Falling Skies The Game ( 2 DVD )
What I will remember most about my time with Falling Skies is Lori James.
Lori
James is a hard-faced, hard-talking, gravel-voiced, flannel-wearing
lady with a rocket launcher whose cartoonishly brusque acquaintance I
made early in my travels, as I was putting bullets in the thoraxes of
every alien scumbag I laid eyes on. She was always the first with a
mean-spirited, badass quip when I put an enemy down for good. When I
moved her across the grid to new cover, she would announce she was “En
roo-tay!” If I made her defend or skip her turn so I could get folks in
place before killing something, she'd yell “When does the fun part
start?!” When she took damage from some alien who wasn't even on screen
until I turned the wrong corner, instead of standing there bleeding to
death like her lower-leveled, stock character compatriates, she just got
angry.
I will look back fondly on my time with Miss James. I don't think I can say the same about the rest of the game.
Falling
Skies is based on a TNT show about survivors fighting the good fight
after an alien race, the Espheni, comes down and wreaks havoc over a
countryside the show keeps trying to tell us isn't Canada. The game
takes place between the third and fourth seasons, but if it weren't for
the opening chapter and the occasional unskippable exposition scene
every couple of hours, you'd never know it was related to the show.
Aside from the occasional appearance of voices from the show, and the
Espheni themselves, there's nothing terribly distinct about Falling
Skies as a game, whose influence, XCOM, is abundantly clear.
A
bit of slack can be afforded a licensed game like this ripping off
another, better franchise. Many licensed games are blatant cash grabs;
slapping a coat of franchise paint on one of them and calling it new
might lack imagination, but when it’s done well, it means you're
essentially playing the other franchise. And to Falling Skies' credit,
it's a functionally competent XCOM ripoff. The user interface, the
weaponry, the grid movement, the targeting system, the leveling up of
characters, and their customization almost make this a pick-up-and-play
title for XCOM veterans. You put together a team of plainclothes
soldiers and move them across a square grid, preferably behind as much
cover as burned-out buildings and vehicles can provide, until you get
line of sight on enemies or they get line of sight on you, then fire
turn by turn and hope that enemies are far enough away that they can't
do the same. Missions can be anything from rescuing pinned-down soldiers
from certain death to wiping out every extraterrestrial threat in
sight, and at the end you can promote soldiers to get them bigger and
better weaponry and perks.
The
problem isn’t that Falling Skies is an XCOM ripoff, but that it’s a
regressive one. If it had released in 2003 or 2004 for the PlayStation
2, it might have been well received as a stop-gap XCOM revival. As a
brand new release in 2014, though, it feels almost laughably primitive.
The game doesn't just look and sound like a low-budget PS2 title; the AI
acts like it. For a strategy game, there's a real dearth of strategy.
All encounters involve wandering around the shady areas of the stage,
finding where the trouble is hiding, and putting every squad member on
defense when you find it. The aliens rarely take the initiative, and
because most of your enemies, with the exception of a couple late-game
antagonists and the bullet-sponge robot bosses, use melee attacks only,
once you've found a nest of aliens, taking them down before they even
touch you is child's play. All the game does to obscure the alien
threats is put them behind fog, effectively turning most of the stages
into elaborate games of hide-and-seek in which the loser gets shot in
the face. XCOM's propensity for ambushes and surprise attacks is nowhere
to be found.
The only real challenge lies in
getting the game's extraordinarily finicky camera to give one good clear
view of the battlefield so you can move your soldier to the correct
grid space. More of my grunts have been caught a space away from the
cover they needed, and beaten to hell for it, because I couldn't get a
proper point of view.
Even if your allies do
get shot, Falling Skies gives you several turns to revive your teammates
in the middle of battle, as long as you’ve pumped enough resources into
letting someone carry first aid, defibrillators and bandages. Those
resources are plentiful as well. In another welcome bit of cribbing, the
game swiped Assassin's Creed: Brotherhood's
training system, which allows recruits to be dispatched to obtain
information and resources while the main team does the dirty work. It's a
good, underutilized idea, but what made Brotherhood's system worthwhile
was the possibility of failure; my gopher in Falling Skies, a scrappy
young lady named Nadine, never failed once across dozens of recon
missions. After five or six missions, she was leveled higher than my
main crew, and I was drowning in food and new recruits, with nothing to
spend them on once I spent the meager amount required to create new
pistols, shotguns, and armor.
Falling
Skies picked a fun, unique genre to hitch its wagon to, but it's
woefully behind the curve. There’s not enough of the television series
in it to make it interesting, and frequent strategists will breeze
through it in a weekend. The end result is a game without an audience.
TNT may know drama, but unless Capcom's secretly working on Rizzoli
& Isles vs Phoenix Wright, it’s better off staying out of games.