Posts Tagged “Fallen Earth”

One of the things I’d been pondering lately is what MMOs we haven’t heard a lot about lately.  Games like WoW, EQ2, Vanguard, PoTBs, Warhammer, TR and AoC are always in the press.  One of the games I’m interested in that I have not heard about anytime recently is Fallen Earth, the post-apocalyptic game from Icarus Studios.  Well, earlier this week there was an update on their forums by Moonshadow, the Community Manager.  The update goes over, at a high level, what the state of Fallen Earth is at the moment and answers a few community questions:

To give y’all an idea of where things stand in terms of progress on Fallen Earth: currently there are around seventy towns or major encounter areas that have been laid out with around fifty that are functionally complete in terms of content (not polished, mind you, just functional); there are currently almost three thousand missions implemented; and our database has around seventy-five hundred items. We’ve gotten a lot done, but we still have a lot left to do. This is a deadline week for us, so things are bit more hectic than normal. This week we’re working on New Flagstaff, Thorne’s Bluff, Last Stop, Dieseltown, Docuer’s Court, and Aesterly

That sounds like a pretty big chunk of work that’s been done.  I obviously don’t know what they are shooting for in terms of release content, but it sounds like there will be plenty to do.  Most of the questions were about crafting and such, but one answer really stuck out to me as they talked about how much noise you will make based on your gear, and how NPCs might aggro you due to that.  So while that NPC may not be able to see you, he might hear you and come investigate:

The clothes and armor you wear produce a certain amount of noise for each step you take, and weapons produce a certain amount of noise each time they are swung. The amount of noise generated depends on the item, the materials it’s made of, its weight, etc. Guns make more noise than knives, for example. Your character’s noise generation is mitigated by his Stealth skill, and NPCs detect enemies out of their range of vision based on a character’s noise vs. the NPCs Perception.  

That seems like it could be really cool - finally a stealth skill that can have real impact on how your character is perceived (or not, as the case may be).  I loved the Fallout series and Wasteland back in the day, so I have high hopes that Fallen Earth can bring back some of that radiation-soaked goodness.  I was just so glad to see any kind of update on the game as it had been quite awhile since I’d heard or seen anything of substance.  Hopefully information about the game will ramp up a bit more in the first half of 2008. 

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If you are a fan of the Fallout series, chances are you’ve picked up on an MMO in development called Fallen Earth being developed by Icarus Studios.  There was an announcement just today that Fallen Earth will be incorporating the Vivox technology suite into it’s game for voice communication.  I’m excited to hear that (no pun intended), and it relates to what I said last week about how ubiquitous voice chat is becoming in MMOs.  Here we have an upcoming MMO building these features in from the ground up, using cutting edge technology.  I think we’re going to see more and more of this happening as time goes on, to the point where someday it will seem odd that voice chat was ever not part of the base set of MMO features.

FRAMINGHAM, MA - September 5, 2006 - Icarus Studios and Vivox, Inc. announced today that Icarus’ highly anticipated massively multiplayer online game (MMOG) Fallen Earth will include on-demand, in-game voice communication as the result of a technology integration agreement between the two companies. Vivox will provide Icarus with game-embedded voice communication services customized for and integrated into Fallen Earth. The MMOG is set in a near future post-apocalyptic world struggling to emerge from the collapse of civilization brought on by viruses and environmental disaster.

Fallen Earth players are able to speak at will with other players in-game, create discreet team audio conference channels and join, leave and rejoin voice channels during game play without impacting game performance. All voice communication is hosted and mixed on Vivox servers in order to ensure no lag in game play and minimal drain on CPU resources. On-screen indicators show players which channels are monitoring audio communications and which player within a channel is speaking. Players will also have moderator privileges to kick, mute, ban and un-ban other players, all synchronized with the team and raid privileges of the in-game group leader.

I think Fallen Earth is on the right track by taking this step and I look forward to seeing this integrated set of voice communcation tools within their game. 

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