fallen-earth-llc

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  • More jobs cut from Fallen Earth

    by 
    Krystalle Voecks
    Krystalle Voecks
    11.08.2010

    It's always heartbreaking to hear of a company's being required to lay off staff, especially so when it's in a game one really enjoys. Fallen Earth, long a favorite with a handful of the staff members here at Massively, has just laid off three very well-known and well-loved members of its team. The impacted members who have been laid off today are Producer Dave "Archangel" Haydysch, Marketing Director Jessica "Circatrix" Orr, and Director of Content Development Wes "Canticle" Platt. We reached out to the team over at Fallen Earth, LLC/Icarus Studios for an official statement about the layoffs, considering we saw the last round of layoffs and restructuring in April this year. While there are no greatly illuminating details to the reply, today's announcement, coupled with the prior layoffs, doesn't generally bode well for this gritty indie MMO. For those curious about the team's reply, we've posted it behind the break.

  • Wasteland Diaries: Flag up

    by 
    Edward Marshall
    Edward Marshall
    11.05.2010

    Since the addition of the open world PvP flag to Fallen Earth, I haven't seen it being used often enough. There are only a handful of players, including me, who stay flagged for PvP 24/7. For a post-apocalyptic wasteland, Fallen Earth is a pretty safe and cozy place for most. The majority of the game takes place in relatively civilized areas where clones can't harm one another. PvP zones are optional, and many players simply avoid them. With the well-guarded towns, sporadic and weak mobs that are always right where you left them, and the resilience of player characters, there isn't a huge element of danger out there. I know a lot of these issues are being addressed with the combat changes, but today's wasteland isn't too frightening. I drive into PvP zones and almost breathe a sigh of relief, because everyone around me is on an even keel. When I roll into a crowded town, that is when I'm really on my guard. I appear to go about my business normally, but I'm looking over both shoulders. You never know who in the crowd might have it in for you or might just attack you on a whim. Truth be told, it's not so bad. Most people won't pay you any mind. After the cut, I'll take a look at the past month I've spent PvP-flagged and try to explain why I think it's the only way to play.

  • Fallen Earth and Best Buy team up for Blood Sports discount

    by 
    Jef Reahard
    Jef Reahard
    10.29.2010

    Icarus Studios has a Halloween deal for you in the form of a $10 discount on copies of Fallen Earth. Head to your local Best Buy or visit online to pick up your box copy of the game. The discount runs for a limited time -- October 31st through November 27th, to be exact -- so don't delay. Blood Sports features the latest game client version including the titular update that added a ton of new PvP content to the wasteland. Head over to the official website for more details, and don't forget to check out all of our previous Fallen Earth coverage to see what you've been missing.

  • Wasteland Diaries: Faction control points

    by 
    Edward Marshall
    Edward Marshall
    10.29.2010

    Faction control points are the newest PvP draw in Fallen Earth. They're still in their infancy, but I have already seen an increase in faction control point PvP. Factional warfare has always taken a backseat to clan warfare in Fallen Earth. At least for as long as I can remember. Right now, clan warfare vs. factional warfare is dividing the FE community. A rift between omni-clans and single-faction clans has resulted in more clan warfare, with factions completely disregarded. Faction control points were an effort to add some meaningful faction-based PvP to the game. In some ways it succeeds and in some ways it fails. I was able to get in there and test these faction control points this week. I died plenty, but I also slew more this week than I had in a long time. I was able to test them exhaustively alone and with a group. I was able to witness the dynamic of six different warring factions in one small town. If that wasn't confusing enough, there was also a layer of clan politics muddling things up even more. After the cut, I'll give you the low-down on faction control points (FCPs for short), detailing my personal experiences with them, and how they have changed the face of FE so far.

  • Fallen Earth takes part in NaNoWriMo

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.28.2010

    November, for those of you unfamiliar with the concept, is National Novel Writing Month and host to an annual challenge -- write a 50,000 word novel in 30 days. It's a tall order that not everyone can manage, but the Fallen Earth development team contains at least one hopeful. Director of Content Development Wes Platt is working on his novel, and he's looking to the game's players to help make it a collaborative effort every step of the way. With an official thread on the forums, Platt is both posting his progress as he goes and taking suggestions from players as to where the story should head next. He also has posted his NaNoWriMo profile page so that players also taking part in the contest can track his progress and cheer him along. Fallen Earth fans would do well to take part in the crafting of the story -- it's not just the first novel for the game, but a novel written in a month's time.

