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The latest Tweets from Fallen Earth (@FallenEarth). The Official Fallen Earth Twitter page.Welcome to the Apocalypse! Grand Canyon.

Fallen Earth is an action-MMO set in a post-apocalyptic wasteland, built around faction warfare and team tactics. Until now it's been a subscription-based game, but tomorrow it goes free-to-play.

That's just a part of how Fallen Earth is changing, however. Developer Reloaded Productions is keen to open up the game to more sandbox play, and to intensify the ongoing faction warfare.Reloaded Productions' lead designer Mariel Croall and associate game director Joseph Willmon, of GamersFirst, were good enough to answer some questions about what's changing in Fallen Earth.PCG: So is the switch to free to play gaming a matter of survival, or a matter of growth for a smaller MMO these days?Joseph Willmon: I think that’s really just two ways of saying the same thing. The idea isn’t to survive, it’s to grow and thrive! F2P enables that in a way that traditional model doesn’t, especially given the MMO market of today where there are a lot of games vying for people’s attention.Marie Croall: Growth of the player base is really the big goal we’re looking to hit on the F2P transition. Fallen Earth is heavily player-driven, from the economy to the game’s crafting system, and without players the whole thing comes apart. Add to the fact that Fallen Earth is so huge, and a large, consistent player-base becomes paramount to success. Removing the entry barrier of the box-copy and subscription should bring in a whole new group of players to the game.PCG: MMO communities can be really resistant to change, particularly a sudden influx of F2P members.

How have your veterans reacted to the change?Joseph Willmon: We’d be lying if we didn’t say there was a good amount of anxiety between the announcement of F2P and the release of details on the new payment model, but that’s understandable; even something as small as a change in UI can spark a reaction, and going F2P is huge. Since we revealed the details though, the reaction was pretty much like “Oh, well, that’s OK then” and everyone just got back to talking about the game.Still, there are some Fallen Earth vets predicting that the sky is falling, but I think we’d be more worried if we didn’t have that. We’re expecting a good-sized influx in the first 30 days, and then it’s up to us to keep them there.For veterans who play a lot of Fallen Earth, what kind of pricing options are available to them? What are the incentives to continue paying a subscription?Joseph Willmon: Kind of a lot. A change in business model is a big deal, and we wanted to make sure vets knew we had their backs during the transition.

First and foremost, any player that has subscription time left on their account when the game goes F2P on Oct. 12th will automatically be converted up to the Commander Premium Subscription (the highest tier) for the remainder of their sub time, and they’ll get a permanent discount of more than 30% on that subscription if they decide to continue after that date.Starting back in July we’ve been giving monthly gifts to subscribers as well (so far they’ve been unique appearance items and pets), which is a system we’ll continue through the F2P transition and beyond. In addition, we’ll be unlocking some of the new wardrobe slots for free for everyone who has stayed subscribed from July to the F2P transition.Marie Croall: The coolest thing we’re giving away has to be the new Spiked Chopper mount!

This is free to everyone who has ever purchased the game at digitally, at retail, or converted a trial account to a subscription. If that’s you, log in and check it out!PCG: I was interested to read about commander bonuses for premium members. Do you see the role of premium members as leaders, in the community and in the game?Joseph Willmon: Yes, certainly, though especially in the case of those who decide to go for the Commander level.

We’re acknowledging the fact that in every game, from MMO to RTS to FPS, there are people who go the extra mile to benefit those around them; they run Vent servers, host community sites, and rent practice servers. These players are excited about supporting the game they love, and their contributions not only help continue develop the game but raise the engagement of those around them. So we wanted to give them a tool to do that in the game.PCG: What type of content will be tied to micro-transactions? You are saying there are no content limits for free players. What do you mean by that?Joseph Willmon: Some games that are converting to free-to-play are setting this precedent where they charge for classes or zones or raid content. We’re not doing that.

