TSW: It’s the Most Horrible Time of the Year

While Neverwinter ultimately dominated my holiday gaming, I did still find the time to poke my head into The Secret World and explore its Christmas events. As far as TSW events go, this one was a tad disappointing, but it still had its positive moments.

Niffleheim in The Secret WorldThe Everending Days:

Between still being relatively new to the game and my crippling lag at the time, I missed out on a lot of the Mayan Apocalypse stuff last year, so I was glad to see most of the content of that event return. I was able to defeat the Harbinger world bosses, now called Vestiges, and complete the Xibalba dungeon.

The Vestiges were worthwhile just for the mission turn in text. You know, I’m not really a big fan of the Templar mission reports — I usually find them quite dry and dusty. But the image of Dame Julia going a bit too hard on the egg nog and going on a tear through Temple Hall pretty much made my day.

I’m a bit torn on Xibalba, though. At face value, it’s a cool dungeon. It’s visually spectacular, and while brief, it provides an interesting challenge.

The way the lore there works is just obnoxious, though. I’m okay with requiring a special achievement to unlock the lore, but once you’ve unlocked it, it should stay unlocked. Having it only appear for a few seconds in the middle of a challenging and hectic boss fight is a dumb, dumb idea that is unworthy of a game as good as TSW.

The community didn’t help much, either. When, oh, when will the MMO community learn that trying for hard mode achievements in PUGs is almost never a good idea?

The Road to Xibalba dungeon in The Secret WorldPUG 1: “Hey, guys, let’s do this on nightmare. And we can do the debuff achievement, too!”

Me: “I don’t think I can heal through that.”

PUG 2: “Yeah! Let’s do it!”

PUG 3: “LEEEEEROOOOY JEEEEENKIIIIIINS!!!!!”

Guess how well that went.

And aside from the lore, there wasn’t a lot of incentive to run the dungeon, either. If you’re just gearing, some of the drops might be a little useful, but otherwise, you’re just hoping for an incredibly rare clothing item drop.

But it was nice to finish the storyline after a year. I’m a bit sad Monty and Arun weren’t able to patch things up, but at the same time, this is what I respect about TSW. They don’t pull their punches, and not everyone lives happily ever after.

Now, if only they could have brought back the random zombies spawning all over the world…

The ending of the Road to Xibalba dungeon in The Secret WorldKrampusnacht and the Two-Faced Mother:

The other holiday event, new this year, was Krampusnacht, and it’s also something I have mixed feelings on.

On the one hand, I think it’s awesome they found a Christmas event that actually feels at home in TSW’s lore. Holiday events are usually the goofiest, most immersion-breaking things in MMOs. TSW managed the seemingly impossible and made Christmas frightening by building the event around the European tradition of Krampus, a sort of dark counterpart to Saint Nicholas who comes to torment naughty children.

And then they ratcheted up the awesome by tying it into Norse mythology. In TSW, Krampus is the son of Hel, Norse goddess of the dishonourable dead. The ultimate battle with her and her son took place in Niffleheim, icy realm of death at the root of the World Tree.

Niffleheim was nerdgasmic for me. Aside from my being a huge Norse mythology geek, it was just a fantastic map. It was beautiful, yet disturbing, and perfectly blended modern holiday themes with Norse stylings.

The audio in Niffleheim was brilliant. Turns out Frosty the Snowman is actually a pretty creepy song when it’s sung by the anguished wails of the souls of lost children.

Also, Christmas trees trimmed with what appeared to be human intestines and dirty socks.

A gruesome Christmas tree in Niffleheim in The Secret WorldI love this game.

But perhaps the most interesting thing about Niffleheim was the fact that it looks to be located within the Hell Dimensions. The implications for the greater lore are huge, considering how important both Hell and the Norse pantheon are to TSW’s story.

It raises so many questions. Hel is Loki’s daughter; does this mean Loki had a hand in the creation of the Hell Dimensions? Is he a member of the Host? Is he from the Second Age? Or did he just dump Hel off there later? Niffleheim is supposed to be at the root of the World Tree, but the roots of Agartha are drowned in Filth. Is Hell beneath the Filth? Is Hell the source of the Filth? If Hell’s drowned in Filth, that might explain why it’s cut off from anima.

It also occurs to me that it’s “Hell Dimensions.” Plural. What if Wicker’s Hell is just one of several Hells, with Niffleheim being another?

Really hope this is expanded on at some point.

But there were also some major issues with this event, as well. For one, there was essentially no story to speak of. All that lore speculation above is based purely on the presence of recognizable Hellish technology in Nifflehim. Our only source of background info was the lore entries, which honestly weren’t all that illuminating.

