Home » ARCHIVES » Jagged Alliance 3 - Attempts, Ideas and Wishes » The Fall: Last Days of Gaia (sort of review)
The Fall: Last Days of Gaia (sort of review)[message #187701]
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Fri, 06 June 2008 16:13
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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In the series of "potential JA3 replacements", here comes... THE FALL.
I finally got my hands on this game released 3-4 years ago by what now seems a defunct company (Silver Style i think was their name). Apparently they bid for the license of Fallout 3 and are quite JA-inspired (Manny Santos, the bartender, is a NPC in Fall).
I admit I was prejudiced when I first started the game. I was expecting mediocre, 3d attempt at strategy gaming. The animation of the characters IS a bit rough and may cause that impression (with the help of the sucky default clothes), but I soon moved on to discover one of the most impressive games I've played in years.
First off - it's rock solid, after 1.10 patch. Only noticeable problem is the delay of exiting the game, but I have that with many many games. I simply kill the process and to hell with it. The rest of the game moves perfectly, no choppy animations, nothing, even after ALT+TAB. Although they never released the much improved and awaited English version, playing the the NMA English Mod gives you full text translation. Turn off German voices and you're set.
I wont even mention the atmosphere, which is a lot more immersive that I expected, although I would've like maps to be a bit more densely populated (I haven't discovered all places, must admit). But their LWA (Living World Architecture) makes the enviroment quite vivid. The villagers go hunting, working in the fields, chopping wood or entertaining... very nice touch.
The game is quest driven - basically these open new ares. Which is both a plus (adds to the surprise) and a minus (takes away some replayability).
The team you control is just as colorfull as JA bunch is. Only sad part - it's limited to a handfull of ready-available mercs, with about as many recruitable ones scattered around the world. You can dismiss and rehire your mercs without any penalty. I even used this to cheat a bit, I hired a sniper, took his precious rifle, worth a lot on the trade market, then fired his arse and re-hired my regular. The mercs have quite a personality and from time to time you'll hear their comments, some quite funny (usually the ugly machos will hit on the girls in group, Amanda especially). Don't know yet if this influences or not their performance. If it does its not noticeable in the short time I've played.
Their advancement is excellent RPG system, way more advanced and specialised than JA2, somewhere near Fallout system, only more clear. You basically move your character in 3 directions: attributes (like STR/DEX/INT) which give bonuses to skills (like Heavy Weapons or Medical) and these in turn, when they reach a high level, allow you to select specialist Talents, two for each skill (like Alternative Medicine/Resuscitation or Bullet/Armour Modification). You basically have your Medic, Mechanic, Driver, Lock Opener, Charismatic Leader (the one who talks to NPCs), Heavy Weapons crew and Sniper. There are also aditional careers like "light weapons" and "close combat" to explore if you wish.
Here's a detailed list of all skills and perks:
http://www.the-fall.com/e/index.php?menu=rules
Now, the most important. How do skills translate into game enjoyment? Well, damn well, excelent, etc... First because you can only gain so many points to invest so you're force to specialise your team. Second because once specialised, the fun starts. Lockpick expert starts to crack locks, the mechanic starts producing Dum-Dum bullets or handmade armour pieces and the assault team - once their get their hands on some Steyr's or LMGs, they kick ass.
Even stealth is fun. Yeah, these guys did what I hoped to see in JA2... A knife attack is almost everytime deadly if properly executed. You can even carry the dead bodies to the side so the roaming guards aren't alarmed. Silencers also work great, reducing the noise to 10m, which is pretty close range at the game's scale. But they are less deadly.
Here's a big minus of the game: you cannot aim. You have all these wonderfull weapons, you can even see the tiny modifications you do to your guns (laser pen attached with tape looks LIKE a laser pen sticked with tape) but you only attack, never aim. Well, the game eventually compensates this because you DO have a 3D terrain, so you can crawl into a trench, setup an ambush, etc... but still...
Gun fights are pretty lame in the begining of the game, mostly pew-pew, but I must admit it's realistic (you suck, your Colt .38 sucks). Once your team gets specialised and equipped with ARs, it's a different story. I even noticed an improvement in the AI. I was overconfident a couple of times and attacked in plain sight, only to have two of my mercs put down quite fast. My luck was the "Resuscitation" skill Dr. Amanda had learnt, which allowed her to bring back to life any merc unconscious for less than five minutes. But on "Normal" dificulty, I've pretty much cleaned up. Actually with ARs and LMGs is so easy I am thinking of switching to stealth on my next game. Knifing down guards in the night is a better rush.
Another minus would be sniper weapons. Lacking aim, it's pretty much a wild shot. They're a far from deadly too. Maybe later in the game they would prove usefull but so far I preffer an burst from an AK-47 than a single shot from a Dragunov.
