Wasteland

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  • Lay waste to the wasteland in new Grimlands shooter

    by 
    Jef Reahard
    Jef Reahard
    02.28.2012

    Game publishers (and a few game news sites) have a funny habit of applying the term MMO to anything and everything under the sun. We've been keeping an eye on Grimlands for a while now, and while we're still not sure whether it's an MMO, it basically had us at post-apocalyptic. Free-to-play publisher gamigo says its upcoming wasteland shooter comes complete with "a comprehensive crafting system, guild towns, vehicles, and PvP content." Regardless of whether it is or isn't a full-fledged MMO in every sense, it looks like a good time, particularly in light of the new trailer that shows off a bit of ambiance and a bit of gameplay footage. Grimlands is a third-person shooter being developed by Drago Entertainment, and you can watch the full clip after the cut. [Source: gamigo press release]

  • The Daily Grind: What MMO do you regret leaving?

    by 
    Jef Reahard
    Jef Reahard
    02.17.2012

    I've played more MMOs than I can remember over the years, and nearly all of them have failed to capture my long-term interest. Most of the games in my also-ran box got a first look because of some quirky feature. Most of them didn't get a second look because -- aside from said feature -- they sucked. Every once in a while I'll regret leaving an MMO, though, and none moreso than Fallen Earth. Though I played extensively at launch and for a month or so after, I inexplicably forsook the wastelands for the world of Atreia. Upon returning to the game a few weeks ago and reconnecting with some old friends, I had to stop and take a moment to wonder what the heck I was thinking back in 2009. What about you, Massively crew? Have you had any similar head-scratching moments after rediscovering a previous title, and do you regret leaving it? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • inXile plans to launch Kickstarter drive for Wasteland reboot

    by 
    David Hinkle
    David Hinkle
    02.16.2012

    Developers must have Kickstarter fever right now. After one of the most successful campaigns ever with Double Fine, inXile Entertainment has announced intentions to start its own Kickstarter fundraiser.The Hunted: The Demon's Forge developer wants to use Kickstarter to fund a reboot of Wasteland, CEO Brian Fargo told IGN. Fargo, who recently acquired the rights to the classic PC RPG, is one of the creators -- apparently fans have been bugging him for a new game since they saw Double Fine achieve success. Soon after, Fargo was having meetings and mapping out a production schedule.The idea is only 48 hours old at this point, but Fargo is on board. He likes the Kickstarter model since it would eradicate publisher influence on the project, but warns that a reboot would likely need a million dollars.Fargo hopes to launch the Kickstarter campaign sometime next month.

  • Big faction changes coming to Fallen Earth

    by 
    Jef Reahard
    Jef Reahard
    01.21.2012

    Big changes are coming to Fallen Earth's faction system, and the latest GamersFirst dev diary has the details. Lead designer Marie "Aro Sei" Croall says that the devs "want to make sure it is clear to all players who they are fighting for and who they are against." The current faction dynamics can be confusing, she explains, and GamersFirst feels that Fallen Earth's learning curve can be smoothed out "without dumbing it down." To do so, shoulder factions are being removed, and wastelanders will need to pick a faction and remain loyal to it in order to earn points. Missions may be accepted from three factions, but only the primary faction will determine PvP objectives, missions, and faction channels. Finally, the devs are removing factional friendly fire except in cases of clan wars, bloodsports, or dueling gameplay. Croall says this is intended to curb same-faction griefing, and ultimately contribute to "a less jarring PvP experience in Fallen Earth."

  • Classic Elite, Interplay titles coming to iOS

    by 
    Mike Schramm
    Mike Schramm
    10.31.2011

    Touch Arcade has some good and bad news for fans of classic PC RPGs out there. The bad news is that the expected Elite Collection (which was set to come out last week and round up some of old developer Elite Systems' best games on iOS, has been delayed due to some rights issues. One of the companies involved that had previously agreed to share its games decided instead to claim a trademark at the last minute, which will hold up the process for a while, perhaps only a week or two. The good news, however, is that that extra time will allow the folks behind the apps to add in some extra titles, which TA presumes are some really amazing Interplay games, including The Bard's Tale and the great RPG Wasteland. That would be awesome -- almost all of Interplay's old titles are classics, and it'd be great to get those up and running on iOS devices. We'll see -- Elite is still working on getting everything together, but as I said, news should be out in the next couple of weeks. Here's hoping iOS gamers get their hands on this great collection soon.

