Where Does the Secret World End and the Real World Begin?

Have a look at this blog: Sam Krieg Sightings.

It’s a fan site devoted to best-selling horror author Sam Krieg. While a little rambling, its months worth of posts cover just about everything you could want to know about Sam Krieg: a complete listing of his published works, cover art and ISBNs for his more popular novels, even details of his personal life. Perhaps a little creepy, but a useful resource for fans of his books.

Cover art for Here’s the thing, though: Sam Krieg isn’t real, and neither are his books. He’s an NPC in The Secret World.

The Sam Krieg Sightings blog and all its vast wealth of information on him were created simply to be used as a clue in just one mission within TSW.

One mission. Compare that to the work that goes into your average “kill ten rats” quest you find in other MMOs.

You might have heard me say before that The Secret World is a game that likes to blur the lines between reality and fantasy, but it occurs to me I haven’t done a good job of explaining what that means. So let me show you a taste of the kind of mind-frackery Funcom is engaged in, because Sam Krieg is just the beginning.

From Tokyo to Maine:

Sam Krieg Sightings is just one example of the Secret World leaking into the real world.

This is the official website for the town of Kingsmouth, Maine. Being a small town whose main economy is tourism, most of the site is devoted the singing the praises of Kingsmouth’s natural beauty and fascinating history.

A photo of the sign outside the Kingsmouth Congregational ChurchKingsmouth doesn’t exist. It’s the starting zone in TSW.

This is the website for the Orochi Group, a Tokyo-based multi-national conglomerate with fingers in pretty much every pie imaginable.

A few of the links are down at the moment — no doubt due to that tragic terrorist attack near their headquarters in Japan — but you can still find a lot of information about the Orochi Group.

In particular, full websites for two of their subsidiaries — Plethron and Manticore Industries — are up and running, providing extensive info on their corporate activities.

As you have probably guessed by now, the Orochi Group isn’t real, either. It’s one of the main villain factions in TSW. The tutorial mission for all players deals with an occult incident near their Tokyo headquarters, and they will no doubt play a pivotal role in the upcoming Tokyo Exclusion Zone.

It keeps going.

A photo of a monster taken by blogger Tyler FreebornIf you read this blog often, you’ve probably heard me mention the recent “Vanishing of Tyler Freeborn” arc in TSW.

Here’s Tyler Freeborn’s blog. It has all kinds of information on the bizarre creatures that lurk in the wilderness outside of Kingsmouth.

This is where it really starts to mess with your mind. There are a lot of people commenting on this blog, but who’s commenting? Are they Funcom employees trying to add a sense of realism, are they dedicated role-players, or are they actual conspiracy nuts who got it into their head this thing is real?

Particularly vexing is one comment on this post. It’s from someone named “Hayden” who believes Mr. Freeborn is spouting nonsense.

One of the main characters in Solomon Island is Hayden Montag, the eccentric Illuminati headmaster of Innsmouth Academy.

A photo of a strange creature in the woods outside Kingsmouth, MaineIs the comment on Freeborn’s blog meant to be from the same Hayden? I checked their profile, and they’re also following a blog that seems to have nothing to do with TSW, so that indicates they’re a real person, but the name and the fact that he discourages Freeborn from his research — something the Illuminati are said to have done frequently — seems too odd to be a coincidence.

If you think this is as weird as it can get, you underestimate Funcom.

INITIATE – The Twitterverse experiment. TRANSMIT – The #hivehum:

Funcom’s efforts to blend the real world and the Secret World have reached a new height with the Twitterverse experiment.

A number of TSW’s more memorable NPCs have accounts on Twitter, including Said (@PrunePrince), Kirsten Geary (@CorporateBlues), and the Bees (@The_Buzzing). They regularly tweet new story arcs and mysteries to interested role-players with the hashtag #hivehum.

There’s at least one new/story activity every week. The NPCs — usually Said or Geary — will set players a task that often involves research in both the game and the real world, and those who complete the tasks are given a modest reward of cash store points.

The Buzzing Twitter account.I refuse to touch Twitter with a ten foot pole, but I do enjoy keeping up on the revelations to come out of the Twitterverse experiment. The arcs range from the serious to the ridiculous.

For instance, one mission had players learning more about Orochi experiments with time travel, something from which no good can possibly come. A less dire incident had Nassir (@BoomBoom_Man) tweeting compromising photos of an intoxicated Kirsten Geary.

Since this incident, Nassir has been referring to her as “Kikilove.” One can speculate on the reasons for that…

Funcom has been claiming that they didn’t create The Bees’ Twitter account, nor did they create the Bees at all. Supposedly, the Bees told them to make the game to prepare people for the coming apocalypse.