It doesn’t make sense to split everyone up, letting the “haves” go here and keeping the “have nots” sequestered in some other zone. We want everyone to mingle; we want free players to join groups and clans and participate in the economy, and we want them to be able to see if paying will actually benefit them by hanging out with players that do pay.The micro-transactions will fall into several categories like services—such as name changes, faction resets, character respecs—appearance items, mounts, wardrobe slots, and a la carte versions of the benefits that subscriptions provide. Additionally, all accounts (free and paid) will accrue monthly Reward Points, in varying quantities, that can be used to purchase these things without having to pay any real money.Marie Croall: One thing you won’t see is resources or player-crafted items for sale. It’s an easy out, just selling things people obviously want, but that would diminish the actual value of earning things using the in-game systems we’ve all worked so hard to develop. We’d rather make the game great and find ways to compensate the players that choose to support our efforts rather than trading on the soul of the game.PCG: What type of missions will pop up as world events? Are these just minor side-quests?Marie Croall: We have a whole bunch of different missions in all areas for all levels, and they are designed to let the player have more of an effect on the world of Fallen Earth.

They also can be used as an incentive to level a particular skill or trade. For example, you can come across one of the many settlements in-game and find that they need high-quality bandages your character can’t make yet. As a result of the quest, you’ll not only get experience and in-game rewards, but you’ll have a useful skill as you continue on your journey. Other missions may have you attacking an outpost to hone your infiltration skills or defending a town to brush up on multi-creature battles that have a direct connection to PvP gameplay. We’re focusing on delivering satisfying rewards beyond just a loot drop.PCG: Finally, how do you see the game developing and expanding in the coming months?Marie Croall: The big next step after F2P is Faction Territory Control, where the factions can battle to control chunks of land that provide unique and significant benefits accessible only by the factions that control them. This will start out in a new bit of land no one’s ever seen before, but the war could escalate very quickly.

Fallen EarthFallen Earth's free option will allow players to 'play the game from end to end completely free,' though they won't receive any reward points to buy items and bonuses. On top of that, there'll be three tiers of subscriptions.The Silver sub, priced below the current $14.99 fee, will come with boosted experience gain. The Gold option, costing $15, will offer more reward points and bonuses than the current sub.

Lastly, there'll be some manner of VIP membership, probably costing more than $15, which will let you share your VIP bonuses with all other party members.While Fallen Earth will become free to download, GamersFirst won't pull the paid version currently available boxed from retailers or on Steam. Instead, these will offer 'some sort of subscription compensation to equal things out,' though the publisher's yet to finalise exactly what this will entail.The free-to-play relaunch 'should be within the next few months if all goes well,' GamersFirst says. The publisher is also behind the free-to-play relaunch of. When we heard that longstanding free-to-play gurus GamersFirst (fun fact: they actually own the trademark on the phrase 'free2play') were picking up Fallen Earth from original devs at Icarus Studios, we knew that the post-apocalyptic shooter would be going free-to-play not long after. But GamersFirst was playing shy, and only just today announced their official plans to fold the game into the fastest-growing MMO business model on the planet.Massively revealed the official announcement today, along with some rudimentary details about how the free-to-play system will work. PC Gamer routinely features Developer Diaries: tales of what goes on behind-the-scenes in the development studios making your favorite games. This Dev Diary comes from Art Director Chris “Devo” Deavellar of the Fallen Earth development team, and provides insight into the development of the new zone being added to the game-Section 4.Without further ado, here's Deavellar:Sector 4 has been talked about for a while now, and we're getting close to the big unveiling.

I'll admit that the art department is part of the reason why it’s taken so long. We really wanted to push the technology and create an environment that looks different from what’s been presented in Fallen Earth to date.

In this dev diary, I'm going to give some background on our conceptualization process.Up until this point, real-world designs like deserts, forests, and suburban-style towns have dominated the art style of Fallen Earth. In Sector 4 players will finally see some of the amazing and terrible things that uber-corporation Globaltech was up to before the apocalypse struck.Globaltech was experimenting on all manner of plant life. But something went wrong: giant trees and vines started to grow uncontrollably, ripping apart buildings and contorting the ground into masses of choking roots. It's a great story, but capturing this idea properly in the game's art has been a major challenge.

The idea of plant life running amok is one that could easily drift into D&D territory, and because we certainly don't want that, we had to be careful how we presented it.We used a few real-world plants to inspire our designs. The first, kudzu, is a vine that grows up to twelve inches per day (fun fact: that’s half-an-inch every hour). A second plant we used is a species of fungus called Cordyceps. Cordyceps invades the brain stem of an insect and then uses the insect both as food and transportation.