  • Fallen Earth's spiked chopper debuts in new trailer

    by 
    Jef Reahard
    Jef Reahard
    10.11.2011

    Why did the Fallen Earth chicken cross the road? To get a closer look at the game's new choppers of course. When we say choppers, we mean badass bikes and not helicopters (although that would be cool too -- chop chop GamersFirst). Anyway, as we reported earlier this week, Wednesday marks the final day to subscribe to Fallen Earth prior to its free-to-play/hybrid makeover, and the faithful will receive a new spiked chopper mount for their trouble. You can take a good long look at the bike -- as well as plenty of post-apocalyptic wasteland visuals and the aforementioned chicken -- in the latest game trailer after the cut.

  • Fallen Earth dev diary talks economic changes, world events, and more

    by 
    Jef Reahard
    Jef Reahard
    09.20.2011

    Earlier today we told you about the Fallen Earth devs answering a few of your free-to-play questions. Now it's time to dive a bit further down the rabbit hole courtesy of this month's state of the game update. Producer Marie Croall checks in with us to talk about the game's two-year anniversary celebration, which includes "PvP, PvE, and RP components." She also says that the event will be run at EU- and US-friendly times (though said times aren't specified as of yet). In terms of game updates, the major portion of the September recap concerns the ongoing economic changes. Inconsistencies dealing with recipe and component rarity have been dealt with, and the dev team has "redone the placement of most of the nodes in the game" to make the rarer nodes more of an incentive to enter PvP-enabled areas. Finally, Croall says that the release of the new world event system has been bumped back to coincide with the free-to-play conversion on October 12th. Grab your favorite wasteland beverage and read all the details at the official Fallen Earth dev blog.

  • New Fallen Earth dev blog talks fixing the economy

    by 
    Jef Reahard
    Jef Reahard
    08.24.2011

    What does the Fallen Earth dev team mean when it says "fixing the economy?" The latest dev blog has your answer, and there's nary a tax cut, stimulus plan, or partisan political argument in sight. Instead, producer Marie Croall waxes on about what's wrong with wasteland supply and demand, with a specific focus on crafting component drops and rarity. The end goal is to "give value to basic, improved, and advanced recipes," and Croall hopes this will happen as a result of the team's manipulation of the market. "We had to, in some cases, actually create rarity where there was none or -- in the case of cooking components -- create common items where there were only rare and uncommon," she explains. Fallen Earth's cooking mechanic is also receiving special attention, due in part to the large number of required components and the lack of rare ingredients in the current game build. The dev team is also taking a hard look at consumable buffs, and Croall states that more details on the upcoming fixes will be available as the patch nears release.

  • Fallen Earth state of the game talks 1.9.2, economics, and more

    by 
    Jef Reahard
    Jef Reahard
    08.11.2011

    Curious -- and perhaps a tad impatient -- regarding the status of Fallen Earth's free-to-play transition? We were, and fortunately for everyone, producer Marie Croall just penned a dev blog that's given us a bit more insight into the goings-on around the wasteland as of late. The good news is that "the heavy lifting is over" in terms of the account and services migration to GamersFirst. Croall says that the Fallen Earth team is a smidge over halfway through the entire transition process, so for now it'll still cost you a few bucks to log in and get your post-apocalyptic sandpark fix. Croall spends some virtual ink talking about this month's fast travel/1.9.2 patch, and she also goes into a bit more detail on the combat changes that came with it. Finally, she touches on the game's second anniversary (yeah, it's been two years already!), which happens next month and will also herald some economic changes designed to make the game's well-regarded crafting system pack a little more punch. There's more too, but much of it is farther down the development pipeline, and we highly recommend heading to the official Fallen Earth dev blog to check it out.

  • Fallen Earth 1.9.2 debuts tomorrow, expands fast travel options

    by 
    Jef Reahard
    Jef Reahard
    08.09.2011

    There's a lot going on in the wasteland these days, and the Fallen Earth dev blog updated with a bird's eye view of all the shenanigans over the weekend. First and foremost, the 1.9.2 patch is on the way (it's currently scheduled for tomorrow, in fact), and the blog entry has the patch notes ready for your perusal. Along with the requisite combat, skills, and recipe updates, the big news is the expansion of the game's fast travel mechanics. Players are now able to zip between certain LifeNet pod locations, with additional destinations becoming available as LifeNet's supplies are restocked. The fast travel system necessitates mission turn-ins at each pod location that a player wishes to use, and the mechanic also features level, chip, and knowledge requirements. That's not all there is to 1.9.2, of course, and the update notes are pretty extensive. Head to the Fallen Earth dev blog to read new info on progress towns, mission updates, and a laundry list of other tweaks.

