familiar setting -- modern guns, post office boxes, motorcycles, sunglasses, giant mutated ants -- was at once familiar and foreign. It took me two solid tries to get into the game, but once I did, I was hooked. I've always felt bad that Fallen Earth never got more popular than it already is, although I can understand why. The post-apocalypse setting is enough to weird players out, and the paradigm shift from getting your gear via looting to building your own gear via crafting takes some getting used to. Plus, the troubles that Icarus Studios ran into early on didn't help matters any. Fortunately, the future looks bright for Fallen Earth, and as it celebrates its second anniversary, we should look back at this past year to see just how far this cult MMO has come. Clones, assemble!

  • Wasteland Diaries: Patch day mayhem

    by 
    Edward Marshall
    Edward Marshall
    12.17.2010

    In Fallen Earth, patch day is always a happy day (for me, at least). But this most recent patch (1.7.4) brings in some sweeping changes. The changes that came with this patch were far-reaching enough to get us another full respec. I don't forsee myself using one yet, but they are nice to have. I actually still have my injectors that we got with the 1.4 patch. In fact, this patch changes so much that I spent the past couple of days preparing (in-game) for it. I haven't had time to even grab all of the new skills that all of my clones will now have available to them. An Enforcer rifleman with Fitness? Yes, among other things. Everyone in Fallen Earth now has more health, but it gets taken away much faster. Combat seems more intuitive with reliable damage from weapons. Without glances and extreme damage variance, combat feels crisper and less clunky. It's going to take some getting used to. The PvE combat has changed the most. There is actually an element of danger involved when fighting mobs, especially large groups. I find myself actually using contingencies and heals during combat with NPCs. I never really had to before, but now the mobs rarely miss (rather than rarely hit). While I didn't get to see everything we got with this patch, I did get some hands-on PvP action (and broke a tradition that had lasted some 292 days in-game) under the new system. I'll give up more about that after the cut.

  • Fallen Earth preps new patch, roach pet

    by 
    Jef Reahard
    Jef Reahard
    12.14.2010

    If your wasteland abode is feeling empty this holiday season, the team at Icarus Studios is here for you. Fallen Earth's 1.7.4 patch is on its way, and with it comes a pet sure to please the gross-out fan in all of us. Yes, you can now snuggle up to your very own roach, the better to help you cope with all the changes the update has in store. For starters, 1.7.4 is adding an AP spent cap, a new random AP system, world PvP updates, and a rebuilt Boneclaw. Significant combat updates are also on order, and Icarus is gifting all current characters with a Pristine Recombinant Injector (which grants a full respec) for their trouble. You can read about all the changes in detail via the testing patch notes as well as get an early look at the update by heading to the public test server.

  • Wasteland Diaries: Tester-day

    by 
    Edward Marshall
    Edward Marshall
    12.03.2010

    I spent an entire day on the Fallen Earth Public Test Server (PTS). I have to admit, I was pretty impressed with what I saw. The development team over at Fallen Earth, LLC is making some sweeping changes to the game. I wasn't just impressed by the new artwork and the smoother game mechanics; I was also impressed with the amount of communication the Fallen Earth dev team is giving to its testers. And why not? We pay the devs to test their product. While there is a lot of new stuff to check out, I spent the majority of a day trying to digest as much of this new content as I possibly could, and I didn't really even scratch the surface. I spent a good eight hours on the server, though about four of those hours were devoted to testing the combat system. I did a few bug reports, but aside from grenades being totally broken, most everything seemed to be in order. After the break I'll give you some first-hand accounts of what I've discovered. You could just read the patch notes, but it just isn't the same.

  • Fallen Earth 1.7.4 patch detailed

    by 
    Jef Reahard
    Jef Reahard
    12.01.2010

    Fallen Earth's 1.7.4 patch is on the test server, and Icarus Studios' GM Carlin has your introduction to the laundry list of tweaks, fixes, and additions. The update includes significant changes to crafting components, a reduction of the critical damage modifier, and improved NPC melee AI. 1.7.4 also brings several new merchants, missions, and trainers, as well as a completely redesigned Boneclaw. In story terms, the town has been sacked by Alec Masters, allowing Icarus to improve both the content and the layout. The patch also features several improvements to Fallen Earth's visuals and sound suite, and you can find the complete list on the official forums. Also be sure and check out the Massively Speaking podcast featuring Fallen Earth's Marie Croall and lots of discussion about the new patch.

  • Wasteland Diaries: Sector 1

    by 
    Edward Marshall
    Edward Marshall
    10.01.2010

    In the past few weeks in Fallen Earth, I've been spending a bit of time in sector 1 -- the Plateau Sector. I have to admit, it's still my favorite sector. It's the epitome of a post-apocalyptic wasteland. The other sectors (possibly excluding Deadfall) look a bit too lush and green for my tastes. Of all the sectors, it is also the busiest. It holds the most missions, towns and bonus AP. Even though it looks like a sparsely populated wasteland, there is plenty for a new clone (or an old one) to do. In this post I will take a look at Fallen Earth's sector 1 in all its glory, from the starter towns to the capital. I've visited them all, and they all have a distinct place in my earliest memories of Fallen Earth. I was most amazed at how different the entire sector looks now, after all the graphical enhancements. I was looking at some old screenshots from last year, and everything looks so much better now. I'm not saying that an apocalyptic landscape can be a beautiful thing, but I sometimes stop killing whatever it is that I'm killing to admire the sunset. So, without any further ado, let's take a look at sector 1.