We let our imaginations (and nightmares) run wild with these ideas. As a result, our plants aren’t sentient, but they're still extremely aggressive. They are also horribly unnatural. Roots ooze blood-like sap. Large, cancerous pustules cluster on the sides of skyscraper-sized trees and where the bark has split, players can see meaty flesh underneath, instead of wood.Another challenge in creating the look of Sector 4 was giving players a hint of what the place used to look like before the apocalypse and how it's changed afterwards. In Alpha County, it's clear that the natives fought back against the invading plants by scorching the ground to ash and putting up a giant wall to contain the plants that survived.

The architecture also reflects this history: the masses of machinery that compose Globaltech’s buildings would have looked impressive once, if a little unsettling. But now they are monstrosities.

Barnacle-like shanties made from fragments of ruined steel, cables, and glass cling to the walls. It is clear that the people who have managed to survive here lead miserable lives and have no way of escaping.Each county in Sector 4 will have its own unique look.

The gray desolation of Alpha County will give way to slime and swampland in Epsilon County. In Theta, players will see the happy face that Globaltech put on for its investors and the general public.

The architecture is a shining beacon of the future (although we already know how that failed to pan out). Lastly, in Omega County, players will see what happens when nature wins and the mutant plant-life completely takes over.It was clear early on that we were going to need new tech to bring all of these environments to life. As a result, we created better water, better terrain textures and sculpting, new trees and also improved the lightstate technology. We’re committed to delivering better graphics instead of just rearranging old elements that players have already seen.I'm psyched for our players to see what's in store and I hope they enjoy the results. Fallen Earth recently launched a new version of its companion mobile app for Blackberry, Android, and Apple devices. The update added a lot of premium features, while making all of the previously paid-for features of the free-to-download app available at no cost. Staying in touch with your guildies, and maintaining production lines and social connections inside your favorite MMO while out and about is invaluable, and mobile apps like this are reason enough for any hardcore MMO gamer to have a smart phone or iPod touch.

So far we've been impressed with this particular app's functionality. Version 1.7A Rising Threat:The nefarious Aro Sei, a devoted servant of Alec Masters before the fall of Hoover Dam, has called her minions to action throughout the Grand Canyon Province. Resistance fighters are gathering near Old Kingman in Sector One, east of Blaine in Sector Two, southeast of Gaia in Sector Three, and in the far southwest of Deadfall. They need your help to investigate and thwart the schemes of those who seek to dominate the Province.The new content features more than 50 missions, including challenging team-focused fights and repeatable crafting missions, in four newly-added encounter areas.Talk to special NPCs in major barter towns throughout the Grand Canyon Province for starting missions that will take you directly to the new areas, or just trek to them using your in-game map for a reference.Veteran Awards:Keep your Fallen Earth subscription current and you'll now earn Veteran Reward Points that accrue on your account.

Spend the points at special vendors in barter towns of the Grand Canyon Province to get nifty gear-from colorful goggles to a Scavenger's Dune Buggy (complete with the old speed limit sign on the hood) to a combat-battered LifeNet shirt and pants. We'll be adding items to these vendors as time goes on, so keep checking back!Customizable Social Clothing:Color customization was introduced with the ability to personalize your vehicles. In the second phase of color customization, you can make your character stand out even more with colored clothes! Just right click on the item while you've got a Paint Kit in your pack and select the dye option to bring up the preview window. Version 1.6.3Combat:. Added ironsight support for all range weapons when on foot.

Dual pistols have smaller zoom level than others. It can be activated with the scope key or the secondary attack key for 2-handed range weapons. Version 1.6.2UI:. Updated the item examination tooltip formatting to ensure that entries line up properly. Updated the Auction House listing font for time remaining and seller name. Seller name will be available in a future update. Fixed the Minor Respec so that you can't go negative in points if you are forced to spend a point in a skill.

Also, undoing points spent on stats will undo the forced points in skills. Version 1.6.1Graphics Engine.

Fixed storm lightning so that it doesn't always affect doors inside levels.UI. Neon chrome achievement guide. Added auto-complete support for new email 'To' field using the Friends, clan members, and other player names that you have used for the current session. Added recipe linking to the active chat window.

Post-apocalyptic MMO has been live for a few weeks now, and it’s garnered some mixed opinions. We decided it was time to send one of our own sinister agents down into that canyon and see what he could find. Did Icarus Studios fly too high? Or have they earned their wings? Read onwards for splendid revelation.Wrapping and moulding Fallen Earth to fit three words would be easy; it’s just a matter of conjuring a certain picture in your head and pointing at it and saying ‘That! That’s basically it!’.

