TSW: Bittersweet Farewell

Whatever the actual end date turns out to be, it is now clear that The Secret World’s days are numbered. I have decided to say goodbye to the game while I still can, conducting a final tour of some of my favourite parts of the game and finding thematically appropriate ways to retire my many characters.

The Blue Mountain zone in The Secret WorldAnd taking an unhealthy number of screenshots.

This may seem a little premature, given that the servers are still intended to stay up for the immediate future at least, but there’s no point in continuing to invest in a dead game, and frankly at this point I don’t entirely trust Funcom not to just shut the servers off without warning.

Red fades to black:

The order in which I retired characters was dictated more by whim than any particular logic. For whatever reason, I began with my “main alt,” Dorothy the Templar.

I started by repeating issue seven, A Dream to Kill, which I think remains the best thing TSW ever did. In fact, I’d even go so far as to say it may well be the high water mark for video games as an art form.

And the passage of time has done nothing to dull its brilliance. It remains an absolutely masterful experience — surreal, haunting, chilling, and awe-inspiring.

Of course, I’ve had Sleepless Lullaby stuck in my head ever since.

It was also a good reminder of just how badass Carmen Preda is. I realize there’s no end of competition, but she really doesn’t get enough mentions on people’s lists of best TSW characters.

Carmen Preda in The Secret WorldBefore the end of the game was announced, I had been pushing Dorothy towards completing her ability wheel and earning her Panoptic Core, my second on the account. With the aid of an AP booster, issue seven was enough to earn the last few abilities and unlock the Core. Totally pointless to do now, of course, but for some reason to gives me comfort to have finished the project.

As my darkest and most twisted character, it seemed only right her fate be the most bleak. In the end, she shared the fate of Tyler Freeborn, wandering out into the ocean around Solomon Island, to be swallowed by the fog and the waves. To join the Red Sargassum Dream.

No debauchery like end of the world debauchery:

On my Illuminati, I began by repeating one of the missions at Innsmouth Academy. No tour of The Secret World’s best moments would be complete without Innsmouth, and it’s an Illuminati stronghold, so it seemed an appropriate fit.

I also paid a brief visit to New York and talked to Geary briefly, if only to hear her admit defeat to the Dragon one last time.

After that, it was time to retire the character. His end proved far more raucous than Dorothy’s. He went to the Horned God in London, drank the entire menu, and ultimately passed out shirtless on the dance floor.

The flame burns out:

The Kumiho Hotel in The Secret WorldSaying goodbye to Kamala was one of the more difficult parts of all this. By the time I created her, I’d already played the game so much it was hard to get the motivation to actually level her, so she wound up eternally neglected. But her backstory and personality had always been very vivid in my mind, and I loved her look and her outfits. For a character I spent hardly any time playing, she managed to be quite dear to me.

I wanted to introduce her to Ricky Pagan before the end, as I’d always thought they’d be a good pair, but you can’t get to Tokyo without completing the whole story, and she’s nowhere near that. It didn’t seem worth the effort.

In the end, she simply returned home to Seoul, to the hotel where it all started.

It’s funny how even after so long you can still notice new details. I never realized you can see the Kumiho girl in one of the windows. You can even click on her. Turns out her name is Hana.

I brought Kamala to the room — you know the one — and sent her to sleep for the last time.

Ragnarok:

Like Kamala, my “Elf” character, Freydis, is a sad case of wasted potential. I created her just a few months before news of TSW’s end was announced. She’d barely even made it to Kingsmouth.

Traian in The Secret WorldI wanted her to end her days among the snow, and thankfully, that was more doable than a meeting with Ricky Pagan.

It was of course a bit of a challenging journey to reach the Carpathian Fangs as a character who isn’t even ready for the Savage Coast, but it wasn’t as difficult as I feared. There were a few hairy moments involving fleeing from vampires whilst spamming Blood Shield for all I was worth, but she managed to avoid any deaths over the journey.

Actually, she may have gone her entire short life without dying, come to think of it. Feels almost like an oversight in a game like this.

I did make a few stops along the way, mostly involving more screenshot opportunities. I did pause at the Owl and the Eagle to talk to Cern a bit. He’s one of the few true peers Freydis could find.

Her journey ended among the snows of the Carpathians, but before it did, I picked up one of Traian’s missions. She’s too low level to complete it, of course, but I wanted to see the cutscene.

Like Carmen, Traian is a character who doesn’t get enough praise. Who wouldn’t love a sage elder werewolf who sounds like Sean Connery?

Ouroboros:

My main using his Agartha Conduit in The Secret WorldI saved my main for last and used him to tour a few more of TSW’s best moments. I did the Tyler Freeborn arc again, and despite the game’s flagging population, I managed to get a group for The Facility, which remains my favourite of the game’s dungeons.

Also, having been denied the opportunity on Kamala, I headed to Tokyo to do Ricky Pagan’s first mission one more time.

In a game drowning in fantastic characters, I think Ricky might just deserve to be remembered as the best. He manages to be so silly and so entertaining, and yet also so deep and so real. Nowhere else is the sophistication of TSW’s writing on better display.

And when it was all done, like Kamala, my first and most-played character in The Secret World went back to the beginning, and I logged off for perhaps the last time within the Dojang.

* * *

I won’t say that this is definitely the last time I’ll play TSW. I haven’t uninstalled it, and I won’t rule out ducking in again if the mood strikes me or I’m given a good reason.

But I don’t have any firm plans to. There’s no point in continuing to upgrade my gear or hunt down lore. For now, it seems best to have made a clean break.

The Shadowy Forest zone in The Secret WorldObviously there was a lot of sadness around this farewell tour, but I also had a surprising amount of fun. It was really nice to revisit the game’s best moments, and I was reminded of all the little things that made me love TSW so much.

