5 Things about The Secret World
[ prose | uncategorized ][ Awesome | Funcom | games | MMOs | The Secret World | thoughts ]
[ July 2nd, 2012 ]
[ by: Alvan ]
So, The Secret World is launching tomorrow. Early Access for people who had preordered the game started last Friday. Funcom is spending a lot of time and effort advertising the game’s brand new and awesome key features. But frankly, they’re doing it wrong. Well, at least, for me the most awesome things in the game are pretty much missing from the list. So, while the game patches itself to a new version, here’s my list of the five things that you really should know about TSW:
1) Well-written and fully voice-acted NPCs – Let’s start with the basics. All the dialogue by NPCs in The Secret World is voice-acted and not by two-bit amateurs either. When you get a new quest (a proper one), you are introduced to it by a cut-scene. Cut-scene that is more often than not full of pop-culture references and dark humor. So, instead of “Go collect 20 mushrooms to get a vision quest” text box, you walk in on a a wonderful conversation between a mother and a daughter about how the zombie apocalypse has made a mess to the diversity of their daily food intake. Beans. For breakfast, lunch, dinner and midnight snacks. There’s a guy there who complains that they didn’t give him a gun, even if, when counting the hours he’s been playing Left 4 Dead, is the most qualified person to deal with a zombie outbreak. And the examples go on and on.
Joss Whedon’s influence on the game is not lost on the player. So even if the game’s creators stress how the omgwtfness of the grand story arc will blow your mind, I have to admit that it’s not the thing that has for me. Listening to a quest-giver letting us a bit too close by telling us about his relationship with his now-deceased dad .. that might be the thing. That’s where TSW shines.

Ok, there are a few NPCs that give quests don’t have voice-overs. But that’s sort of understandable considering they can’t speak.
2) The Investigation Quests – Well, talking about things that shine. Oh boy. The Investigation Missions are the thing I praise about the game to anyone who is willing to listen. They’re something that sets TSW on a different level from any other MMO out there. And to be honest, any other RPG I’ve seen in a while. It’s how the game is not holding your hand when you’re playing it. Sure, the basic gameplay is taught in stages. But the Investigation quests. Deep end, baby. And from what I’ve been told, what I see as the deep end is really the shallow end.
The point in the game where I realized that this game is for me and that The Investigation Missions are something that I had been missing from MMOs was when in a quest-chain, there comes a mission where the only description you get is “Decipher the message” and then the game plays some Morse code for you.
My mind was blown. It was a simple thing, but still. So much awesome.
Pause there for a minute. Think about it. You haven’t been taught Morse code in the game at any point. And there is no helpful text-formatted hint there where it says “.. / .- — / .- / -.-. — .–” is what you need to decipher. No. None of that. What you need to do, is you need to listen to the audio (in my case over and over again) and try figure what it’s saying. There is a good reason there’s a web browser integrated into the game. Google and Wikipedia will be your friends. And even after you’ve gotten the message figured out, it’s still not 100% clear what it means, and needs some thinking to find out what it’s pointing at.
Sadly, these are, of course, one-time-only quests. You can’t get the excitement out of them with replay. But it doesn’t matter. They’re so worth it. And as said, They will be getting more and more difficult as the game progresses.
3) Interesting dungeons – The first dungeon in the game is a ship called Polaris. The second will take you to a Hell Dimension. They’re quite short, but the fights all require some thought to get through. In a way, they’re hitting the same sweet spot that the new Trials in City of Heroes do – You can do them without devoting a whole evening for one, yet there is a tactical element involved, where you actually need to think about what you’re doing. From the very beginning, the game teaches you about the importance of mobility and positioning in combat. The Dungeons extrapolate on that and you’ll need to constantly be aware of your surroundings – electricity, hellfire, mobs that explode if they get too close to other mobs, etc. I won’t spoil the details, but for example the end boss of Polaris is one where you will spend good portion of the fight playing hide and seek instead of mashing your keypad randomly.
You go into these dungeons as a 5 man team – usual setup seems to be 1 tank, 1 healer, 3 damage dealers. I’ve been playing the role of a damage dealer, which seems to be the easiest one to do. Silly guy with a big sword and a blood magic tome, cutting at things and making them bleed. I’ve seen people with the same weapon setup playing healers. And with almost the same a Tanker. Which brings me to the next thing.

