A look at Fallen Earth’s unique approach to the sci-fi genre
With
the summer months of 2009 swiftly approaching, new details
continue to emerge about many impressive sci-fi MMOs currently in
development. Recently we’ve seen everything from all new
videos
for such promising titles as
Jumpgate Evolution
and
Global Agenda
to highly informative
interviews
for
Earthrise
and
Star Trek Online,
not to mention the bevy of screenshots and
class
information for
Star Wars: The Old
Republic.
While each of these games certainly has a long list of unique features
that set them apart from the pack, there remains a unifying factor
beyond the overarching sci-fi genre.
Much like the fantasy genre’s prolific use of Orcs, Elves,
swords and boards, it’s become an industry norm nearly
overnight that sci-fi is synonymous with high-tech. Yet in other
creative mediums such as film and literature, the sci-fi genre is
almost limitless in scope, encompassing a broad range of settings where
the only true limits are, as Rod Sterling would say, that of the
imagination. While gameplay will always be king in terms of what makes
or breaks a new MMO’s potential for success, sometimes the
simple notion of creating a unique setting for a game world
that’s never been fully explored is enough to get MMO players
to stand up and take notice. One such sci-fi MMO that certainly
deserves some attention for taking a vastly different approach to
setting and core gameplay elements is
Fallen Earth.
Rebuilding
the Post-Apocalyptic Wheel
For more years than I can remember, my favorite sci-fi writer has been
the late, great Philip K. Dick. Somewhere between the paranoid
ramblings of later novels such as
V.A.L.I.S.
and the thought provoking masterpieces of his extremely prolific period
in the late 60s, the author’s unique take on the genre still
continues to influence the creative talents behind modern masterpieces
across a multitude of mediums. There have been countless occasions over
the past few years where I’d be watching a film or reading a
novel only to hit yet another of those points where I subconsciously
began mumbling, “That’s a total Philip K. Dick
moment.”
Sometimes that type of influence will intentionally shine through in
the finished product, almost like a polite nod to those creative
geniuses who’ve come before. Other times, though a given
influence will be prevalent throughout a given creative endeavor, it
may not be intentionally so. Whatever the case may be, as a life-long
Philip K Dick fan I can’t help but see those moments
blatantly glaring in my face and get excited to see how far reaching
the genius’s influence has truly become.
The most common point of reference I’ve seen used whenever
Fallen Earth
is described in terms of setting tends to be the Mad Max films, but
thanks to a life-long fascination with Philip K Dick’s
various paranoid, amphetamine-fueled ramblings I can’t help
but look towards the late author instead. In particular a core concept
behind the 1976 novel,
Deus Irae,
that Dick co-authored with Roger Zelazny springs to mind whenever I see
new images, or read new details about FE’s spin on what a
post-apocalyptic America might look like.
Mind you the exact subject matter between
Deus Irae
and
Fallen
Earth tend to be vastly
different, but one of the main concepts that stands out is that, should
an apocalypse come about there’s every chance that there will
be plenty of tech that survives, but hardly anyone left alive who knows
how any of it functions. To the handful of survivors who understand the
intrinsic value of various types of circuitry or how to properly retool
a drive shaft, old tech is the new gold. To everyone else though,
it’s just so much useless junk unless it can be somehow
turned into a weapon, sold on the black market or traded for something
of immediate value like food.
This kind of gritty, more realistic approach to what a post-apocalyptic
world might look like hasn’t really been taken on so directly
in MMO form previously. There were certainly hints of this found in
titles such as NetDevil’s
Auto Assault,
but for the most part even in the broader gaming market, only last
year’s
Fallout 3
or the upcoming Id title
Rage
come to mind in terms of the overall atmosphere of the setting. True,
setting alone isn’t necessarily enough to guarantee an
instant success in
Fallen Earth,
but it certainly points to ways the developers are looking beyond the
norm to deliver a sci-fi MMO that stands on its own strengths rather
than falling into the trap of relying too heavily on catering to
established norms. Should
Fallen Earth
achieve this same unique vision across other core aspects of gameplay,
there are plenty of reasons why sci-fi fans should be excited for the
title’s launch later this year.