FFH gets 92/100 at review

UNpatriot

Warlord
Joined
Sep 26, 2008
Messages
149
Source: http://www.pelit.fi/index.php?id=69640
Dropped down from the heavens

The world is coming to an end! Demons are conquering the world, lava is burning the cities and mods challenge their parent games! Fall from Heaven II makes a fantasy strategist weep with joy.

Civilization is without doubt one of the finest game series ever although every version suffers from the same problem. The game is at its funniest in the beginning, stays interesting in the mid-game, but the later it gets, the heavier it gets on you. Fall from Heaven II has abandoned the flint-to-flight time-scale of Civilization. It is replaced with a pseudo-medieval fantasy world which looks like a big bunch of clichés at the beginning but under the surface one will find the finest fantasy strategy game since Master of Magic and the glory days of Warlords.

The ice age is over and the remnants of humanity take their first frail steps towards civilization. The birth of a new world doesn't go unnoticed by the gods and it doesn't take long for the humanity to be enslaved to mere puppets. Elves, dwarves, orcs and numerous human tribes scatter to populate the virgin land.

While the nations of vanilla Civ have only minor differences FfH is a different game when playing with different peoples. There are peoples designed for veterans, to utilise the more advanced tactics of Civ, like cottage or specialist economy.

Midwives of Mayhem

Civilization IV brought religion to the game but Firaxis chickened out of completing them. It didn't matter whether one chose Yahweh or Buddha as their idol. In FfH the people's traits and attributes are only a beginning to be developed through religion. It defines what buildings you can build, what troops you can make, which heroes you'll get and most importantly, whom you'll fight or befriend.

In my first game I wondered at the armageddon counter at the corner of the screen. When it grew I noticed the ground on my borders was beginning to smoke. Next the forests went ablaze and finally lava began pouring over my borders, destroying everything in its path. Then I found myself watching as horned beelzebubs marched to my homelands. It was literally hell on earth, with its inhabitants and all. Thanks to the Ashen Veil.

The Armageddon goes further every time nasty stuff happens in the world, such as cities getting razed. The nearing of the end can be seen literally; first the demons arrive as a new civilization and finally get accompanied by the Horsemen of the Apocalypse.

The idea in warfare is not to build huge hordes but rather small and tight groups, to be kept alive from one fight to another. Like in vanilla, units gain experience from victories but there are many more levels for them. Most of the powerful units can't even be built, but instead upgraded from cheaper ones as they gain levels. And heroes, a couple of them for each people, are completely in a class of their own. They gain far more levels than normal units and they are truly nasty killing machines, all but impossible to kill. On the downside, losing one is really painful as they can't be rebuilt.

There are a couple dozen different types of magic and they are developed by upgrading mana nodes around to, say, fuel of necromancy. There are no artificial restrictions and the same wizard can learn both the ways of chaos and life. One can take a bit of everything or specialise to just one or two, in which case single spells are very effective. One option is to go without magic at all and choose the Order as one's religion, a sect which is a kind of a brotherhood of priests and crusaders. And on top of that all, to prove the variety in the mod, one can play even a complete people of agnostics who don't care s**t about invisible pink unicorns.

From the Dread Diary of a Doombringer

A good example of inter-people friendship is my game with the Sheaim, a people worshipping demons, unable to train conventional troops. Instead of that they build gates to the beyond, bringing demonic forces faster and faster as the Armageddon proceeds and more gates are built. Which puts my people to a difficult situation: the fastest way to bring Armageddon would be to raze the conquered cities, but I need those cities to build new gates.

The only conventional fighters are sucky warriors, disease-carrying walking carrions and pyre zombies blasting fire around them when dying. Because hell gates are extremely expensive, I'll have a slow and dangerous beginning when the barbarians begin their invasion.

My scouts quickly explore the small island, a narrow western peninsula of which is the site of my first colony. The wide part of the island can be reached by a narrow mountainous isthmus with a conveniently placed mana resource at its narrowest point. The wide part of the island is populated by a people of dwarves, some elves and gypsies led by a mad king.

As a speciality of the dwarves their production depends on the amount of gold they have. More gold means faster building and training. The elves on the other hand can build their farms and mines in the sticks while others have to cut them off first. An advantage making a difference as pollution is as much of a problem as in vanilla. The gypsies mimic everything from their neighbours and their caravans cause restlessness when getting to others' towns. Only the gypsies are evil from the beginning and thus the most likely ally I'll have.

