Ten Ton Hammer reports on an exclusive studio tour of Icarus Studios, home of Fallen Earth
A
couple of months ago I was fortunate enough to attend the first stop
on the
Fallen Earth
development team’s grassroots tour at a swank little club in
downtown Raleigh, NC. Between the informative presentation and getting
a chance to see the upcoming post-apocalyptic MMO in action, I walked
away from the event impressed and hungry for a more in-depth look. The
opportunity arose to do exactly that this past week when I paid a visit
to Icarus Studios.
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Icarus
Studios, home to the Fallen Earth dev team.
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The sun marched lazily across the Cary, NC skies when I arrived at the
studio, a slight breeze stirring on an otherwise calm April day. The
entire scene struck me as an interesting contrast to the setting in
which
Fallen
Earth takes place. In
Fallen Earth,
the world as we know it has all but come to a grinding halt thanks to a
combination of the Shiva Virus’ devastating effects on
humanity and the fallout from multiple nuclear detonations. The sun may
shine high in the desert skies of the Grand Canyon Province, but
there’s certainly an underlying darkness that permeates a
setting in which players will be fighting tooth and nail against their
environment and one another in a struggle for survival.
Having seen an earlier build of
Fallen Earth
at the IDGA event in February I already had a feel for the
game’s visual elements, but the demo I was shown during my
studio visit showcased a game world where even the ruins of
civilization can pack an impressive visual punch. Speaking with Lead
Game Designer Lee Hammock it was revealed that the team has been hard
at work tweaking many of the environments, adding in numerous looming
structures that help set areas apart from the desert landscapes such as
the crumbling remains of a massive monorail system that cut through the
high level area being shown in the demo like an ancient concrete snake
on stilts.
PvP zones in particular have been getting some extra attention as Lee
stressed the importance of keeping the maps balanced enough to insure
that no one particular combat specialty could dominate the others too
easily. Those of you who prefer the idea smacking some kneecaps with a
baseball bat or cracking some skulls with the butt of your rifle can
rest assured; even though
Fallen Earth’s
combat is heavily influenced by the FPS genre, players will always have
a place on the PvP battlefield whether they opt for the intimacy of
melee or the longer range of pistols and rifles. Though there were no
PvP battles raging during the demo, the attention to details for
getting the flow of these areas just right was certainly apparent.
We also discussed some of the ways in which character advancement will
work, as I was particularly interested in hearing more about Mutations
and their effect on gameplay. While we didn’t discuss any of
the finer details, Project Manager Colin Dwan gave me a
“30,000 foot bird’s eye view” of what
makes Mutations tick. One way to look at Mutations is to think of them
as a distant cousin of
EverQuest’s
Alternate Advancement system, a key difference being that unlike recent
MMOs that have iterated on the concept by presenting players with a
clear path to follow ala
World of Warcraft’s
talent trees, Mutations in
Fallen Earth
will typically contain an element of discovery. For example, one way of
altering your character might occur by ingesting some toxic water,
which sounds much cooler than simply obsessing over an illustrated
graph for hours on end.
While it’s inevitable that complex charts, graphs and
cardboard dioramas will be built by players to illustrate the specifics
on Mutations, Colin stressed that the developers are keenly interested
in keeping an air of mystery surrounding what is or isn’t
possible with the system. So while normal combat skills and abilities
will be presented in such a way that players can plot their advancement
early on in the game, Mutations are somewhat of a wild card thrown into
the mix, made all the more intriguing thanks to some of them being
linked to the 6 distinct factions players will ultimately ally
themselves with by the time they hit some of the mid-level zones of
Sector 2.
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