What would you do if you had an entire world to yourself?
What if you entered Norrath and were the only one there?
Or ported into Dereth with nary a soul? What would you
do if you were the first ones to step foot in one of
those electronic worlds?
Personally, I'd run around aimlessly pushing all sorts
of different buttons to see what would break. Which
is exactly what I did following Savant around as he
introduced me to the not-quite-open-yet-beta of the
MMOG Sleeper Hit Of The Year (tm), Fallen
Age.
If you were expecting a "You've never heard of Fallen
Age? Are you living under a rock?" statement right about
now, it's not gonna happen. Fallen Age has taken a decisively
low-key approach, having actually been in development
for two years. Imagine that - actually focusing on the
game rather than glitz
and extravagant
celebration? Whodathunkit (sadly, most of the MMOG
industry doesn't thunkit very often).
What *is* Fallen Age, exactly? Well.. take Diablo II,
smush it together with Age of Empires II, sprinkle a
bit of Fallout on top for flavor, toss in the competitiveness
of Quake, and box it up with a nice ribbon of none of
the above and you start to get an idea. Fallen Age itself
is not necessarily original - the three comparative
titles listed are all highly popular franchises - but
combining them all together within one world most certainly
is. FA's strong points come from the way all these elements
work together, not as separate entities.
I am bad at PR, so I'll let their website
do the talking here:
Fallen Age brings together many
combinations of genre's and gaming preferences to make
"the game that gamers want."
Science
Fiction Fantasy hybrid. The game takes place at
approximately 6400 A.D. - A strange new earth.
126 Unique
Spells and Skills each with their own awe-inspiring
3D effects.
Three Race/Class
combinations each with six sub-classes, and the
opportunity to partially multi-class in the later
levels.
500 levels
of action-packed game play.
Several
choices for consensual PvP (Player versus Player)
combat. (Guild Wars, Deathmatches, PK Zones...)
In-Game
Ladders and Rankings for Deathmatches.
An incredible
equipment system which provides for 10,000 unique
items per game world.
In-Game
tracking of Mob and PKills.
A completely
original and unique Colonization sub-game! A combination
of Turn Based Simulation and Real Time Strategy
where you build your empire, ally with friends,
conquer enemy territory, manage resources, tinker
with politics... become an Emperor.
In-Game
property and Housing!
...and much
more
Ambitious, certainly. And here I was, just a lowly cow,
being given an opportunity to be one of the first to
enter this new world that promised so much. Can Savant
and crew combine these familiar elements to produce
something new and exciting (not to mention, uh, fun)?
Or will that same complexity be the game's downfall?
Only one way to find out, I suppose.
Join me now, faithful readers, as we crack open Fallen
Age's egg.
The Adventure
After
logging in, I found Savant had pre-created a character
for me - a Chakra, a wizard-type character. Fallen Age
uses a skill-tree system, where you start as one of
three classes (Fighter, Shaman, Chakra) and develop
your character into more powerful, specialized versions
of the above. The system is somewhat similar to Asheron's
Call - as you kill baddies you gain experience points,
which are then, in turn, able to be spent on raising
skills, learning new spells, and the like (for example,
one of the spells I bought cost 30,000xp). Every time
you raise a stat, you raise a level.
Noting that I already was level 80 (wow, I'm powerlevelling
before I even know how to play!) I clicked login and
in I went.
I found myself in a lush green pasture, surrounded by
ruins of some sort and standing next to a blonde lady
named "Lusy" who was wearing a very detailed flowing
black cape. The first thing noticeable when you log
in is that the world looks good. The edges were
sharp and crisp, and the player models look fantastic
and are quite detailed. My avatar was also repeatedly
slamming his hands together. Why? I have no idea. The
conversation I had with Savant went like this:
Me: What am I doing with my
hands?
Savant: You're slamming your fist into your palm.
Me: Oh.
More on this later.
Secondly, the music (midi format) in FA is quite good.
In fact, it was good enough that I left it on, which
is something I have yet to do in any of MMOGs I have
played. It fits in nicely with the atmosphere of the
game and the musicianship is well done, when I could
hear it (more on this later, too).