  • Wasteland Diaries: Weapons

    by 
    Edward Marshall
    Edward Marshall
    10.22.2010

    Those that say "violence never solves anything" have never been thrust into a post-apocalyptic future. Violence solves just about everything in Fallen Earth. And the cornerstone of violence, since man threw the first stone or hit his surly neighbor with a stick, has been weapons. Killing and incapacitating others is a lot of hard work, so leave it to mankind to devise a more efficient method. In Fallen Earth, weapons range from everyday household items and tools, all the way up to military-grade engines of destruction. One of the tough decisions you will need to make in Fallen Earth will not be whether or not to use weapons. It will be to decide which weapons you will use. Weapons in Fallen Earth are divided into three main categories, those being melee, pistols and rifles. While it is possible to specialize in all three types of weapons, it is ill-advised. You would be better served to specialize in one type of weapon and use any additional AP to boost other skills and mutation lines. After the cut, I will discuss the ins-and-outs of each weapon style for PvP and PvE to ease your decision-making process.

  • Wasteland Diaries: What's next?

    by 
    Edward Marshall
    Edward Marshall
    10.15.2010

    There isn't yet a known release date for the next Fallen Earth patch. The 1.7.1 patch will make some fundamental changes to the combat system. These changes will be far-reaching, but they will not alter gameplay drastically. Mainly, we will see an increase in damage dealt across the board. This will make combat in Fallen Earth seem a bit more dangerous than it is now. PvE just doesn't quicken my pulse like it did when I was a new player in Sector 1. The patch will also address this. It will also add the faction control points. The main focus of the patch is the combat re-vamp and the control points. The Armor Use skill and the Dodge skill have been redesigned, and the way that damage mitigation works is a bit different in version 1.7.1. The faction control points will give the clones a reason to fight, and the victorious faction will reap far-reaching rewards. I'll go into more detail about these tidbits and more after the break, so without any further ado, let's move on.

  • Form and function in Fallen Earth's latest state of the game

    by 
    Justin Olivetti
    Justin Olivetti
    10.14.2010

    There's been a lot of excitement in the Fallen Earth community over the upcoming combat changes, and in producer Dave "Archangel" Haydysch's latest state of the game address, he assures everyone that the anticipation is worth it. "As I mentioned," Haydysch writes, "this is the FIRST iteration... we will use your feedback to make further adjustments and improvements to the system until we feel the system is ready to go live." He urges players to participate on the public test server, where numerous systems are being tested, including these combat upgrades and the upcoming Faction Control Points, which should add spice to the PvP play in the game. Looking at future patches, Haydysch reports that the team will be revamping combat skills and mutations relating to each of Fallen Earth's six factions. The team is also working hard on bringing additional visual improvements to the wasteland, which "will improve the look and feel of the world as a whole." These improvements are scheduled to hit the game at the same time as the next live event, which is so far a mysterious mystery shrouded in mysteriousness. Finally, Haydysch acknowledges additional selections will become available in the Rewards Store, including (drum roll please) more space for inventory-starved adventurers. You can read the full state of the game report over at Fallen Earth.

  • Wasteland Diaries: Combat overhaul

    by 
    Edward Marshall
    Edward Marshall
    10.08.2010

    Merging a roleplaying game (RPG) and a first-person shooter/third-person shooter FPS/TPS seamlessly can be difficult to say the least. I can only think of a few examples of games that have been done well in this manner. But none of the examples I can think of is an MMO. Granted I haven't played every game in existence, so this is by no means a definitive assertion. I'll call Fallen Earth an MMO/FPS in this post, for the sake of simplicity, even though it's an MMORPGFPS/TPS, but that's a mouthful and it looks like something an Enigma machine spit out. The Fallen Earth combat system is a mix of two very different game types: an MMORPG and a shooter. Some of my detractors insist that Fallen Earth is an MMORPG with "manual targeting," but I respectfully disagree and consider it as much of a shooter as games that run on the Quake 3 engine. Just because it doesn't have "bullet-drop" physics doesn't mean it's not a shooter. There is a combat revamp headed our way this month, so I thought I would do an in-depth analysis of the FE combat system. After the break I intend to pop the hood on the combat system and take a close look at its mechanics, then try to surmise what changes might be incoming (even though I've seen some of them).

  • Fallen Earth offers $9.99 box copy, prairie chicken mount

    by 
    Jef Reahard
    Jef Reahard
    10.08.2010

    Still thinking about checking out Fallen Earth's wasteland charms, but looking for a little prodding to send you over the edge? If so, Icarus Studios' latest promotion -- announced today on its official website and via press release -- is for you. For a limited time (through October 22nd to be exact), customers who purchase Fallen Earth through GameStop retailers -- either online or at traditional brick and mortar outlets -- will receive a boxed copy of the game for a paltry $9.99. In addition to the $20 instant savings, players will get an in-game prairie chicken mount for their trouble. You can learn more at the official Fallen Earth website, or locate the nearest GameStop.