Between my three neighbours there is a pyramid giving automatically one level of fire magic. As my people can use chaos and fire magic in addition to necromancy I could get my fire magic to level two instantly. In addition of vandalism by giving others a fire, keeping them warm for a day, I could set them on fire and keep them warm for the rest of their lifetime.

The plan is clear. My first settlers rush to get the pyramid before my neighbours and the next colony is built at the narrowest part of the isthmus, to block the neighbours from getting to my long peninsula. The plan works perfectly, at the price of neglecting my defences. I feel the consequences when Orthus the barbarian king invades and takes the axes from the hands of my isthmus city defenders like lollipops from toddlers. As a result my three-city empire is divided to two parts and I lose the benefit of the fire pyramid as there is no longer a route to my palace from it.

The city Orthus took was too well placed: on a hill in a perfect defensive position. My first better mages from a hell gate and their skeleton hosts summoned once a turn can do nothing against the big axe of Orthus, which I'd love to have.

So all I can do is to attack the tree-huggers. Neither forests nor forest fires do respect borders so I begin their ordeal by setting the woods ablaze from my side of the border. The fire spreads like a wildfire and chars the huge elven woods. Try to hug those trees now, pointy-ears! The nuisance doesn't last long, however, as forests have the habit of growing back.

At the meantime my mages have gained experience by slaughtering animals in the forests. Now I can summon not only skeletons but also ethereal wraith warriors and also support my troops by sending forth fire and thunder from behind the lines. As I send my skeletons and wraiths to battle, the elves can do nothing against my armies restoring every turn.

Sympathy for the devourers of souls

We are frying the pointy-ears on the ruins of the elven cities. The Armageddon is proceeding but not fast enough. Orthus needs to be brought down to unite my realm. Skeletons alone won't do it so I can found the Ashen Veil-faith and get the demonic Hyboreal-people to my allies. However, it's a long way to go and my lands would become ash and lava. Not such a bad thing compared to what it'd do to others but in the beginning I would suffer the most. Especially as Hyboreal takes one of my cities as theirs.

Another alternative would be to learn to tame animals and use the elephants wandering around as rams. Again, risky and slow. Finally I decide to build the Pact of Nilhorn, bringing three huge trolls to my side, named Larry, Curly and Moe. They would be tough enough to beat Orthus and can also smash the walls surrounding the city.

When it's done I'm ready to call for the dwellers of Hell. Then I could choose whether I want to continue with my current people or switch to the Hyboreal. At the same time I lure a dragon cult to my cities. Not a real religion but rather a secret guild spreading through trade routes, making units built in cities with it possible to join the cult. That will make the dwarves, relying on conventional troops, really, really afraid. Especially as the cult can bring forth the dragon it worships once it has grown big enough. After that I could share the island with the gypsies.

But religious affairs spoil my plan. The dwarves found a faith worshipping the goddess Kilmorph residing deep under the earth and get the gypsies to join them, giving up their evil ways. Suddenly I am facing a religious alliance of two peoples, with no allies on my side. And it doesn't take long for them to demand me to convert and give up messing around with corpes. Blasphemy, I say!

The best since the masters of magic

Fall from Heaven began as Age of Ice, a minimod brought with Beyond the Sword expansion pack. It gives the first impression but must not be confused with FfH II, the full version of the mod. Multiplayer continues to have problems, ones that a mod can't easily fix but would require action from Firaxis instead. The worst problems arise when people join the same game with both Vista and WinXP.

FfH II is a mod, but don't let it fool you. A strategy game this fully thought about, deep yet rich in variety is a rare find, even in the shelves full of commercial brands. For a mod it is rare, as it has not only a good story but also a wonderful manual with a couple hundred pages and a total rewrite of the Civilopedia. One doesn't need to draw lots on whether something works or not with everything clearly explained.

Despite the scale of the mod, it's only the first part of a trilogy, as after the ice comes fire.


92/100

+ Every civ is different
+ Good backstory for a mod
+ Full of difficult choices
- Multiplayer problems
- Recycled voices functioning sometimes badly
- Heavy on hardware
 
Pelit (translation "games") is biggest gaming magazine and most professional videogame reviewer/critic in finland
 
Despite the scale of the mod, it's only the first part of a trilogy, as after the ice comes fire

:eek:

When do we get FfH 3 and 4 then?
 