Around this time Savant showed up and started to show
me around his world.
The
controls are simple, but seem to get the job done. Left
clicking on the ground moves you to that spot, and also
activates your melee attack - holding your cursor (which,
strangely, looks like the old Power Glove for the NES)
over a monster changes it into a sword, and holding
down the left button will cause you to attack said bad
guy until one of you is dead. Left clicking also acts
as a "Hail" for NPCs, who all have a unique opening
line upon clicking them (much in the same way Baldurs
Gate II works). Depending on what that NPC is there
for, left clicking on them can open a dialogue, a shop
window, or a training menu where you can purchase skills.
Right clicking casts spells and activates special abilities.
Before we set out to explore the different areas of
the game, Savant challenged me to a DeathMatch, which
he promptly whoomped me in (mainly because at that point
the only thing I knew how to do was run around). The
PvP system in Fallen Age reads like a case briefing
from the OJ Simpson trial, but I'll attempt to explain
it here.
PvP
(which is turned off until level 30) is consensual,
meaning you must challenge a player to a DM which they
have to accept (think /duel in EverQuest), and are then
taken to a mirror image of the world where you fight
your battle. That is, of course, unless you are in a
PvP - free zone, or in a zone specifically designed
for PvP (there are "safe" zones as well). The interesting
twist here is that a player can reported for nonconsensual
PvP. After three reports, that player's name turns red,
and upon the next death, is sent to a "jail" cell for
30 logged-in minutes. There's also a complex system
of "Honor Points" akin to a reputation system of sorts,
which can determine how expensive vendors sell goods
to you, etc.
Confused? I was too. For a clearer picture you can read
the official
explanation.
After being 0wnz0red in DM, I went and explored the
colonization mode. This is where you can conquer other
player - built establishments, build up your empire,
and otherwise Blow Stuff Up (tm). Again, the website
does a better job explaining this then I can:
You begin the game with a plot of land which you gain
access to after a quest at level 30. Colonization begins
turn based where you use your turns to explore the land
(and expand it), create houses, factories, schools,
and laboratories. You get to build your own bank where
you store your money, and your own item warehouse where
you store your excess items. You build upon this land
until you're ready to begin production and training
of soldiers. Once these soldiers are fit and ready for
battle, the system takes a turn into Real Time Strategy
where you engage other players in political and strategic
warfare; where you make friends and enemies, become
a king, or maybe even the Emperor of your server.
RAWR! Look out world, here I come.
At
any rate, colonization mode is heavily detailed - think
of it as Simcity 3000 meets AoE II. Each different building
has a different sound associated with it, and much like
the artwork, is well polished. I spent most of my time
moving around the area rather than doing any colonizing,
so I can't comment on that part of it just yet.
After returning to the Adventure mode (what the isometric
viewpoint is called), Savant took me around different
parts of the world. This is where the current version
of FA really shines - the models and animations of the
various creatures are extremely well done. There are
slimy slug-like newbie creatures (aptly named "Slugs"),
dinosaur-lizard-scaley things, and a whole host of strangely
- named beasts that I could not possibly describe. You
really have to see them to believe it, but the artwork
is completely original. The spell effects are also very
good. The colors are vibrant and rich, a welcome change
to this hardcore EQ player (if I see one more variation
on a frog, I think I am going to be ill). It's hard
to describe - just click on the screenshot links to
see for yourself.
There
are zones in FA - we went through several of them. The
loading time is minimal, however (as in, a few seconds),
and they are not escape routes - monsters can follow
you through them as well. The AI is still being worked
on, but already monsters will try interesting things
to get to you. This includes using a type of "phase
shift" ability that enables them to move through certain
objects and surprise you.
We proceeded into a dungeon (which was basically a new
area with brown walls, though we didn't go in deep),
where we encountered more original creatures - these
actually dropped loot, namely a nice breastplate and
leggings. Loot is trivial in FA - there's some real
nice stuff out there, but if you don't have it, you
can be just as effective. You don't have to be uber
if you don't want to be. Also, each set of armor has
a unique look, or so I'm told - avatar customization
isn't implemented yet, but is scheduled to be activated
soon after the opening of beta.
