Platform: PC
Developer/Publisher: Icarus Studios, LLC
Genre: Massively Multiplayer Online Role Playing Game (MMORPG)
Verdict: Ideal for those looking for a more ‘hardcore’ MMO
Pros: No class system allows many combinations of character; excellent crafting systems
Cons: steep learning curve; lack of structure may bother some players
Acquired: Developer Provided
Price: $40, $15 per month
At first I really wasn’t very sure about Fallen Earth. Knowing nothing about it before loading up the game, I was a little unsure of the very drab interiors of the instanced tutorial section and especially the fact that nothing felt particularly compelling. In the first hour or so of Fallen Earth it all felt just a little bit too mundane and average to be anything special. There’s no polish here, nor is it the most welcoming of games. Fortunately it turns out that first impressions are extremely deceiving as once I got under the surface of Fallen Earth, it was quickly apparent that this is an unique and great MMORPG, providing you pay it the respect it deserves.
You see Fallen Earth isn’t the most forgiving of MMOs at all. Once the tutorial makes way for the vast post-apocalyptic world that Fallen Earth offers, there’s an awful lot to take in and no sign of the simplicity that the likes of World of Warcraft offers. However that’s certainly no bad thing once you accept that you’ve got a lot to figure out. There’s no hand holding or stupidly obvious ‘Go here, do this’ style quest NPCs. This is both a curse and a blessing as I can see many people giving up far too quickly in favour of simpler, but less rewarding, games. Stick by Fallen Earth though and you’ll be rewarded with an experience that gives you more choices than nearly any other MMO in years. The desolation of the bleak wastelands around you are intimidating in their vastness and it’ll be many hours until you adjust your expectations appropriately and simply enjoy the fact that there’s no ‘set’ path to take. Fallen Earth doesn’t even feel like a game where players must rush to the end game quickly to see the ‘full’ game, the journey there is just as important.
Unlike more conventional MMOs there is no class system to be confined to. There are templates that you can choose to follow but for the most part you can mix and match your skills however you want. This really opens up a lot of options and it’s refreshing to see a game treat its players so maturely, allowing them to really define their character. This is demonstrated even further by the complex crafting system. As you would expect in a post-apocalyptic world, useful items are hard to come by in their complete form, so you’ll quickly rely on the items that you can create yourself. To create such items can take quite a while as initially core materials must be found, in order to start off. After this the actual crafting element can take a long time, comprising of hours sometimes, but fortunately this can be left to finish while you are offline. Something that was used to great effect in the past by Eve Online’s skill system. Crafting is immensely rewarding but much like the rest of the game, players do need to be committed to the effort. At least if you’re the lazy sort of MMO player, you can always buy items from other players through an auction house system. The crafting system was what really drew me into Fallen Earth. Being able to craft all my weaponry and even build my own ATV felt like a great accomplishment, much more so than levelling up in other, more mainstream MMOs.
I found most of my time in Fallen Earth was spent playing alone. Solitary existence just felt more appropriate given the backdrop of the game. There are fortunately a number of group quests available but I found Fallen Earth to be less sociable than most MMOs.
Fallen Earth isn’t quite the messiah of MMOs as it does have a steep learning curve at times which is sure to put some players off persevering. This is a shame as give it the respect it deserves and it becomes an extremely rewarding experience. Not least because of the effort that is required in order to progress. It’s a culmination of small, initially mundane sounding things that make it so rewarding. The fact that it explains your ‘respawning’ upon death by showing that you are a clone, or the fact that you can have horses or motor vehicles to travel with but they all need maintaining in some way. It gives the allure of true independence and choice, something that too many MMOs don’t bother with even though surely that’s the entire point of having an entire virtual world at your disposal.
Fallen Earth isn’t for everyone and I can see why some players will be disappointed by the lack of strong structure here, and the unconventional manner of the game. It does feel frequently difficult and unwelcoming in the early stages, but persevere and it becomes a glorious, if unpolished, experience. It’s not a game that you’ll see quick results in and I’d argue that the 10 day trial isn’t long enough to see what’s on offer unless you manage to devote many hours a day to it. However if you have the time and you thrive on an MMO that never patronises you, Fallen Earth is ideal and a perfect niche addition to the genre.
Popularity: unranked [?]