  • Storybricks: Opening the Pandora's box of MMO design

    by 
    Justin Olivetti
    Justin Olivetti
    08.08.2011

    "I could make a better game than this!" At one point or another, we've all said this, usually in disgust after we've become fed up with another tired MMO trope or lazy quest design. Unfortunately, most of us don't have the good fortune to work for a major game studio and thus will never see our brilliant ideas come to fruition. Except that this may no longer be true. Enter Namaste Entertainment's Storybricks, a bold and intriguing concept aimed at putting game design in the hands of Joe and Jane Gamer. Namaste is a small startup that began in 2010 when its team members got tired of derivative titles and mechanics in the industry. Storybricks is the team's first project, and while it's still in its infancy, it's already started to capture the imaginations -- and excitement -- of gamers everywhere. At this past week's GenCon, I caught up with Brian "Psychochild" Green and the rest of the Namaste crew as they publicly demoed Storybricks to the gaming crowd. Hit the jump as we look at why this program may just be the answer to a question you've never fully asked.

  • GamersFirst's Fallen Earth account transitions begin today

    by 
    Jef Reahard
    Jef Reahard
    07.29.2011

    Today's the big day for Fallen Earth and GamersFirst account integration, and the Icarus team has posted a brief how-to on the game's official website. Fallen Earth will go dark at approximately 5:00 p.m. EDT, and "the process is expected to take quite some time." When the server comes back up, players will need a free GamersFirst account to log in, and they'll also be prompted to merge their old Icarus accounts with the new account before continuing. Credit card payment information will automatically transfer, but Paypal users will need to manually update their info on the account settings page. Finally, ClickandBuy will no longer be an option for subscription accounts, and the Fallen Earth team is inviting former users to continue their subs via Paypal or traditional credit card payments. Icarus also points out that today's migration has nothing to do with either game content or the impending free-to-play conversion (i.e., subscriptions will still be required for game access after today's merge is complete).

  • Fallen Earth subscriber appreciation gifts detailed

    by 
    Jef Reahard
    Jef Reahard
    07.26.2011

    If you're a Fallen Earth subscriber, you're about to get a few thank you gifts from Icarus and GamersFirst. A new blurb on the post-apocalyptic MMORPG's website outlines the goodies in store for loyal wastelanders that stay subbed from August through October. Fancy white boots, hats, and jackets are the order of the day, so if you've ever had the urge to dress your clone like a pimp or an extra from the Matrix, now's the time. The devs are giving away some pretty cool pets as well, and you'll take home a skin dog, a chupacabra, and an old creeper if you stay subbed for all three months. Subscribers "won't have to buy these or do anything out of the ordinary to get them; they will gravitate towards you like mosquitoes to freshly exposed skin," says the Fallen Earth website. It's also worth noting that these gifts are not part of the veteran rewards system which Icarus says will be taking effect when the free-to-play transition is complete.

  • GamersFirst talks Fallen Earth account changes

    by 
    Jef Reahard
    Jef Reahard
    07.21.2011

    If you're a current Fallen Earth subscriber, you'll want to head over to the official Fallen Earth dev blog to get the skinny on the upcoming account shenanigans scheduled to take place on August 1st and beyond. In a nutshell, Fallen Earth's acquisition by GamersFirst has necessitated that all users acquire a GamersFirst account to log into the game. Never fear, though, it's a free account, and it's just another step in the changeover process. In fact, GamersFirst's Joseph "Linus" Willmon writes that the account gymnastics are part of "phase two, where we fully integrate Fallen Earth into the GamersFirst publishing platform." Phase one has already been completed, and it involved a lot of behind-the-scenes hardware moves and the like. This week's Fallen Earth dev blog contains a complete rundown of the rest of the changes scheduled to occur in phase two, including payment and subscription tweaks.

  • Fallen Earth dev blog talks builds, combat mechanics, and more

    by 
    Jef Reahard
    Jef Reahard
    07.12.2011

    Let it never be said that the devs at GamersFirst and Icarus fail to communicate with Fallen Earth players. The latest wasteland-flavored dev blog is longer than your average George R. R. Martin novel, and just about as complex. This week's installment is heavy on builds and mechanical info following the recent combat revamp, and theorycrafters, min-maxers, and folks whose eyes don't glaze over at the thought of number-driven minutiae will no doubt find it instructive. There's also a brief mention of current subscriber rewards, as well as some hinting at the various subscriber levels (and premium access benefits) that the dev team is still in the process of tweaking. Read all about it at the official Fallen Earth dev blog.