Of course, that’d be incredibly unfair to the developers, and all but dismiss their game as a fan service. So it would be entirely wrong to call Fallen Earth Fallout: the MMO. But it’s the thought on your mind when you begin to play, and the niggle that stays with you throughout you playing, slowly fading to a dull impression, until it’s gone entirely.Fallen Earth has all the staples that would make a Fallout MMO: it’s a post apocalyptic setting where you’re an outsider who has to learn the ways of the wasteland, and establish yourself a life there. It’s hardly fair though, and is just as useful as claiming that World of Warcraft is Lord of the Rings: The MMO. Beyond a casual reference it doesn’t hold any water.Instead of creating such a picture in your mind, I’d be more constructive for me to start by saying it’s a post apocalyptic MMO /in the same vein of Fallout/, which is entirely going to clear your mind of all those comparisons, right? The thing is, Fallen Earth has a very different end result.

It starts with one of the most impressive set pieces I’ve yet seen in an MMO, placing you as a newly awoken clone in the Hoover Dam, and told that you’re basically the last hope in saving a whole bunch of people. All before you’ve got the clone ooze off your skin. Scientists and their vats, man.What follows is a quickly escalating fight that starts you off axing some guy in the back, and ends with you driving a tiny buggy with a huge bomb on the back of it down the belly of the dam, all so it won’t explode and kill everyone inside. Except, of course, it kills you when it explodes. That was a pretty short game, right?Shuffle forwards five years, and you’re presented with a quick cutscene telling you about how great this cloning procedure the company came up with is, interspersed with flashes of the woman who was helping you throughout the starting section telling you about what has happened since you’ve been. Seems everything has gone to hell, kind of, and all the warring factions you met during your little escapade in the Dam are on better terms, although contempt boils under the surface.

The woman wants you to get somewhere so that you can reactivate the rest of your clones. And that’s it.You pick a focus, be it pistols and swords, or big guns, or whatever, and the intro pops you out of the cloning vats in the best location for your choice. This then is Fallen Earth proper.

Second Video. The two persons are adapted from a game called 'Avalon Code' for NDS - a really great game, trust me. Music: Love like Woe Artist: The Ready Set I do NOT own the pictures! Yumil (left) & Tia (right), the Book of Prophecy's Chosen One's. The protagonist and player character of Avalon Code. Yumil (ユミル, Yumiru) or Tia (ティア, Tia) has been assigned the task of recording everything around him/her in the Book of Prophecy, becoming its new Chosen One in title. / Tia (ティア, Tia?) - The hero of Avalon Code. Although the player must choose between a young boy and girl character (given the default names of Yumil and Tia respectively) when beginning a new game, the main storyline remains vastly unchanged. Avalon code sylphy. The protagonist and player character of Avalon Code. Tia (ティア Tia ) has been assigned the task of recording everything around her in the Book of Prophecy, becoming its new Chosen One in title. As such, she becomes gifted with the ability to read ancient runes; see and interact with Metalize.

You’re placed in a shanty-ish town, complete with a sort of amphitheater and a broken rail station, as well as a wooden roller coaster and petrified dinosaurs. It’s that sort of place.It’s at this post-intro juncture that some of the problems with Fallen Earth become apparent. Finding quests isn’t as easy as it should be, and after the initial flurry you get from the guy conveniently waiting outside the entrance to the spawning room, you really have to search for people who need your help. They are on the mini-map as slightly worrying bright green radioactive symbols, but the vendors are also up there, as whopping great casino chips, which obscure the smaller quest givers into oblivion. It means you have to search around for someone with a sign above their head, hoping that you’re the right level for whatever task they have to offer.Which is another issue, or at least seems to at first glance.

