Review: The Park + Halloween in The Secret World

I’m not normally very keen on horror games, or horror in general, really. But as anyone who reads this blog knows, I adore The Secret World, so I absolutely had to buy its spin-off, The Park, as soon as pre-orders went live, and I played through it within hours of its release on Steam.

The entrance to the Atlantic Island Park in The ParkI have a lot of love for the Secret World setting, and for the bits of written by Joel Bylos (who helmed The Park) in particular, so I went in with very high expectations.

The Park is far better than I expected.

The Park is another narrative focused game, meaning it has little to no “gameplay” in the traditional sense. It’s another game to be derogatorily referred to as a walking simulator, but while that isn’t necessarily my normal cup of tea in gaming, it works well here.

It could be considered a prequel to The Secret World, but only in the very loose sense that it takes place in the same setting, uses a familiar location (the Atlantic Island Park), and takes place before the events of TSW. There are many references to TSW in The Park, but they’re subtle, and you do not need any knowledge of TSW to enjoy The Park. They are very much separate entities — they simply exist in the same universe.

In The Park, you play as Lorraine, a troubled widow whose son Callum becomes lost in the theme park after dark. As she delves deeper into the park’s twisted underbelly, nightmare and reality intertwine, and the story of Lorraine’s life and her struggles as a parent unfolds.

As in TSW, the ambiance in The Park is stellar. The music is subtle, just noticeable enough to help communicate the rising tension and dread of the game. The graphics are excellent, hauntingly beautiful and chillingly eerie.

Riding the Octotron in The ParkMost impressive of all are the ambient sound effects. There were moments when the wind blowing through the foliage sounded so real I actually felt the chill even sitting in my computer chair.

What’s most interesting to me about The Park is that it really isn’t what I’d expect from a horror game. There are few jump scares (that are good enough to seriously threaten your sleep), but honestly, it’s not a terribly frightening game. Creepy, yes, but not exceptionally scary. It’s not even possible to die or lose.

What The Park excels at is character and emotion. The park is ultimately just a backdrop for a story of tragedy, depression, and the dark side of parenthood. In a game set in a haunted theme park designed to harvest the lives of the innocent, the true horror comes from struggles all too mundane, and the demons that can lurk in a person’s heart.

The Park may not be frightening in the traditional sense, but it can be profoundly disturbing.

At no point along the way does The Park’s storytelling falter, either. Its pacing is impeccable. The voice acting is top notch. The slow slide from ordinary life to surreal horror is masterfully executed.

It’s amazing to me that Funcom never even intended to release this game to the public up until about two or three months ago. It’s just something they threw together to learn the Unreal engine. And it’s absolutely brilliant.

Approaching the ferris wheel in The ParkThe only thing that could be considered a negative about The Park is that it is extremely short. A full completionist play-through will take two hours at most.

Yet even there, I struggle to fault it. It’s short, but it’s an incredible ride while it lasts, and it doesn’t feel at all rushed or incomplete. It’s exactly as long as it needs to be.

If you’re a fan of The Secret World, you’ll love The Park — think Tyler Freeborn with a better emotional hook. If you’re not a fan of The Secret World, you’ll love The Park — it’s a beautifully twisted piece of interactive fiction.

Overall rating: 9.6/10 A brief but masterful experience.

While I’m on the subject, I will also mention that The Park features some swag for TSW players. Specifically, a killer chipmunk costume (which I hate, and you will too once you play The Park) and some very high level neck talismans. The jury seems to be out on how good these talismans are — half the people are saying their unusual procs make them useless, while the rest are claiming the talismans are overpowered to the point of being game-breaking.

For those who don’t currently play TSW, The Park also gives you the option of a seven day free trial. Which you should take, because TSW is awesome, and don’t you want to learn more about the Atlantic Island Park after all that?

Samhain 2015: The Seven Silences and more

A nightmare dreamscape in The Secret World's 2015 Halloween missionOn the same day as The Park’s released, The Secret World released its latest Halloween event.

This year’s new mission is The Seven Silences. It’s a good mission, though not quite on the same level as the last two events.

A bee has died. The story is that they managed to commit suicide, and it’s up to the player to travel across the world and through the world of nightmares to discover how an immortal can die.

