Falling Back Down - A Second Look at Fallen Earth
Entire communities abandoned, rampant crime and chaos, skyrocketing
death rates from global pandemics…in a warped version of
art, some aspects of Fallen
Earth mirrored the real world
2009. With the world in the midst of a major recession all
subscription-based games are finding it harder and harder to compete
for a player’s hard earned cash. The team at Icarus studios
working hard at improving the game with bug fixes, graphics
improvements and new content, but has it been enough? At launch Fallen
little better than a closed beta, join Medawky this week as he heads
back to the harsh future to take another look at the current state of
certainly ambitious in combat designs and one day may dial them in to a
completely smooth and intuitive package, but that day has yet to come.
Aiming mechanics for ranged weaponry are clunky and lack any sort of
fluidity or consistency; some fights go rather smoothly and others
leave you scratching your head wondering how they went so wrong. Even
melee combat is awkward and probably a victim of other necessary
mechanics that factor into the ranged side of the equation. Ultimately,
combat here seems to be a victim of an overly ambitious undertaking,
but not so much so that it becomes unplayable. Perhaps someday the
wrinkles will be completely ironed out and the combat engine will rank
up there with the hits instead of the misses.
To read the latest guides, news, and features you can visit our Fallen Earth Game Page.