Nice review, but I don't know about the negatives. I don't play multiplayer, but have heard it is a problem. I don't think the game/mod has much of a hardware issue unless you are a bozo like me and play on huge maps with many civs. :crazyeye:

But, this one I don't understand:

"Recycled voices functioning sometimes badly"

Any idea what that means, or maybe lost in the translation?:confused:
 
Nice review, but I don't know about the negatives. I don't play multiplayer, but have heard it is a problem. I don't think the game/mod has much of a hardware issue unless you are a bozo like me and play on huge maps with many civs. :crazyeye:

But, this one I don't understand:

"Recycled voices functioning sometimes badly"

Any idea what that means, or maybe lost in the translation?:confused:

A better translation would be "recycled and stuttering sounds"

The review is based on version 0.32L which I think is very hard on the hardware on larger maps especially compared to unmodded civ4.
 
I interpreted the recycled voices line as complaining about the fact that all the FfH races speak real languages, with voice sets taken right out of vanilla.

Of course, the FfH team has a perfectly valid excuse to do this, and anyone who thinks they need to do their own original VA sets for the races can do it himself. But an understandable drawback is still a drawback.
 
- Multiplayer problems
- Recycled voices functioning sometimes badly
- Heavy on hardware

I agree with the mp problems. OOS plagues this game. I can hardly finish a mp game of FFH due to the OOS problems.

Recycled voices? I would hardly call this a drawback let alone mention it in a review.

Heavy on hardware? I have never had a problem with the game running due to hardware issues. ( on huge maps, full civs etc)
 
Fall from Heaven began as Age of Ice, a minimod brought with Beyond the Sword expansion pack. It gives the first impression but must not be confused with FfH II, the full version of the mod.
Riiiight. The story, okay, but either they (or the translation) were badly worded - or they don't have a clue about the great history of the mod. :P
 
Riiiight. The story, okay, but either they (or the translation) were badly worded - or they don't have a clue about the great history of the mod. :P

Well I dont really blame them for not following the FFHII "scene" for as long as some might have since the mod's been out in production for quite a few years now and to many people Age of Ice was first thing they played or saw or heared about the mod :)

About the voice critique the finnish version might also imply about the looping of some sounds like Acheron (dunno if he is still the same loud himself, havent been playing the mod for some time now), or using same sounds for different units/spells etc, or even about how some units like summons have just one sound. The true meaning does really get lost in translation since it says "kierrätetyt" sounds.

kierrätetyt is a past tense in plural of the word kierrättää

kierrättää can mean number of things

- to recycle
- to send something (like a pedestrian) around something (like a corner of building)
- to take all over (like to make crowd do waves around the stadium)
- to show sights or a tour
- to make anything go around itself (to loop)

to make the meaning even more subtle the word kierrättää is causative aspect of the word kiertää

kiertää can mean a number of things, for example

- to turn, twist, screw
- To roll (up)
- to wind, wrap
- to circle, go around, circumvent
- to roam, rove, wander
- to orbit
- to surround, encircle
- to round
- to circumvent, evade, dodge, avoid
- to circumvent, get around/past
- to spin, turn, revolve
- to circulate
- to go around (from person to person)

So...go figure. My best guess as a native finn is that it meant that some sounds are used in more than one occasion. I feel like a nerd now after typing this :lol:
 
I don't think you can really use "kierrätetyt" to mean looping sounds, though. You'd use something like "kiertävät" or "toistuvat" for that. I'd definitely say they mean recycled sounds.

(I used to be a big fan of Pelit once, but this review, uhh... did you folks notice the bit about the Order not having any magic? The review's full of minor errors like that and the ones that've already been pointed out. Then again, it's pretty remarkable that FfH was reviewed separately, as full-fledged game, just like any commercially sold product, and not covered briefly in some "best mods of Civ 4" article, so I guess we should forgive 'em.)
 
but also a wonderful manual with a couple hundred pages and a total rewrite of the Civilopedia. One doesn't need to draw lots on whether something works or not with everything clearly explained.

I don't know about that either. :-p There are tons of entries that could use a more indepth explanation of the unit. For instance, High Priests could use a blurb specific for each unit about what special abilities they have.

I'm not sure if it was relevant in the version this review was done, but the voices are also particularly disconcerting in certain cases. For instance, playing as Infernal, you have your balors with the demon voice going 'It is our time now!' and 'There is no hope.' Then you go and target a longbowman and you get this French gibberish coming at you.
 
:eek:

When do we get FfH 3 and 4 then?

Myybe FfH 3 will be a mod for Colonization. Lord knows that Colonization will require some good mods to make it worth the purchase.

More on topic...contrats to the team for a job well done. It is always nice to get recognition for your hard work.
 
Back
Top Bottom