Let me start by saying that I love Em-8ER and the ideas behind it. Mark Kern is a huge inspiration for me personally, and I genuinely, deeply respect and admire him and his ideas. I'm not attempting to flatter; I just wanted this to be understood before I give my feedback.
I loved Firefall. Deeply, intensely. It's one of the very few games that I look back on with sincerely happy memories and regret that it's not around anymore. In fact, I think it might be the only game. I know many of us here share the same sentiments; that's why we're here, waiting for Firefall's "spiritual successor."
I love Em-8ER and I feel it would make a wonderful game with its own standalone concept. However, there are a few things that being Firefall's spiritual successor obligate it to deliver.
Copacabana
The most prominent aspect of Firefall when I look back and remember the great times is Copacabana and the surrounding areas. I've heard that the world of Em-8ER will have a primarily Fire & Ice theme. That's neat, but it's not remotely a spiritual relative to Firefall. Copacabana and the surrounding areas were a hotspot of warmth and comfort in a world enthralled with conflict. The lighting, the atmosphere, the NPCs, the fires, the decorations, the bits of technology worked into a traditional beach-style setting, were all part of an environment which felt like home. It was relatable and downright inviting. It was masterfully designed, not just for its art and aesthetics, but for the impression and feeling it left on the players who visited and resided there.
I feel as though a true spiritual successor to Firefall must have its own type of Copacabana. It shouldn't, and obviously legally can't, be an exact duplicate of the original, and perhaps it can't even be overly similar. However, for Em-8ER to be completely lacking a town like Copa would be to betray its guarantee of being Firefall's spiritual successor. This town must be an oasis amidst the perilous nature of the planet Em-8ER and the conflicts therein. There needs to be warm, orange/amber lighting, technology worked into traditional architecture, fires, civilians, a marketplace, shops. I'm certain something like this is in the works, but getting any knowledge about it would go a long way in inspiring the interest of prospective backers, capturing the nostalgia of former Firefall players, and exciting current backers with memories of home.
Battleframe Scale Perspective
I've seen other users comment about the feeling of Battleframes in Firefall and how the current Em-8ER content fails to capture the essence of how it felt to pilot a battleframe. This has been weighing heavily on me for a few days, even as I tried the current demos.
The Omniframes of Em-8ER are enormous. To think that there's a light, medium, and heavy version is a little unsettling after seeing how large the medium one is. I'm very concerned about the design and especially the scale of the different omniframes and how they will translate to the player's interaction with the world. In Firefall, you had a person, a human being. This person was your avatar, and they wore armor which helped them in battle. Sometimes the armor was larger, sometimes it was smaller, but you could change out into whatever you wanted, and you could always see your human. In Em-8ER, your human is visible to others who view the front of your omniframe, but not to yourself. Since the extreme majority of gameplay will take place inside the player's omniframe, this presents a serious problem for a game claiming to be Firefall's spiritual successor.
The player's camera will be farther from the ground, there won't be any visible hair, clothing skins become moot and player avatar cosmetics become undervalued. The way the omniframes are designed currently leaves a Firefall fan with a lot to want for. I miss the exposed thighs on my female Assault. I miss the buff muscles on my male Engineer. I miss recoloring my hair to match my frame and accessorizing my entire character. I miss the aggressive bird-like look that gliding in a Recon frame gave me. In Em-8ER, I'm a stomping, thomping, giant robot, and if I'm not, then I'm an exposed target asking to die.
I understand the amount of work that went into the Em-8ER Ominframes and I appreciate them and think they're a great idea, but I don't think they should feature so prominently in the larger sizes. I feel as though, in order to be a true spiritual successor to Firefall, Light Omniframes will need to take a more forward stance in the game as the player's primary mode of transporation and weaponization, with Medium and Heavy Omniframes becoming more specialized and having steeper limitations or drawbacks. For example, a Raid team might have 1-2 Heavy Omniframes who serve as frontliners and which are piloted by highly skilled (as in skill points/whatever the progression system is) players, while the rest of the team are mostly in Medium and Light Omniframes.
There's a number of ways I could see this being accomplished, and I feel like this is an absolute necessity and inevitability if Em-8ER wishes to stay true to being Firefall's spiritual successor.
Some ways that this could work are:
Light Omniframes:
I loved Firefall. Deeply, intensely. It's one of the very few games that I look back on with sincerely happy memories and regret that it's not around anymore. In fact, I think it might be the only game. I know many of us here share the same sentiments; that's why we're here, waiting for Firefall's "spiritual successor."
I love Em-8ER and I feel it would make a wonderful game with its own standalone concept. However, there are a few things that being Firefall's spiritual successor obligate it to deliver.
Copacabana
The most prominent aspect of Firefall when I look back and remember the great times is Copacabana and the surrounding areas. I've heard that the world of Em-8ER will have a primarily Fire & Ice theme. That's neat, but it's not remotely a spiritual relative to Firefall. Copacabana and the surrounding areas were a hotspot of warmth and comfort in a world enthralled with conflict. The lighting, the atmosphere, the NPCs, the fires, the decorations, the bits of technology worked into a traditional beach-style setting, were all part of an environment which felt like home. It was relatable and downright inviting. It was masterfully designed, not just for its art and aesthetics, but for the impression and feeling it left on the players who visited and resided there.