The mystery of how exactly you can kill one of Gaia’s immortal chosen — which we always knew to be possible but supremely difficult — has been around for a long time, so it’s an interesting plot with a lot of significance to TSW’s greater mythos, though it does ultimately raise as many questions as it answers.

The ambiance is also once again absolutely top notch. I never cease to be amazed by Funcom’s ability to create the most surreal and unnerving environments — places as awe-inspiring as they are dreadful.

However, the mission is a lot longer than it needs to be, and the travel time in particular is a real drag. There are also several stages that can become quite frustrating if you fail at any point — and you probably will — due to the need to repeat the entire stage and, again, long travel time.

Running the Cat God dungeon in The Secret WorldSo it’s a decent story-arc, but it’s not on the same level as The Broadcast by any stretch of the imagination.

It’s also worth noting that you require access to Kaidan to complete the mission, so this is the first holiday mission to be completely inaccessible to new players, even if they get high level help.

However, I’m still loving Halloween in TSW. Between the new mission and the return of all the past events, there’s an almost overwhelming amount of stuff to do, and the whole event is just a joy. There’s nothing else quite like it in gaming.

Oh, sure, lots of MMOs have events, but none of them can match the quality of content or the sheer festival air that permeates TSW in Halloween. Even an antisocial curmudgeon like myself cannot help but be caught up in the wonderful sense of community and celebration it cultivates.

I’ve even put aside being a spiteful hermit for the moment, sharing my loot bags with lowbies in Kingsmouth and offering to carry lower level players through the content from time to time.

I guess my point is: Halloween in The Secret World is awesome.

Gaming Round-Up: TSW’s Spin-off, Diablo III’s Patch, Heroes, WoW, and More

I really want to start making a dent in my massive backlog of already written blog posts, but the world just keeps throwing new juicy blog topics at me. Today, there’s a bundle of gaming news to cover.

A preview shot from Funcom's new horror game, The ParkFuncom announces The Park:

Here’s something absolutely no one saw coming: Funcom is putting out a single-player spin-off of The Secret World.

The Park is a horror title set in the Atlantic Island Amusement Park on Solomon Island. Presumably this means it will be set before the events of TSW — this is probably one of the horror stories that got the park shut down.

The amusement park was always one of the more interesting and unusual places in TSW. Aside from being creepy as all Hell, it’s one of the few storylines in the game with no real connection to the game’s main arcs, so this makes for a good choice for a spin-off.

I’m also glad to learn this was Joel Bylos’ secret project. For some reason it comforts me that Joel didn’t really leave the Secret World — he’s just working on a different part of it. Maybe he’ll come back to the MMO later.

Horror games aren’t usually my cup of tea, but I’m enough of a Secret World fan that I’m pretty much guaranteed to buy it.

A preview shot from Funcom's new horror game, The ParkI’m more interested in what this will mean for Funcom as a whole, though. The latest financial reports have been quite dire, and as a fan of TSW, this has me very worried. I hope The Park will be successful enough to turn things around a bit, and maybe boost TSW as well. Hopefully people who like The Park will then want to play TSW.

If Funcom is smart, they’ll take a page from Blizzard and do some cross-promotional rewards. Buy The Park and get an exclusive outfit in TSW, or something.

The really interesting thing is that this might open the door for more TSW spin-offs. The Secret World is such a vast and unique setting that the possibilities are virtually endless. You could get twenty games just from Innsmouth Academy and the League of Monster Slayers.

What I’d most like to see are Nassir’s time in the “special” Special Forces and a prequel about Halina Ilyushin from the Facility. I think she’s one of TSW’s more compelling antagonists, and she deserved way more attention than she got.

Diablo III: Is it about my cube?

In other news, this week saw the release of patch 2.3 for Diablo III, which is arguably the largest non-expansion patch the game has yet seen.

The new Ruins of Sescheron zone in Diablo IIIThe big new features are the Ruins of Sescheron zone and Kanai’s Cube, an artifact with a number of powerful abilities, most notably the capacity to extract powers from legendary weapons and equip them on you character as a new set of passive abilities.

I was very impressed with the Ruins of Sescheron. I have often ragged on D3’s subpar graphics, but Sescheron is absolutely beautiful and without a doubt the best looking place in the game to date.