Back to the game itself though. As I said, map is made out of "locations" or towns you discover from questing (basically a NPC tells you about it). Maps themselves are just right size - you don't get bored running from one end to the other but you don't feel cramped either. The houses and the scenery in general are top quality. I even read on their forums that on each game you play their content changes randomly so they are never the same inside (and neither is the loot you can find). Awesome. The quests themselves are quite entertaining. Mostly due to the colorfull nature of the dialogues, but quite funny nevertheless. This comes from someone bored of questing from years of EQ2 and EVE Online.
The combat is based on Smart Pause. What it's nice is the fact that you can select the Autopause conditions (Enemy Sighted, Out of Ammo) up to deselecting all and manually pausing the game by pressing Space. You can also select Autobehaviours (like Autoattack, Go prone), which makes the whole thing quite manageable. Plus all that, the combat speed is fully toggable, from extremely slow motion to fast forward action. The learning curve is decent so after a few experiments you'll get the hang of it. If there are no autobehavious, the mercs are driven by AI. Also, another nice feature, each of your mercs can have individual encounter behaviours/orders. You can see all conditions here:
http://www.the-fall.com/e/index.php?menu=battlesystem
Well, I'll get back to playing now, report more later. By the way, the game comes with a full map editor and it's fully moddable - with manual and extensive documentation provided by the developers themselves. That earns a top rating in my book.
[Updated on: Fri, 06 June 2008 17:31] by Moderator Report message to a moderator
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Re: The Fall: Last Days of Gaia (sort of review)[message #187775]
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Sat, 07 June 2008 14:11
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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I've tried my hand at the map editor.
First impression - it's freaking huge and the 3d models are awesome. After working with UB editor is a breeze. Only thing it lacks, due to the theme of the game, is water/rivers. Seems stable enough, too and ... the best thing.. you can Copy & Paste, select multiple things and paste them and so on. It's very friendly tool. The only thing a bit advanced is the height map, for which i need to read the manual.
I've tried recreating the starting sector of JA2, but I soon found myself inventing new scenery. I simply couldn't get myself to stay withing JA2's limited choices, when I had so many choices. Plus plain maps without height looked so lame compared to The Fall maps...
I am assuming, from what I read on the forums, that filling those huge maps with hundreds of houses would create problems. In general, The Fall has about 3 locations/villages per map, about with about as many houses as a JA2 map has (6-8). So you basically could cramp a whole Drassen into a single map.
Regarding modability, it appears the Russians have done a lot of great mods, including one with sector-to-sector travel and random attacks, like in JA2. Sadly I cannot test the mod, since it only works with Russian 1.10r version.
Report message to a moderator
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Re: The Fall: Last Days of Gaia (sort of review)[message #187777]
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Sat, 07 June 2008 14:54
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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Damn this game is a modder's heaven... Here's an excerpt from "weapons.py", the file that has all the weapons and their combinations. You can mod weapons soooo easy.... including new combos!
Quote:
create_weapon_type(typeid='SET_CALICO_M900')
objects.set_attribute(object='SET_CALICO_M900', attribute="name", value=globaltext.SET_CALICO_M900_NAME)
objects.set_attribute(object='SET_CALICO_M900', attribute="hint", value=globaltext.SET_CALICO_M900_HINT)
objects.set_attribute(object='SET_CALICO_M900', attribute="resourceui", value='RES_ITEM65X32_WEAPON_CALICO_M900')
objects.set_attribute(object='SET_CALICO_M900', attribute="resource3d", value='RES3D_CALICO_M900')
objects.set_attribute(object='SET_CALICO_M900', attribute="value", value=25.00)
objects.set_attribute(object='SET_CALICO_M900', attribute="weight", value=4.5)
objects.set_attribute(object='SET_CALICO_M900', attribute="stacking", value=1)
objects.set_attribute(object='SET_CALICO_M900', attribute="minimale_feuerreichweite", value=0)
objects.set_attribute(object='SET_CALICO_M900', attribute="maximale_feuerreichweite", value=33)
objects.set_attribute(object='SET_CALICO_M900', attribute="salvenlaenge", value=1)
objects.set_attribute(object='SET_CALICO_M900', attribute="feuergeschwindigkeit", value=50.00)
objects.set_attribute(object='SET_CALICO_M900', attribute="genauigkeit", value=0.4)
objects.set_attribute(object='SET_CALICO_M900', attribute="kampfwert_air", value=0.00)
objects.set_attribute(object='SET_CALICO_M900', attribute="kampfwert_armoured", value=150.00)
objects.set_attribute(object='SET_CALICO_M900', attribute="kampfwert_infantry", value=150.00)
objects.set_attribute(object='SET_CALICO_M900', attribute="munitionsarten", value=['SET_AMMOPACK_9_MM','SET_AMMOPACK_9_MM_DUMDUM','SET_AMMOPACK_9_MM_SUBSONIC','SET_AMMOPACK_9_MM_SUBSONIC_DUMDUM'])
objects.set_attribute(object='SET_CALICO_M900', attribute="fire_animation", value=FPA_SHOULDER_SINGLE)
objects.set_attribute(object='SET_CALICO_M900', attribute="weapon_type", value="schwer")
objects.set_attribute(object='SET_CALICO_M900', attribute="magazingroesse", value=50.0)
objects.set_attribute(object='SET_CALICO_M900', attribute="hoerweite", value=40.0)
objects.set_attribute(object='SET_CALICO_M900', attribute="schusspausenzeit", value=1.7)
objects.set_attribute(object='SET_CALICO_M900', attribute="genauigkeit_bewegte_ziele", value=0.5)
objects.set_attribute(object='SET_CALICO_M900', attribute="blockadewahrscheinlichkeit", value=15.0)
objects.set_attribute(object='SET_CALICO_M900', attribute="occupied_slots", value=["left_hand","right_hand"])
objects.set_attribute(object='SET_CALICO_M900', attribute="effects", value={
"sound_shot" : "shot_calico_m900",
"sound_unload" : "rifle_discharge",
"sound_gunjam" : "rifle_gunjam",
"sound_reload" : "rifle_charge",
"flash_type" : 2,
"flash_size" : 0.4,
"stream_type" : 1,
"stream_size" : 0.6,
"fade_out" : 50})
And a silenced Calico... Easy!