Leveling in Fallen Earth is surprisingly slow, taking about the same time to get from level one to two as it does to get from one to ten in most other MMOs. That’s not necessarily a bad thing, given that there’s a steady flow of action points from gaining experience and doing quests that mean you’re not stuck as a feeble starting character for long. The real ramifications are that the first quest you’re given, (to go reactivate your clones and thus make death irrelevant) is level ten, and that suddenly seems a long way away.So instead you just establish yourself in the town, doing odd jobs here and there, attempting to rescue a magicians box of tricks, or uncovering a plot to kill the head of the town – the usual MMO fare. That most of these involve going somewhere to kill x number of y is a little disappointing, but there was enough variation in the type of quest to make it avoid the deathly feeling of griny quest attrition. Instead, you get the frustration of combat in Fallen Earth.I say frustration, but it’s perhaps more like bafflement. I experienced this when attempting to deliver violence to the various mutated wildlife and bandits that I was sent to kill. You’ve got two basic ways of hurting people; shooting them or whacking them.

To shoot it’s a simple matter of having ammo in your guns and then point and shoot, hoping the invisible dice rolls end up in your favour. Really, this would be the favoured method if ammo wasn’t a pain in the arse to make or find. Sometimes the fickle nature of the dice frustrate, but for the most part it’s efficient and, more importantly, safe, as you’re out of range of whatever pointy sticks they’ve got to poke you with.So you run low on ammo, and end up reverting to melee, which involves using whatever improvised weapon you’ve bought or scavenged to beat them into submission. The confusion comes up when you try to figure out how exactly it decides the hits and misses. It doesn’t matter if you see yourself swinging at the guy; you’ve got to have your crosshairs on him when you trigger the attack for it to do any damage. This can be pretty hard when the bastard is bouncing around like a goon, but oh-so-satisfying when you wallop him and the game’s ragdoll physics kick in, sending him flying.Once you’ve figured out how this combat system works, it’s actually a little more rewarding than most, despite the fact there’s no blocking or dodging.

It’s essentially a slugging match between you and them, and as long as you’ve got the bigger stick, or lawn mower blade, or lead pipe, or sharpened spoon, you’ll be fine.The problem with it is that it’s almost too like a third/first person shooter for its own good. You have to have your crosshairs over them, which is at odds with the fact that there are still those invisible dice figuring out whether you’ve got a glancing blow or a full on hit. You can lock on, but all this does in centre the camera, which just serves to mislead you further.

It creates a sort of confusing hybrid that makes you think one way before entirely uprooting that way of thinking and making you do something else. It’s jarring until you get used to it, and as such it’s a significant issue.Throughout the time I played the chat channel was filled with people talking about the tradeskills, something I’m never hugely bothered with. I find the tedium of harvesting ingredients and cultivating them into usable items beyond boring, especially when it takes up a good chunk of the time that could be used for leveling up and being heroic. Fallen Earth, however, takes a good amount of the bother out of it, presenting a system almost like EVE’s skill learning; you queue up a bunch of stuff to be made, and the timer begins to tick, allowing you to go wallop huge scorpions with your stick, or something.Tradeskills are also the main source of ammo – in that you make it yourself. It also requires you to make a saddle before you can ride on a horse (the main method of travel in the game, as fuel is scarce, obviously) along with countless other things. It’s hard not to instantly ask the question of how your character is making bandages while beating up mutants, but at the same time, it’s all in the name of fun, right?

It’s not like we all grow stronger in huge, sudden leaps in real life either, is it?Considering whether to recommend Fallen Earth is a challenge. It’s a quagmire of good and bad ideas – simultaneously enticing and daunting. Glancing at the icon on my desktop, I was constantly tempted to fire it up, but the thought of struggling to find my way through the minimap to actually pick up a quest stayed my hand more often than not. I did keep coming back and the sense of progression that came with just having a weapon that wasn’t salvaged gardening equipment was interesting. As was finally being able to climb up onto a horse.Fallen Earth has created something interesting in a world covered by a wasteland.

The mutant animals that roam the arid fields are grotesque and intriguing, both novel and logical. To see the words ‘mutant chicken’ above a 4 foot ball of tumor and feathers is both terrifying and hilarious. It’s this gallows humour that runs throughout the game that makes it an interesting place to explore and play with. That you aren’t handheld through the game is both a blessing and a curse, but it certainly makes you feel a bit more like you’re a part of this world, rather than just one of many running around doing the same quests over and over.The investment in time it requires might be a stopping point for some, and the slow progression of your character could certainly frustrate, but if you can get over those ugly hurdles then there’s definitely something there. And, despite it all, if you’re actually looking for a Fallout MMO, you’ll probably find something close to what you’re looking for.