The detail of the zone is excellent, and not just in terms of visuals. There’s all-new, fully voiced lore — including the incredibly welcome reappearance of Abd al-Hazir — as well as several memorable new monster types. The yetis gave me a nice jolt of nostalgia for Diablo II — which is a bit weird since I didn’t like that game very much.

The Cube is also quite an interesting concept, though I haven’t been able to get much use out of it yet. To my eternal regret, I disenchanted nearly all my spare legendaries before the announcement of the Cube. All I’ve been able to throw in so far is my old level 60 Mirrorball.

But that disappointment is entirely on my own head.

I am eternally impressed by how Blizzard keeps putting out new free content for Diablo III. In any other game, something like patch 2.3 would be a $15 DLC. Blizzard could certainly get away with charging that much for it. But they’re literally giving it away.

The corpse of Elder Kanai in Diablo IIII am increasingly struck by the stark differences between World of Warcraft’s team and the rest of Blizzard. While StarCraft 2 sets a new standard for developer communication with weekly development updates and Diablo III throws free content at players for funsies, WoW is defined by shameless greed, out of touch development, and tone-deaf communication.

Blizzard is still a fantastic company. But you’d never know it if all you play is WoW.

Heroes of the Storm: Infernal Shrines and map rotation woes

Heroes of the Storm also got a significant update this week with its second Diablo-themed map, Infernal Shrines.

Unfortunately, I’ve only had the opportunity to play the map once so far, but based on first impressions (which could prove totally wrong once I have more experience), I’m not sure I agree with the people saying this map is more prone to snowballing than others. My team had a massive advantage for the first half of the match — we won something like the first three or four Punishers — and we still went on to lose badly.

Painful as that was for me personally, it does show comebacks are very doable on that map, and that’s a good thing.

The loading screen for the new Infernal Shrines map in Heroes of the StormOn the whole it seems a fun map. Having the bosses target players as much as structures is a nice change of pace, and I like the way they borrowed monster affixes from Diablo III. Arcane seems especially deadly.

On the downside, the fact that some affixes do seem better than others adds an unhealthy degree of randomness to the map, and the amount of skeletons you need to kill to summon a Punisher seems to favour AoE-heavy heroes, which are already pretty popular in the metagame right now.

Then again, I play Jaina and Tassadar. Maybe I shouldn’t complain.

The addition of another new map also means the map selection has once again been cut down to increase the odds of Infernal Shrines appearing for the first week. It’s a good idea in theory, but it has some flaws.

It kind of sucks if your favourite map is one of the ones (temporarily) cut, and you still have only a one in six chance of getting the new map, which tends to make one pretty sick of the others. I have seen way too much of Tomb of the Spider Queen lately.

You could do custom games, but you lose out on matchmaking, and it’s kind of a pain in general if you’re not lucky enough to know nine other people who are interested in doing custom games.

World of Warcraft: I’m back, baby

The swamps of Tanaan Jungle by night in World of WarcraftYes, despite all my harping on Warlords of Draenor, I have finally returned to WoW. I missed my characters, and I want to get the legendary ring for my rogue.

For the most part my previous thoughts on WoD remain true. It’s a sea of blandness and mediocrity occasionally spiced up by some brain-achingly bad decisions. Garrisons remain the main saving grace for me, though I somewhat understand from where the hate for them springs.

The grind needed to unlock flight isn’t improving my view, either. It’s not really that bad a grind in terms of how long it takes, but the stuff you’re doing is just so agonizingly tedious. Apexis dailies are a special kind of Hell. I mean, I even like the idea of just filling up a progress bar through whatever is at hand, but they’re tuned to be so slow. Every time I kill a mob and see that bar move only 1%, I die a little inside. Add to that crowds of players killing and looting everything in sight, and it’s just miserable.

On the plus side, I finally started leveling my warlock in earnest, and the Frostfire Ridge storyline turned out to be by far and away my favourite part of the expansion so far. Was a great reminder that Orcs are actually pretty awesome when they’re not being stripped down to Saturday morning cartoon villains.

I found the culture they established for the Frostwolf Clan to very fascinating — basically translating the canine pack mentality to a full society of sentient beings — and Durotan is just all kinds of awesome. The way he shut down Ga’nar was just brilliant.

Bladespire Fortress in te Frostfire Ridge zone in World of WarcraftVery pretty zone, too.