At this point, I can almost believe that.

* * *

So where does the Secret World end, and the real world begin?

I don’t know.

Review: SC2: Heart of the Swarm: Multiplayer

In part two of my review of Starcraft II: Heart of the Swarm, I’ll be covering the changes to multiplayer.

Oracles in the new Heart of the Swarm expansion for Starcraft 2I should preface this all by saying that I am very bad at Starcraft II multiplayer, so I’m not going to be commenting on the state of balance or anything like that. This is just my opinions on what’s fun as a player and a spectator.

New multiplayer units:

Obviously, the most interesting change to multiplayer is the new units added to all races.

Initially, I was rather critical of the new units, but I feel a bit better about them now. I still think the tempest is pretty boring, though I will admit it has its uses, and I do agree that Terrans kind of got the short end of the stick. Widow mines are cool, but hellbats are just a really weird and confusing firebat rehash.

I still think the new Zerg units are cool, though — vipers are absolutely hilarious to watch in action. And I am grateful that they didn’t end up scrapping units from any race.

As a Protoss player, that race is always what I most care about, and I’m mostly happy with what we got — tempest aside.

The new mothership core unit in Starcraft 2: Heart of the SwarmProbably the most interesting addition is the mothership core. It’s made of tissue paper, so you have to be careful with how you use it, but its mass recall ability opens up a lot of possibilities for early aggression, and it’s helpful for base defense, as well.

A slight downside is that the mothership core is actually a lot better than a full mothership, meaning the upgrade is only going to be useful for identifying noobs or trolling your opponents.

Oracles are also quite a welcome addition. After countless revisions, they ended up being a very scary harassment unit capable of annihilating entire mineral lines in moments. Protoss have never really had any good options for harassment before now, so this is a big deal.

Unfortunately, I’ve learned I’m very, very bad at harassment. This bothers me because it’s a strategy I really enjoy, but it seems to lose me the game every time.

At least I can enjoy it as a spectator.

Taking the sting out of failure:

The new oracles and tempests in Starcraft 2: Heart of the SwarmThe other major changes to multiplayer seem designed to take some of intimidation factor out of competitive play. I’ve already covered the new training tools, but that was just the beginning.

The multiplayer rewards in Wings of Liberties basically only came one way: win ladder matches. Hundreds upon hundreds of ladder matches.

HotS changes this by introducing an RPG-style leveling system. Things like spending resources and killing enemy units awards you experience for your current race, and the higher level you are, the more decals, portraits, and unit skins you unlock.

The interesting thing is that you still earn XP even if you lose your match — though you obviously get more from winning. This seems like a pointless palliative at first, but it really does make defeat feel a bit less painful and make the ups and downs of competitive play easier to bear.

You can also get experience from more than laddering. Unranked play and even matches against the AI still earn XP, so players of all stripes can get their sexy new unit skins.

The new leveling system in Starcraft 2: Heart of the SwarmSpeaking of unranked play, it’s probably my favourite new multiplayer feature. There’s nothing Blizzard can do to eliminate ladder anxiety entirely, but unranked play helps a lot. It allows players to get all the benefits of ladder — like MMR-based matchmaking — without the risk of losing your ladder standing.

My ladder rank may be nothing impressive, but I’d still rather not sink any lower. Gold league I can live with. It’s refreshing to not have to worry about suffering the indignity of a demotion to silver after a losing streak.

Still not perfect:

With all that being said, HotS does nothing to address many of my long-standing complaints about competitive play in Starcraft II.

My biggest complaint is that the game is so utterly skewed towards economy as the most important factor that, for most players, you can pretty much ignore combat entirely if your macro is good enough. You can just a-move your units into the enemy base and go back to macroing.

I don’t think that’s a good design for a game that’s supposed to be about epic, fast-paced combat.

The beginning of a Starcraft 2 ladder matchIt’s also a fact that nothing at all happens during the first three or four minutes of the vast majority of games. If something does happen, it’s usually someone doing an all-in cheese strategy, and nobody wants to see that.

One of the reasons I like to watch replays from Husky is that you need a complete goofball like him to make the opening minutes bearable.

I don’t see how this could be changed without completely redesigning Starcraft II. All I can say is I miss hero harassment and creeping from Warcraft III.

I would love a mode that lets players begin with pre-established bases, but again, it’s too big a change to ever become the norm at this point.

* * *

Overall rating: 7.5/10 An evolutionary improvement, not a revolutionary improvement.