I was particularly struck by how even after nearly five years and being spoiled by Andromeda, this is still an incredibly good-looking game. They hit a very good formula with the art style where things are mostly realistic, but there’s just enough stylization to give it some flavour, to make it a little better than real.

I would definitely recommend doing something like this to anyone who’s upset about TSW’s fate. It’s very cathartic.

Perhaps I’m being fatalistic, but part of me is also starting to wonder if this isn’t for the best. Realistically, what are the odds TSW’s story was ever going to get a proper conclusion, or that said conclusion could ever satisfy the monstrously high expectations we’ve built up over the years?

As it is, content droughts aside, TSW leaves the world with an almost flawless track record. For several years it provided us with amazing experiences and set a new standard (at least in my mind) for what video games can achieve as an art form. We have been gifted with no shortage of great memories that will endure long after the servers go dark, from Nassir to Montag, Maine to the Dreaming Prison, rockabilly to Sleepless Lullaby.

My Templar uses her ultimate ability in The Secret WorldThe Secret World may have died young, but it left a beautiful corpse.

Dragon Age II: Wrath of Mod

I’ve always felt rather torn over Dragon Age II. I loved the story and the characters, but hated the gameplay. Normally it is my habit to play through Bioware games several times to see different plot branches, but due to the bad gameplay, I never managed to get myself to play through DA2 a second time.

Cutscene art from Dragon Age IIBut the desire was always there. Recently I got it into my head to try playing it with some player-made mods to make the gameplay a bit more bearable.

Normally, I’m not a fan of mods. I’m always paranoid about technical problems resulting from the use of unofficial software, and it feels a bit like cheating (which, let’s be honest, it is).

But in this one case it seemed like an exception might be warranted.

To keep the risk of technical difficulties low, I tried to limit the number of mods I used. These are what I settled on:

  • Total Freedom: Remove all prerequisites on learning abilities and reduce ability cooldowns by 50%.
  • All Specs – All Abilities: Unlock every specialization and talent tree for every character, including companion-specific trees like Dalish Pariah or Tevinter Fugitive.
  • Modest Run Speed Increase: Slightly increases Hawke’s movement speed out of combat.

Of them all, the reduced cooldowns made the biggest difference. After a few levels, it removed virtually all the downtime from combat and made it simply dull, instead of excruciating.

A battle during the Legacy DLC in Dragon Age IIThis also obviously had the effect of lowering the game’s difficulty, but it didn’t make as much of a difference as you might expect. The only really broken thing I was able to achieve was getting Fenris to 100% magic resistance.

It was a success in that I was able to play through the game to completion, though I have to say that even with all the changes the combat did start to drag me down a bit near the end.

I’ve also come to the conclusion I’m not a big fan of lady Hawke. I really like Jo Wyatt in SW:TOR, but she just sounds a bit too refined and imperious to be believable as an underdog refugee.

It was interesting to revisit the game, though, and I was reminded there’s a lot about it I truly appreciate. It has better pacing than most other Bioware games, and it’s the only Dragon Age game to date to display any particular style or personality in its art or world-building.

Also, it’s so much vastly better to actually get notifications when companions have new conversations. Why on Earth didn’t this become standard for every Bioware game? It’s such a basic convenience…

Fenris and Hawke in Dragon Age IIOne of my big goals for a second playthrough was to romance Fenris and see how he reacts to it if you’re a mage. I’m coming away from that with mixed feelings.

First of all, it’s definitely possible to romance Fenris if you’re a mage and support mage freedom. It’s difficult, but it’s possible. I will admit I turned to some guides online to smooth the process.

It doesn’t feel very natural, though. There are some lines that make mention of how he thinks you’re one of the good ones (or words to that effect), but mostly the game kind of glosses over his mage prejudice during the romance scenes.

Other than that, it was well-written. I’d say I recommend romancing Fenris; just don’t do it as a mage if you want it to feel natural.

I do like how he lunges at you. He and Sera should compare notes.

This was also my first time playing through with Carver instead of Bethany.

Oh my gods is he ever an asshole. I mean, just, wow. There have been some unpleasant Bioware companions, but this guy just might take the cake. He’s like Alistair’s whining crossed with Vivienne’s condescension and Jorgan’s prickliness sandwiched between two thick slices of unrepentant spite.

My mage Hawke and her party in Dragon Age III was disappointed he didn’t side with Meredith at the end. I so wanted to murder him.

Beyond that I didn’t do much differently this time compared to my first playthrough. There’s no way in hell I’m ever going to side with the Templars in this game. I still lost Isabela (too bad; I was hoping to sell her to the Qunari), but I managed not to have to fight any companions at the end. I thought I’d have to fight Avelline because I wound up with a pretty toxic relationship with her this time, but she had a last minute change of heart. I still supported Merrill and Anders at every turn, and I was still friends with Varric — is it even possible to get on his bad side?

I did pick up the Legacy DLC, since it ties into Inquisition, but it was actually a bit underwhelming. Normally Bioware’s “set up the next game DLC” is amazing (see: Arrival and Trespasser), but Legacy didn’t really impress on any level. Corypheus came across as more of a confused old crank than the world-ending threat he was in Inquisition. I wouldn’t say it was a bad DLC, but it’s definitely not a must-play.

The one change that I really don’t get is that for some reason I had a dog this time. I have no idea how that happened. I figure it’s either some side-effect of the mods or something to do with the flailing at the DLC page I did before starting. But I definitely didn’t have a dog the first time I played this game.

I named him Rufus. I liked how Merrill told him Dalish stories about dogs.

WHO'S A GOOD BOY?!?