  • 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.

  • Wasteland Diaries: A year? Already?

    by 
    Edward Marshall
    Edward Marshall
    09.24.2010

    Has it been a year already? I guess it has been. Fallen Earth launched on September 22nd, the same day as Aion. But by launch day I was already working my way to Sector 3. I pre-ordered and got to start playing on the 9th. My performance at work suffered that first week as I tried to keep up with the power-levelers. Ultimately, I couldn't. But on launch day I was nearly level 30 and still, to this day, I couldn't tell you why I was rushing. I made it to the level cap of 45 a couple of weeks after the official launch. My next three trips through the wastes would be more slow-paced and lackadaisical. While Fallen Earth is still the same game, it has changed drastically since launch day. Drastic change can be good or bad, but in FE's case, it's all good. The game has gotten nothing but better. Sure, the developers have added some mediocre content, but overall the game has been improving by leaps and bounds. And there seems to be no end in sight for these improvements. Let's take a look back at Fallen Earth's transformation from buggy, beta-like MMO to a first-rate gaming experience. After the cut, I'll break it down by patches.

  • Fallen Earth patch 1.7 goes live with in-game events

    by 
    Rubi Bayer
    Rubi Bayer
    09.22.2010

    Happy birthday, Fallen Earth! Today is the one-year anniversary of Fallen Earth's launch, and Icarus Studios is celebrating in style. Patch 1.7 is live on the servers now, with a huge list of bug and cosmetic fixes and over 50 new missions for wastelanders to participate in. This patch also kicks off the Customer Rewards Program, and an FAQ is on the site to guide players through this new feature. If a pile of new content isn't enough to keep you busy, this special day also brings two in-game events. At 1:00 and 8:00 p.m. EDT today, an in-game event will take place and every wastelander is needed to help. Details of the event are sketchy, but we know that villain Aro Sei is planning revenge for what happened at the Hoover Dam. All the available details are on the Fallen Earth site now.

  • Massively's Community Detective, Issue #8: Fallen Earth

    by 
    Jef Reahard
    Jef Reahard
    09.21.2010

    Welcome to another installment of Massively's Community Detective. This week, I pay a visit to a region decimated by economic and environmental collapse, widespread ignorance, and social anarchy run amok. No, it's not 21st century America but rather the fictional future-world of the Grand Canyon province as depicted in Icarus Studios' Fallen Earth. Travel forward in time with me to 2156 as we dodge plagues, mutated animals, and a big bit of nasty called the Shiva virus that lurks in the dark and dusty corners of the American southwest. What exactly does this grim future hold? Is there hope for mankind? Have Facebook and American Idol died horrible, well-deserved deaths? Are Cool Ranch Doritos still available? Who cares about all that, we just want to know whether MMORPGs have great communities and good customer service, right? Fortunately, Fallen Earth fits both bills, even though each institution has its quirks. Find out what's good, bad, and ugly about the game's social elements after the break.

  • Icarus preps Fallen Earth soundtrack release

    by 
    Jef Reahard
    Jef Reahard
    09.18.2010

    Once upon a time, we spent an afternoon ripping audio files out of the recesses of our Fallen Earth directory. This wasn't fun, or especially productive, but the end result was a collection of MP3 snippets strung together on a playlist labeled FE Soundtrack. The whole hackneyed effort served as a stop-gap measure for getting our daily dose of wasteland ambiance while waiting patiently on an official solution. Happily, this half-arsed attempt is about to become obsolete, as Icarus Studios is gearing up to release their Firefly-esque soundtrack to fans all over the Grand Canyon province. The 20-track album will be available via the Fallen Earth website next week, and can be purchased for $13.99 US (or $.99 per individual track). Shiny.

  • Wasteland Diaries: PvP for dummies

    by 
    Edward Marshall
    Edward Marshall
    09.17.2010

    PvP in Fallen Earth is different. It's not much like an MMORPG, and it's not much like an FPS (first-person shooter, for the uninitiated). It's a hybrid, and it can take some getting used to. But isn't that what PvE is for? To train us to PvP? I would like to think that, but many players of MMOs refuse to ever fight their fellow players. Considering I get most of my combat joy out of fighting other players, I find this online conscientious objector mentality beyond my ability to understand. But there are also those who will always PvP, and then there are the undecided. If you're wondering whether or not to try out some Fallen Earth PvP action, this article is for you. I have never understood why, in a game that has such paltry death penalties, so few engage in PvP. The fine folks at Fallen Earth, LLC have even been nice enough to put kid gloves on us when we PvP in Blood Sports. There is literally no penalty whatsoever for dying in a Blood Sports match. You respawn fully buffed and ready to get some. My goal in this article is to convince some of the players who are undecided on PvP to try it out. I'll give you the low-down on what to expect, and at the end I'll give you some tips from the pros. So, without any further ado, let's move on.