Super Hel is not impressedThey even reused one of the lore entries for a Dragon mission report, which is a shockingly slapdash move for TSW.

The whole thing was pretty convoluted, too. Everything was a tangled mess of RNG and arcane rituals. The number of things that needed to go right for people to be able to summon the super Hel world boss — arguably the only part of the event to offer anything decent in terms of rewards — was absurd to the point where I’m amazed I got to fight her as many times as I did, and it still took a lot of waiting and praying.

And the rewards were pretty damn underwhelming. Granted, these things are subjective, but ugly sweaters, socks, and used underwear are not compelling rewards for me. They may fit with the mythology of Krampus, but they’re still really, really lame rewards, in my view.

Though there was one reward piece that I liked. Well, two. Kill super Hel enough times, and you’d get a chance to earn a wearable set of her horns, or those of her son, Krampus.

The Hel horns are a bit over the top, but I love the Krampus horns. End result: My screenshot folder has been further bloated by another avalanche of beauty shots of my Templar.My Templar showing off her Krampus horns during TSW's holiday eventMy Templar showing off her Crown of Krampus in The Secret World

Never Say Never… Winter

If you’ve followed this blog for a while, you know that I wasn’t exactly blown away by Neverwinter when I tried it, despite its thrilling combat and a few other positive features. You might also remember that I have nonetheless been tempted to give it another go.

Exploring the wilderness during a Foundry quest in NeverwinterThe addition of the new hunter ranger class finally spurred me to return to the game and give it another shot. I’ve been playing heavily for about two weeks now, and I’ve come to the conclusion that Neverwinter is a very odd game. In many ways, it is quite tacky and amateurish, but in others, it’s incredibly good.

Good: The hunter ranger

You know how I’m always ranting about how lame archer classes in MMOs are, how they tend to be gimpy turrets who have to cower behind pets and avoid close-quarters combat at any cost? How they’re always fit into an incredibly narrow box with no diversity or creativity in their abilities?

My prayers have been answered. The hunter ranger is not quite my perfect ranger class, but it’s pretty damn close.

For starters, Cryptic is one of the few developers to remember that rangers are supposed to be versed in many styles of combat. They’re not just archers. The hunter ranger can not only freely swap between bow and blade at any time, but are actively encouraged to by the class mechanics.

Their versatility doesn’t end there, either. Single target attacks, ruinous AoE damage, gap-closers, gap-openers, stealth, self-healing, group buffs, magic… The hunter ranger does it all. It’s like if a Swiss army knife was a playable class.

My hunter ranger doing battle in NeverwinterThey’re not tied to pets,* and there’s actually creativity in their abilities. Far from being limited to just shooting arrows in various colours, I can also summon plant wards to assault nearby enemies, impale enemies with vines bursting from the ground, or even summon mighty thunderstorms to assault my enemies.

*(No more than any other class in the game, but companions lack many of my annoyances with traditional MMO pets.)

Even the more generic abilities are made interesting by clever mechanics or awesome visuals. The hunter ranger has the standard “multi-shot” AoE attack, but with a twist: The longer you charge it, the more damage it does, but the less area it covers. So you have to carefully time your release to ensure you hit as many enemies as possible while also doing as much damage as possible.

They also have a backwards leap similar to the disengage ability used by WoW’s hunters, but instead of just lamely leaping backwards, my character rockets away from enemies in a burst of emerald nature magic, leaving behind a flurry of leaves and numerous after-images of my character in dramatic poses.

MMO developers of the world, take note: This is how rangers should be done.

Bad: The business model

I think I’ve established myself as an apologist for the free to play model at this point, but even I have limits. Neverwinter hasn’t passed those limits yet, but it’s come really, really close.

A gelatinous cube in NeverwinterAs a free player in Neverwinter, you will be held back in virtually every area of the game. If you want to be the best, you need to pay, period. Now, Cryptic restrains from completely crippling free players. You can still progress in the game and compete decently well without paying. You’re just going to run into a lot of speed bumps. A lot.

Theoretically, you can get all the paid stuff for free with astral diamonds — a bizarre currency that serves most of the purposes gold would in an another game — but the grind required to do so is astronomical — pun intended.

Getting paid items for free is made even more impractical by the fact that very nearly everything in the game has an astral diamond cost attached to it. Most of these costs are conveniences and can be avoided, but it’s yet another speed bump. This, too, is a roundabout cash grab, as players can buy cash shop currency and then sell it to other players for AD.

Again, the AD grind isn’t enough to break the game. It’s just annoying.