I feel as though a true spiritual successor to Firefall must have its own type of Copacabana. It shouldn't, and obviously legally can't, be an exact duplicate of the original, and perhaps it can't even be overly similar. However, for Em-8ER to be completely lacking a town like Copa would be to betray its guarantee of being Firefall's spiritual successor. This town must be an oasis amidst the perilous nature of the planet Em-8ER and the conflicts therein. There needs to be warm, orange/amber lighting, technology worked into traditional architecture, fires, civilians, a marketplace, shops. I'm certain something like this is in the works, but getting any knowledge about it would go a long way in inspiring the interest of prospective backers, capturing the nostalgia of former Firefall players, and exciting current backers with memories of home.
Battleframe Scale Perspective
I've seen other users comment about the feeling of Battleframes in Firefall and how the current Em-8ER content fails to capture the essence of how it felt to pilot a battleframe. This has been weighing heavily on me for a few days, even as I tried the current demos.
The Omniframes of Em-8ER are enormous. To think that there's a light, medium, and heavy version is a little unsettling after seeing how large the medium one is. I'm very concerned about the design and especially the scale of the different omniframes and how they will translate to the player's interaction with the world. In Firefall, you had a person, a human being. This person was your avatar, and they wore armor which helped them in battle. Sometimes the armor was larger, sometimes it was smaller, but you could change out into whatever you wanted, and you could always see your human. In Em-8ER, your human is visible to others who view the front of your omniframe, but not to yourself. Since the extreme majority of gameplay will take place inside the player's omniframe, this presents a serious problem for a game claiming to be Firefall's spiritual successor.
The player's camera will be farther from the ground, there won't be any visible hair, clothing skins become moot and player avatar cosmetics become undervalued. The way the omniframes are designed currently leaves a Firefall fan with a lot to want for. I miss the exposed thighs on my female Assault. I miss the buff muscles on my male Engineer. I miss recoloring my hair to match my frame and accessorizing my entire character. I miss the aggressive bird-like look that gliding in a Recon frame gave me. In Em-8ER, I'm a stomping, thomping, giant robot, and if I'm not, then I'm an exposed target asking to die.
I understand the amount of work that went into the Em-8ER Ominframes and I appreciate them and think they're a great idea, but I don't think they should feature so prominently in the larger sizes. I feel as though, in order to be a true spiritual successor to Firefall, Light Omniframes will need to take a more forward stance in the game as the player's primary mode of transporation and weaponization, with Medium and Heavy Omniframes becoming more specialized and having steeper limitations or drawbacks. For example, a Raid team might have 1-2 Heavy Omniframes who serve as frontliners and which are piloted by highly skilled (as in skill points/whatever the progression system is) players, while the rest of the team are mostly in Medium and Light Omniframes.
There's a number of ways I could see this being accomplished, and I feel like this is an absolute necessity and inevitability if Em-8ER wishes to stay true to being Firefall's spiritual successor.
Some ways that this could work are:
Light Omniframes:
- Many available weapon types and specializations.
- Many different configurations / most customizable.
- Fastest and most mobile.
- Very small / roughly the size of Firefall battleframes, with large pieces of the character model being clearly human/the player's actual avatar.
- Varying degress of expensiveness of equipment or acquisition, from extremely inexpensive (basic/new player), to extremely expensive (specialized, experienced player/PvP-centric)
- Weapon systems and defensive systems structured into several rigid archetypes, such as Ranged DPS, Healer, Tank, Melee DPS.
- Slightly customizable, but not enough to overshadow the necessity and prominence of Light Omniframes.
- Moderately agile, enough to leap into the fray and serve their role.
- Sized as currently.
- Moderately expensive to equip and/or acquire, with players who wish to primarily use them being specialized mostly for PvE type encounters.
- Drawbacks in areas such as mobility, cost, or respawn/resummon timers such as to limit their presence in extended situations, especially in PvP and travel/exploration. This would limit them to being used mostly in individual PvE encounters.
- 3 extremely rigid weapon and defensive system configurations: Ranged Artillery, Frontline Bulwark, and Crowd Support.
- Limited customization which is streamlined into specializing deeper into the above archetypes, and does not accommodate hybridization or cross-specialization in any way.
- Relatively immobile, slow moving, and requiring time to position and time to flee, leaving them vulnerable and requiring support from lighter frames.
- Larger sized, large enough to make several of them in the same area inconvenient.
- Very expensive to equip and/or acquire, and with piloting requirements that require the user to be specialized in heavy PvE/Raid content.
- Heavy drawbacks in mobility, cost, and respawn/resummon timers. Heavy frames should be piloted by invested, expert players, and having one go down should spell disaster for a raid team. There should be risk associated with the reward of piloting such an overpowered piece of equipment. That risk should be the loss of the encounter should the pilot go down.
- PvP stays fair, rewarding, interactive, and cerebral.
- PvE stays exciting, risky, and captivating.
- Skilling your player requires planning for your endgame activities.
- Piloting more expensive and extravagant equipment is rewarding based on time and effort invested, and time and effort invested equates to having more powerful and rare capabilities as a pilot.
- PvE encounters are not exclusively dominated by experienced players who only use Heavy Omniframes.
- PvP enocunters are not exclusively determined by the number of frames in each size class.
- Game world exploration stays rewarding and immersive, with the player connecting to their avatar through their view of their human body navigating a dangerous and beautiful new world.
- Game world interaction stays coherent and realistic, with the player interacting with vendors and world objects as a human more than as a robot.
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