  • Fallen Earth dev blog talks Alpha County, factional territory control, and more

    by 
    Jef Reahard
    Jef Reahard
    06.27.2011

    There's a new Fallen Earth dev blog in town, and it's so big that it requires the input of two devs. Producer Marie Croall outlines the game's upcoming development schedule and even drops a release date for the much-anticipated Alpha County/Progress Towns/combat changes patch. That date is July 6th, and Croall provides a recap for those of you who've forgotten about the fact that the update will raise the level cap to 55 and introduce new resources, gear, missions, and a town to fight over. Croall also hints at upcoming changes to Fallen Earth's fast travel system, and she's quick to point out that the team isn't "dumbing anything down -- just putting emphasis on the features that drive the game." Speaking of features, we learned that a world event system is coming, as is faction territory control. It sounds as if the details haven't been ironed out just yet, as Croall doesn't offer any specifics. She also invites players to ask plenty of questions "so [they] can explore all angles together." GamersFirst's Joseph "Linus" Willmon checks in to update players on the status of the PTS as well as the new monitoring tools that G1 is putting in place to isolate those pesky server performance issues. Finally, there's a quick blurb about skill and faction respec items that have been added to the Fallen Earth store. Catch up on all of this and more at the official Fallen Earth dev blog.

  • Inaugural Fallen Earth dev blog talks PvE, PvP, and roleplay content

    by 
    Jef Reahard
    Jef Reahard
    06.16.2011

    Yesterday we broke the news that GamersFirst had acquired Fallen Earth and has set about molding the post-apocalyptic sci-fi title into a free-to-play experience. Today we're happy to tell you about the new Fallen Earth dev blog and its lengthy inaugural post. The entry comes courtesy of associate game director Joseph "Linus" Willmon, and he expends a good deal of virtual ink on topics that include the free-to-play roadmap, various changes that will result from the conversion, a transition time frame, and post-F2P design priorities. While the entire post is quite intriguing for fans of the game's grungy wasteland shtick, that last bit is particularly interesting since it specifically targets three groups of players (one of which is almost universally ignored in dev circles) and promises them content updates. "Anyone who's played Fallen Earth knows there are three core groups -- sometimes always at odds with one another -- that form the basis of the community: PvP players, PvE players, and roleplayers. The design priorities for the future will look towards building specific features and content aimed at each group, making the world much more robust and, we hope, exciting to experience," Willmon writes.

  • E3 2011: GamersFirst talks Fallen Earth and F2P

    by 
    Jef Reahard
    Jef Reahard
    06.09.2011

    Last week the devs at Icarus Studios dropped the first hints of their collaboration with noted free-to-play developer GamersFirst. Despite a lot of speculation and anticipation (fueled in part by the fact that the Fallen Earth website went offline for a few hours for updates), no free-to-play announcement was forthcoming. Yesterday at the annual E3 convention in Los Angeles, our own Rubi Bayer managed to corner GamersFirst's Darek Connole to ask him what the heck is going on in terms of wasteland business models and future development considerations. Is Fallen Earth's cash shop expanding? Is the game going free-to-play? GamersFirst remains coy on both subjects, but you can check out the full interview after the cut for more details.

  • Fallen Earth dev talks progress town layouts and destructible buildings

    by 
    Jef Reahard
    Jef Reahard
    05.11.2011

    Progress towns have been on the minds of Fallen Earth fans -- and developers -- for quite a while now. The unique mechanics, which offer a newfangled approach to long-standing player city designs, are currently on the game's public test server, where three separate towns exist for players to capture and rebuild. In a new interview at MMORPG Center, Icarus Studios' lead scripter Doug Goodall talks a bit about the mechanics of Fallen Earth's entry into the dynamic content wars, including interesting blurbs on destructible buildings and pre-defined layouts. "There are no pre-defined positions. The layout of the town is entirely up to the players," Goodall explains. While rebuilt progress town structures cannot be destroyed by enemy players, the buildings and defenses can be razed by NPC enemies bent on attacking the settlement. If this happens, Goodall says that crafters will not be reimbursed for the materials expended in the construction process. What if you mess up during the placement phase? "A refund [...] may be added to let players recover from placement errors," Goodall notes.

  • Wasteland Diaries: Bosses and battles

    by 
    Edward Marshall
    Edward Marshall
    04.01.2011

    This week in Fallen Earth has been, for me, a good mix of PvP and PvE action. I've gotten plenty of both. I literally wished that I had more time to play. Alas, real life was standing in the way again. I haven't played any other games all week. Unless you consider the Fallen Earth forums a game (which I sometimes do). Between protecting territory that rightfully belongs to the CHOTA and cracking the skulls of world bosses for their precious volatile chemicals, I've found myself pretty busy. I know that everyone feels that Sector 4 is long overdue; it's probably the reason most people haven't come back to Fallen Earth. If you are on the fence about re-subbing or are waiting for Sector 4, there is still plenty to do, especially if you left before Deadfall Point and Deadfall were released. Even if you left in the past couple of months, things have changed, and new content has been added. There is plenty of PvP action if you know where to look, and new faces are joining the fray every day. After the cut, I'll give you some examples of what I've experienced this week, and it may help you decide to come back... or to keep holding out for Sector 4.