What’s bugging me the most is upgrading my companions — NPCs that assist me in combat. Like gear, companions come in various quality levels, which determine their maximum level. The only free companions that aren’t freakishly hard to get are white quality, meaning they cap out at level 15 — purple companions max out at 30.

You can upgrade companions with AD, but again, grind. The maximum AD you can earn for free in a day is 24,000 (I’ve never even come close to getting that in a single day). It costs 300,000 to upgrade a companion from white to green, and around 1.5 million to fully take a companion from white to purple. I have four companions.

My ranger and her sellsword companion in NeverwinterDo the math.

[Edit: Slight correction to make. There is a way to exceed the 24K daily limit on AD: Sell items on the auction house. I forgot to mention it because this hasn’t proved to be a useful source of AD for me, but maybe I’m just doing it wrong.]

You don’t really need to upgrade your companions — white companions still do decently well even at max level, I’m told — but in a way, that’s what’s most frustrating. Why put such a grind on something so minor? All I really want is to unlock some prettier outfits for my companions. I’ve gotten attached to the little rascals. I’d like them to progress along with me.

At least you can vendor or delete lockboxes now.

Bad: Leveling content

One of the main things that drove me away from Neverwinter the first time was how bland most of the content is. It’s all incredibly generic, and the stories are even worse than I remember — bland, cheesy, predictable, and rife with poor writing and amateurish voice-acting. Jesus, I got better voice actors when I did that audio drama series, and I wasn’t even offering any pay.

In fairness, the group content’s a bit better. It’s not stellar, but it’s good enough. Skirmishes are quick little lootfests for when you’re bored, dungeons are lengthy and packed with epic fights, and the PvP is still surprisingly fun. None of these things are enough to make the game worthwhile, though, even taken all together.

But Neverwinter has one saving grace.

A mysterious sanctum in a Neverwinter Foundry questGood: The Foundry

I’ve realized I had the wrong idea when I played Neverwinter before. I was using the player-made Foundry to break the monotony of the professional content. This time, I’m using the professional content when I want a break from the Foundry, and it’s making a big difference.

There are a lot of MMOs that have seemed to bank on one or two unique features to compensate for their otherwise mediocre game. Neverwinter may be the first game to succeed in that strategy.

It’s hard to find words to do justice to how awesome the Foundry is. A virtually unlimited source of high-quality content with enough variety to suit most every taste. How can you not love something like that?

I’m continually blown away by the quality of content some fans can create. Not only are these quests better than the professional ones in Neverwinter, they’re better than most MMO quests I’ve played, period.

One of the first ones I played after returning almost could have given The Secret World a run for its money. A moody, horror-themed dungeon crawl with spooky ambiance, plenty of action, and an epic conclusion featuring a battle for control of my own mind within a surreal dreamscape.

A surreal dreamworld in a Neverwinter Foundry quest(It’s called “A Clash of Wills,” if you want to check it out.)

Not all are that good, but it’s rare for me to play one that isn’t at least decent. Yes, it’s true that there are plenty of nimrods churning out mindless mob grinders and worse, but the sorting functions make it easy to avoid most of the lower quality quests.

The Foundry makes all of the game’s other flaws bearable. Foundry quests rarely offer significant challenges or travel time, so all of the hobbling effects of its business model have little or no impact if you focus on Foundry content.

This time, I’ve also tried making my own quests with the Foundry. I started with a very basic quest to learn the ropes (“Shrine of Atonement”), and I’m now working on a much more ambitious dungeon crawl featuring multiple custom maps and unique enemy models, optional objectives, a bone-chilling story, and even a few simple puzzles. I’m calling it “Birth of a God,” and I’m hoping it will be up for review soon.

The Foundry is incredibly easy to use, if a tad time-consuming. There are a few things that seem mildly counter-intuitive (like the fact that you’ll be doing most of your designing via the “play map” feature), but once you figure those out, it’s smooth sailing. 90% of the work can be done via dragging and dropping or basic text editors simpler than the WordPress HTML I’m using right now.

I’ll also give them some credit for not attempting to monetize the Foundry in any way. No payment whatsoever is needed to get the full benefit of it, as a player or a designer.

Designing a quest in Neverwinter's FoundryConclusion:

Neverwinter is a bizarre mixed bag of a game. It’s hard to imagine how the same company could produce awesome things like the Foundry and the hunter ranger, and craptastic things like… nearly everything else about Neverwinter.

However, for now, I am finding that its strengths outweigh its flaws. Not by a lot, but by enough.

I think the best way to think of it is thus: Neverwinter is not a good game. However, it is an excellent platform for the creation and distribution of player-made content. If you think of the Foundry as the heart of the experience and everything else as bonus frills, then it’s actually a lot of fun.