Quote:
create_weapon_type(typeid='SET_CALICO_M900_W_SILENCER')
clone_weapon_type(typeid='SET_CALICO_M900', new_typeid='SET_CALICO_M900_W_SILENCER', attachments=['SET_SILENCER'])
objects.set_attribute(object='SET_CALICO_M900_W_SILENCER', attribute="name", value=globaltext.SET_CALICO_M900_W_SILENCER_NAME)
objects.set_attribute(object='SET_CALICO_M900_W_SILENCER', attribute="hint", value=globaltext.SET_CALICO_M900_W_SILENCER_HINT)
objects.set_attribute(object='SET_CALICO_M900_W_SILENCER', attribute="resource3d", value='RES3D_CALICO_M900_W_SILENCER')
objects.set_attribute(object='SET_CALICO_M900_W_SILENCER', attribute="value", value=25.00)
objects.set_attribute(object='SET_CALICO_M900_W_SILENCER', attribute="effects", value={
"sound_shot" : "shot_calico_m900_silenced",
"sound_unload" : "rifle_discharge",
"sound_gunjam" : "rifle_gunjam",
"sound_reload" : "rifle_charge",
"flash_type" : 2,
"flash_size" : 0.3,
"stream_type" : 1,
"stream_size" : 0.4,
"fade_out" : 50})
objects.set_attribute(object='SET_CALICO_M900_W_SILENCER', attribute="item_combination", value={
"difficulty_assemble" : COMBO_EVERYBODY,
"difficulty_disassemble": COMBO_EVERYBODY,
"assemble_function" : "assemble_weapon_silencer_laserpointer",
"disassemble_function" : "disassemble_weapon_silencer_laserpointer",
"combination_list" : [
['SET_CALICO_M900','SET_SILENCER']]})
[Updated on: Sat, 07 June 2008 14:56] by Moderator Report message to a moderator
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Re: The Fall: Last Days of Gaia (sort of review)[message #187823]
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Sat, 07 June 2008 20:15
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lockie |
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Messages:3717
Registered:February 2006 Location: Scotland |
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had a look at, ermmm , *killing cuddly kittens* , hmm , seems a bit iffy , looking at comments by other *kitten killers* , guess I'll go try amazon.de .
EDIT: ordered on amazon.de , as I have an account at amazon uk , it seemed to be no problem, let you know when (if) it arrives
EDIT: went for new instead of second hand , total cost 16 euro , bout
[Updated on: Sun, 08 June 2008 13:30] by Moderator Report message to a moderator
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Re: The Fall: Last Days of Gaia (sort of review)[message #188016]
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Mon, 09 June 2008 18:00
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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Lookie here, found a nice video with the main features of the game pretty clear (talking, fighting, trading, hunting, car driving, etc):
http://www.youtube.com/watch?v=09VJzZrCkJ8&eurl=http://microgames.cz/index.php?kam=popis&partner=203&click=1&id=543
On a side note, the game has a lot of uncovered gems inside. Like finished 3d models for new weapons never used and animations for shooting the vehicle mounted guns.
And on a bad note, the most annoying feature I've found yet... one of the few... is the fact that the tileset properties for cadavers (dead animals or people for that matter) have "unpassable" characteristics (like a rock). This needs to be changed in the code. It's so lame to drive full speed and crash your car onto a dead pooch in the middle of the road. But again, without vehicle guns driving on the sector map is pretty much pointless... The best use for vehicles is storage... I now own 4 of them, all filled with junk (they can hold about 3x times the stuff a merc can) and spare ammo.
Another consideration when making a mod is the same problem you have in JA2 actually, from mid-game on you're flooded with stuff. But... hear this... to prevent weapon depreciation - aka gun pr0n - your mercs have a trait called "weapon familiarity". The more they use the same weapon, the greater the bonus. Nice move...
[Updated on: Mon, 09 June 2008 18:17] by Moderator Report message to a moderator
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