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About the StoryPoet or Assassin? Lover or Spy? Choose your fate in Fallen London, a gothic metropolis a mile beneath the surface of the earth.
An epic adventure where you live a sometimes horrific, often curious, but always polite life next door to the Underground Echo Bazaar and down the road from Hell. Escape from a prison housed entirely in a stalactite and make your way as you choose among the denizens in a dark but cheerful city which is part steampunk, two parts Lovecraft, and a good dash of intricate Victorian melodrama based on qualities that can be sought out or bought at the Bazaar.
Fallen London requires actions to play, which are slowly replenished over time, so the adventure becomes a story played over weeks and months in small doses for those who are fans of its intricate world and lore.
Rock Paper Shotgun
Impressions: Fallen London
The strangeness of the world is the main reward for play. Itís dripping with lore, obscure and refreshingly odd, and the writing is the equal of the inventive setting. While the stop-start nature of the interactions may irritate some, it hasnít bothered me in the slightest. In fact, itís probably the only thing thatís prevented me from tearing through all the content in a few hours, although that said there are apparently 400,000 words to be read. And how ace is that? Not 100 locations, sixteen levels or 20 enemy types. Itís a game measured in words and they are words to be savoured.
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Number of Reviews: 5
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There is -- of course -- another way in which you can replenish your turns, which is by paying real money. You can restore 20 actions by paying $2.50. Tempting you to spend real money on replenishing turns is in fact the only reason that Fallen London uses a real-time limited number of turns; for the rest it is just a frustration-creating device that has no advantages for the player.
Of course, getting people to pay real money for more turns almost requires an in-game economy where turns can be exchanged for in-game benefits. In order to supply this, Fallen London sets up a core game system that revolves entirely around grinding. You'll have to increase four main stats, dozens of story stats, and dozens of ingredients in order to unlock new stories... and of course in order to improve your ability to grind and increase your main stats, story stats and ingredients, which can then be used to ... well, you know how this works.
Many of the game's grinding loops are based on trading time for security. You might, for instance, decide to become a great writer. You'll need to increase your "Potential" to do that, which you do by writing stories. If you try to write an easy story, you'll have a high chance of success, but your Potential will increase only a little. If you write a hard story, you have a low probability of success, but the potential reward is great. You can, however, increase your probability of success by writing more pages of draft material. This costs turns. So you will be spending dozens of turns clicking just the same few links again and again in order to create draft material, always wondering whether the time has already come to hazard your investment on the roll of the dice, or whether you should spend a few more turns in order to increase the chance of success.
This design is not just terrible, it is detestable. Fallen London wants to seduce you into logging in again and again, every couple of hours, or even every ten minutes, so you can engage in meaningless grinding that will allow you to improve some numbers on the screen, the prime use of which is that they'll help you in grinding more to improve them even further. While it may not quite be the interactive fiction equivalent of World of Warcraft, it certainly tries to get close. If you value your time and have even the slightest tendency to lose yourself to addicting game mechanics, you'll want to stay as far away from Fallen London as possible.
So why do people spend time with this game, and why do they even enjoy it? This has much to do with the game's primary strength, which is its writing and atmosphere. A Gothic, Victorian, subterranean London may sound trite, but Failbetter Games manages to make Fallen London feel fresh and engaging by taking the material in all kinds of weird and mysterious directions. The player is thrown into the deep, and is left to construct a coherent vision of the world from the many tiny fragments that he or she is given. Combined with the generally very good prose, this makes Fallen London a world that one is eager to explore and learn more about.
What is ultimately disappointing, though, is the quality of the story that arises. Fallen London feeds you many "storylets", but they rarely come together to form a "story", a greater narrative in which your character develops, acts, and changes the world. Two phenomena that show this problem vividly are the infinite repeatability of storylets -- you can just go to the same person again and again and play through the same story involving them again and again -- and the utter abstraction of most of what happens. For instance: you follow someone through town, and as a result you get... 10 whispered secrets. Not 10 actual secrets, with actual content, but the value "10" next to a piece of in-game currency called "whispered secrets". Or you spend dozens of your turns writing a literary tale, and when it is finished... the game doesn't even tell you what the tale is about. Of course, limitless grinding requires repeatability and abstraction, but it is here in particular that we see how the basic game design of Fallen London, while it might lead to money being made, is incompatible with achieving excellence in what ought to really matter to a story game, namely, story. The game continually promises to give you a great narrative, and it consistently fails to deliver.
Fallen London is a game on which a lot of creativity and obvious talent has been spent and, I'm afraid, wasted. Reactions to the game vary wildly, though, so you might want to try it out for yourself -- if, that is, you think you can resist the lure of a game that always wants to tempt you into wasting your time grinding to increase meaningless numbers.
I either play once a day with limited actions, or buy more. Eesh. You get a little bit into it, just starting to figure things out, and instead of letting you play, it makes you arbitrarily wait. Booooo, boo I say!
Either make it so there's unlimited turns (as it should be), but if you MUST charge money, have people charged once and then get unlimited. Paying for 20 more actions is a gyp.
Fallen London stars you as a man from the Victorian ages, where basically everything around you is dark and dull. It was a age when the poor, well, lived a really hard and rough life while the rich just gets to slack away with all the money that they had in their sacks.
You start the game by escaping a small prison using your brains and brawns and starting life anew from there. There's plenty of places to go, and plenty of things to do. There's even opportunities for you that is in the form of cards which you can select. Opportunities usually gives you interesting scenarios and jobs to perform, such as (Spoiler - click to show)a man who happens to be chased by the 'supernatural', and thieves asking for your help to assist them in stealing some jewels.
After playing this game for a while, it starts to resemble a board game that I used to play called Elder Signs: Omens, or at least its game on Android. It had Lovecraftian and dark themes, and this game is not too far behind in terms of similarity (No Cthulhu, sorry). You really need to have some luck when you take on the choices, because if you lose to the other 49%, there goes your reward and upgrades that are so desperately needed.
Overall, this game is a must to play whenever you have some spare time. You won't regret it. Just give it a try and you will find yourself sucked into the immersive world of Fallen London.
Note: The in-game currency is bad.
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Games with the best writing by A. I. Wulf
Games are a new medium of art. It's still a maturing medium. But still some works May have succeeded in being truly classic in their writing. As an enthusiastic writer I need to know about the growth of IF in this field.
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