Having
been around the world smashing monsters (which all die
in a satisfying explosion of guts and blood), we headed
back to good old Lusy for some training. I spent most
of my xp on two new lightning spells, which I then inserted
into my hotkey bank at the bottom of the screen. Casting
spells and the like is easy - press the hotkey number
associated with the spell you want, then right click
on your target. ZAP. I used this complicated technique
to completely destroy Savant in DeathMatch. God
mode my ass.
Satisfied that I had shown Savant the error of his ways
(see the screenshot of me ruling the DM ladder), I thanked
him for the tour and logged off.
The Good
As said above, most of the visuals in Fallen Age are
outstanding. The "screenshots don't do it justice" cliche
is overused, but it holds true here - you really have
to see it on your monitor to appreciate it. The colors
are vibrant and rich, the monster design is outstanding
and completely original, and the terrain changes and
textures are outstanding. If the avatar customization
follows suit you'll see lots of colorful people running
around.
Sound as well is quite good. The music (when it plays)
is high quality - best I've heard in an MMOG so far.
The spell effects/environment is also well done - lightning
crackles as your spell winds up, NPCs and shopkeepers
address you in different tones and accents, monsters
growl and squeal, and in general everything just sounds
crisp and clean.
The quest system also looks promising, though I didn't
see much of it myself. For those who are oldschool RPG/Fallout
fans, you'll be pleased to know that the system is very
traditional - when you speak to an NPC, a dialogue box
with a profile pic pops up and gives you the details.
It's nothing critical, but it's a nice touch and will
be familiar to those players who have been around.
While not directly related to the game itself, it's
good to see it so far along in development. Too often
games are built upon hype
and fanfare, without there being any real development
behind it. Far from the case here - there really is
a solid game in Fallen Age, they really do have the
financial backing, and yes, they really might pull it
off.
The Bad
Number one on my suck list would have to be the "at
rest" character animations. I'm sorry, but standing
there repeatedly pounding my fist into my palm every
second is repetitive, amateurish, and just looks dumb.
If I had my way the characters would have a slight torso-twist
animation (kind of like UO) and that's it. The current
setup is simply too obtrusive. Blech.
While I mentioned the excellent music above, the main
problem is that half the time it didn't play. Often
a track would start and simply stop after a few seconds
for no reason, never to return. Talking to J
later that night (who also got a tour) revealed that
he had the same problem, so this is definitely on the
"beta bugs" list.
The
chat system also needs some work, though after speaking
with Savant about it last night it sounds as if improvements
are in the works. AC players will tell you that the
weakest part about AC's UI is the chat system, and it
needs some work here as well. Typing and moving is difficult
if not cumbersome, and accidentally forgetting to activate
the chat window can cause you to open all sorts of windows.
There's a text-wrapping issue which makes it difficult
to follow conversations - thankfully there is a journal
function that lets you scroll back to see what you might
have missed. The font used currently is just a Times
New Roman font (I believe) and it looks out of place,
not to mention hard to read in some places.
Finally, the engine itself seems to need some tweaking.
While the game ran fine on my monster of a machine (PIII-1GHz,
GeForce2 GTS 64MB), there's some nasty choppiness when
moving stuff in and out of your inventory, and when
moving windows around. It wasn't enough to make the
game unplayable, but it was highly annoying. That mouse
pointer needs to go, too.
The End
This preview started by talking about "cracking the
egg." I'd say by now that egg is pretty well cracked.
So what's the verdict? Is Fallen Age the Next Big Thing
(tm)? Can it combine all these different playstyles
into something cool?
The answer is, I don't know. It's hard to make that
kind of decision when there's only two of you playing.
What I saw seemed solid, though.
Fallen Age is an ambitious game not because its individual
parts are original, but because the sum of all those
parts is something that hasn't been attempted before,
let alone attempted in an MMOG environment. It will
require heavy tweaking to work, though, which will require
plenty of player feedback. That responsibility falls
directly on the dev team's shoulders.
Whether their "Open Door" policy will work in this case
remains to be seen. I suppose we'll start finding out
on the 21st, the day beta begins.