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RPG | Genre:Sci-Fi | Status:Final  | Publisher:Fallen Earth | Has PVP:Yes
Distribution:Download | Retail Price:$49.99 | Pay Type:SubscriptionBUY IT
Desktop Client | System Req: PC | ESRB:M

Fallen Earth Combat

At the Game Developer’s Conference, we ran into the guys from Fallen Earth who gave us kind of a whirlwind tour of their game. In this part of our guided tour through the game, we learn about the game's combat system.

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It doesn’t take long for players in Fallen Earth to get a sense of just how dark and dangerous the game world actually is when their first weapon is found lodged in the head of some hapless soul who didn’t know when to duck. The corpse works a lot like any harvesting node… You walk up to it, click and you get the item. This just happens in this case to represent dislodging an axe from someone’s skull.

Once you’ve got your weapon, it’s all about learning to wield that sucker. In order to attack, you need to go into “aim mode”, basically you go from a panned out view of your character to a zoomed in view, either first person or third, with an aiming reticule.

In order to hit whatever it is you’re swinging at, you have to a) make sure your reticule is lined up and b) make sure your target is within range. The physical combat, it turns out, is actually FPS style meaning that you actually have to hit in order to… hit. No dice rolls to determine success or failure. The RPG elements come in when the game determines damage. Damage is most affected by elements like your attack skill, their armor modifiers and other typical RPG trappings.

“Basically,” we were told, “it’s a hit determination via FPS, damage figured out via RPG mechanics. We’re really going for a hybrid of both.”

Fallen Earth is a classless game, meaning that it’s built on skills, stats, mutations, tradeskills and more. Advancement happens via something called “Advancement Points” (APs), earned through XP and the like, that can be applied to skills, stats, special abilities and more. Every tenth of a level you advance, you get two APs.

The game is designed to provide enough APs to allow players to create a fairly diverse character maxing out a number of different abilities. This keeps anyone from being “pistol guy” and allows characters to branch out, flying in the face of typical class roles that tend to be far more restrictive.

This freedom of choice in character role is indicative of the fact that the game, we were told, is trying to move away from some typical MMO trappings like boss fights which, as Hammock points out, can get pretty boring in an FPS setting. Just continually shooting at a twelve story tall bad guy can be just plain boring.

You can see and hear Lee describing the game’s combat system by watching the video below:

Combat Video

In part two of our look at Fallen Earth with Lead Game Designer Lee Hammock we learn about the starting tutorial, combat, skills, weapons, equipment, and looting corpses.

Combat Video

You can check out more on Fallen Earth by reading these related articles:

More Fallen Earth Features:

Fallen Earth - Hidden Content Part Two: Concealed Creatures Dev Journal added on Tuesday November 24
Fallen Earth - Does It Need Fast Travel? General Article added on Monday November 16
Fallen Earth - Hidden Content, Part One: Settlements Dev Journal added on Tuesday November 10
Fallen Earth - Greg Roth on Melee vs. Ranged Balance Dev Journal added on Tuesday November 10
Fallen Earth - Ten Reasons to Play Fallen Earth General Article added on Monday November 09

More System Focus:

Free Realms - Becoming a Soccer Star System Focu added on Friday November 06
Fallen Earth - Crafting is Good. Could it Be Better? System Focu added on Wednesday October 28
World of Warcraft - The Evolution of Raiding System Focu added on Thursday October 22
Fallen Earth - An Early Look at Crafting System Focu added on Wednesday October 21

More Features:

Darkfall - Conquer the Seas Expansion Q&A Interview added on Friday November 27
Player Perspectives - Space, The Final Farce Here? Column added on Friday November 27
Runescape - Lead Designer Mark Ogilvie Interview added on Friday November 27
Global Agenda - Exclusive Screens: The Recon Media added on Friday November 27
World of Warcraft - Glory of a Hero, Part One Guide added on Friday November 27
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