  • Fallen Earth's producer details upcoming patch

    by 
    Jef Reahard
    Jef Reahard
    09.15.2010

    Fallen Earth producer Dave "Archangel" Haydysch popped up on the game's official forums yesterday to share his latest State of the Game post. In addition to touching on the Icarus team's experience at the recently concluded Pax Prime event in Seattle, Haydysch drops a few nuggets of exciting news regarding the 1.7 patch. Faction control points will add another PvP option to the wasteland, and will feature flags that players may capture throughout the world. Once in the player's possession, members of the conquering faction will have access to guards, buffs, and new harvesting nodes for as long as they maintain control and fight off would-be challengers. Speaking of fighting, combat is being rebalanced, and 1.7 will kick things off with mitigation and damage adjustments (as well as a free respec to help players cope with the changes). New encounter areas are also coming, and will be found near Old Kingman, Blaine, Gaia, and Deadfall. Following on from vehicle color customization in an earlier patch, social clothing updates are also included in 1.7, in the form of paint and dye kits that can be applied to jackets, pants, hats, and shirts. As if all that wasn't enough, Icarus is also phasing in a customer rewards program that will accrue Veteran Reward Points with each subscribed month. Points may be spent at in-game vendors for unique items and will also be retroactively added to current subscriber accounts.

  • Wasteland Diaries: Loyalty

    by 
    Edward Marshall
    Edward Marshall
    09.10.2010

    In Fallen Earth you start out as a confused clone. You don't have any idea who you are or what to do. The answers are there if you choose to seek them out. But you may also choose to ignore your greater purpose and carve out your own little niche in the wastes. You may form bonds with other players during your journeys, and you might join a clan at some point. But there is another factor that might divert your moral compass from that of your colleagues: Fallen Earth's six factions. The factions add a bit of flavor to the game, but they also complicate matters for players who have formed friendships in Sector 1, before the factions had any sway. Sure, you may learn a little bit about the various factions during your adventures in the Plateau Province, but you won't choose sides until you get to Sector 2. You can always remain neutral, but that would be akin to playing the game blindfolded. You would be severely gimping yourself for no good reason. After the cut I will take an in-depth look at loyalties in Fallen Earth and how they might be torn between three different entities: factions, friends, and clans.

  • Wasteland Diaries: Lone wolf

    by 
    Edward Marshall
    Edward Marshall
    09.03.2010

    An MMO is a massively multiplayer online game. So what would attract a lone-wolf type to something that is massively multiplayer? You would think this would drive someone who enjoys his solitude away. This is simply not the case, as every MMORPG has lone-wolf players. If that MMO happens to be Fallen Earth, with its post-apocalyptic setting, it might seem to attract individualistic survivalist types who strive to be self-sufficient. I have never played an MMO in which so many people were withdrawn, introverted, and downright antisocial. Well, it is the apocalypse, and there are times when I just want to be left alone to kill in silence. I am a bit of a lone wolf, myself. But many times, trying to get a group together can be like pulling teeth... from a drunken throwback's maw. Sure, people aren't bound to be as friendly in a ravaged, unlawful world like the one we call home in Fallen Earth, but sometimes the wasteland can be a very lonely place. I enjoy doing my own thing as much as anyone else, and in many cases I don't want to stop what I'm doing to help other players, but I tend to. And I'm almost always glad I did. After the cut, I'll take a look at the pros and cons of being a lone wolf.

  • Wasteland Diaries: Passing the time

    by 
    Edward Marshall
    Edward Marshall
    08.27.2010

    With what looks to be a brand-new combat system on the way, there is a lot of anticipation for the next few incarnations of Fallen Earth. Well, I'm anticipating them, anyway. Dave "Archangel" Haydysch himself says the team will be "gutting" the combat system, for one. There are bound to be some major changes to Fallen Earth in the coming months. These changes include, but are not limited to, the combat system, factions, and PvP objectives. Not to mention that Icarus has verified that we will be getting PvE group instances to romp around in. There's a lot of goodness on the way, but it's still several weeks or a couple of months off in the future. We will know more with the September state of the game announcement. In the meantime, many of us are at the level cap (I have three level 50 characters myself), and many of us are running out of things to do. Even with PvP-flagging, which allows PvP anywhere, there is very little endgame PvP. Most of the action seems to be in sector 2. I blame the combat system for that, but that's another story. With Deadfall looking like a ghost-town, sometimes the apocalypse can be a lonely place, at least for those of us who have hit the level 50 brick wall a couple times. After the cut, I'll throw you some ideas to pass the time until the next content update.