See that white box there? You’re not supposed to stand in there when he charges. Movement is the key.
4) Character progression - They hint at this with “No Classes! No Levels!” in the sales pitch. You choose your career by selecting a weapon and then using it to bash things. If you get bored, you can always switch the weapon to another one and start practicing that. And you can switch back to the previous one whenever you like.
The experience your character gains (XP) manifests in three flavors. You of course gain it the typical MMO way – do quests and kill things.
- AP. Anima Points. This you get most often. You can use your APs to buy any power from the game at all. As long as you have the previous power from that particular power tree. The higher up the tree the power, the more APs you have to spend to get it. I’m currently at the point where it costs 20-30 AP to get a new power. In the beginning it was 1 AP. You will never lose access to a power you’ve bought, so there comes a time when you’ve made your awesome killed damage build perfect, power-wise. And then you can continue buying powers for other weapons.
- SP. Skill Points – You get one SP for every 3 AP you get or something like that. You can spend your SPs on weapons or talismans. Each skill level you buy gives you some small buff (like small damage boost or extra healing if something happens), but also grants you access to more powerful items. If you want to use that powerful sword you got in the last mission, you need to buy the skill for it. This is a very nice control mechanism to keep the higher-difficulty zones clear of newbies. You can’t use more powerful stuff until you’ve gotten enough experience, and without the good stuff, you can’t survive in the harsh reality of the higher-difficulty zones.
- Faction Rank – You get this every now and then. It might require you to do a mission for it to progress, but usually it’s tied to how much XP you’ve gained in total. This shows others how much you’ve been playing as a nice icon next to your character name. It might or might not tell you things about how good the player’s skill set is, but at least it shows how many hours they’ve invested in the game, so to speak.
The fun part is that a zombie in Kingsmouth is always worth the same amount of XP. And it will always take the same amount of XP to get an AP. The harder enemies give out more XP, so you’ll get APs faster. The same is with the harder quests. So when you’re doing hard quests, you can quite easily get enough APs to get a new build to a manageable point and make the reasonable switch in the items you use (ie. your class). (effectively changing what class you play)
And if you don’t like switching weapons, you can switch what you do with them. At a time you can select some 14 powers (7 passive, 7 active) that are yours to use in a combat situation. And there are something like 50-60 different powers per weapon type, so the difference between two characters using the exact two same weapons is vast.. So making a tank build or a healer build with the same weapon combo you’ve been using for damage is very possible very easily.
And in the end, you’ll know all the powers from all the weapons and have all the skills and be awesome all around.
5) Being up-front about micropayments – Not really a selling point for many. But. It’s a game with monthly payments that throws off the free-to-play crowd. And The Secret World is a game that has missions that have the newbie players submitting petitions about the game not working because they can’t solve the cipher. And it’s a game that has stuff that you can buy with real-life money. From day one.
That’s a huge deal for me. They’re not sneakily adding it at some point while turning it into a free-to-play. It’s there. If you want bunny slippers or a modern cowboy costume, make the credit card go ding. So-far they’ve promised that you will not be able to buy anything that will be a game-changer from the real money store. Only costumes, Quality of Life items and such. This is, if the stand holds, a very good thing for a game that has plans to supporting a very vibrant PvP community.
I haven’t touched the market yet (and it seems to be down again for the time being), but I’m glad it’s there. With a defined form.

I’m a fabulous trendsetter of fashion. How about you? (Yes, wearing the same templar clothes as all others)
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aaand the Maintenance Break is over for today, I’m heading back to the game.













