Raving About The Secret World, part two: The Thinking Man’s MMO

My last post wasn’t big enough to contain all my gushing about The Secret World, so here we bring you part two of why I’m in love with this game.

A game for brains, not brawn:

A Jinn in The Secret WorldIf I had to come up with a single tagline to describe TSW, it would be: “The thinking man’s MMO.”

Nearly every MMO I’ve ever played is built on the assumption that the player is dumb. Now, I’m not saying that’s a bad thing, necessarily. Games should be approachable. Even smart players sometimes need help getting into things and can benefit from some dumbing down.

But games need not be homogenous. It’s fine that most of the industry is built with stupidity in mind, but that doesn’t mean that it’s not also very refreshing for a game to buck that trend.

The Secret World is a game that assumes you are smart. It has been built from the ground up with intelligence in mind.

I’m not just talking about the puzzle-based investigation missions, like the one the other day that had me spending several hours translating ancient Roman ciphers. Which was surprisingly enjoyable.

Solving a cipher in TSWNo, even the kill quests trust you to use your wits. For example, one stage of a mission in Egypt had me battling a massive golem. It facestomped me on my first try due to a number of powerful buffs it possessed. As I examined my options, I noticed a number of clickable artifacts on the surrounding towers.

Activating each one placed a beam in the golem’s patrol path. Once I’d activated them all, it walked through them, and the beams dispelled its buffs, allowing me to kick its enchanted ass back to the Old Kingdom.

The plot also places this trust in the player. One of the great mysteries of the game’s first region, Solomon Island, is the true identity of its main villain. The game never explicitly answers this question, but hints are dropped, and if you have enough knowledge of the source material they’re drawing from, it will become clear to you.

Speaking of the plot…

Everything is true. Everything:

The dread gaze of Aten in the City of the Sun GodOne of the things I like best about the story in TSW is how much Funcom has clearly done their research. They draw deeply from many relatively obscure elements of mythology and history. This is a game where I’ve spoken to Odin’s ravens and battled modern followers of Akhenaten (Tutankhamen’s father).

And they blend these disparate elements of real world lore with each other, and with their own fiction, so seamlessly. Cramming so many different things together should feel strange, but it works.

Perhaps the best example of this is Agartha, the game’s main transport hub. Agartha is a myth from our own world, an idyllic kingdom supposedly located within Hollow Earth. In the game, Agartha is a seemingly infinite tree infused with earth magic whose portals allow one to travel to nearly any place on Earth.

So in a sense, it’s also Yggdrasil, the World Tree of Norse mythology. Yggdrasil was supposedly a cosmic tree upon which the nine worlds rested.

As a deeply spiritual and sacred place, Agartha also calls to mind the Tree of Life, a concept found in kabbalah and various other spiritual philosophies.

Agartha in The Secret WorldSo you can see how all these disparate myths and philosophies from around the world could stem from a single place, the magical tree of Agartha. It all makes so much sense that you can almost believe Agartha must be a real place that you could go visit if you could only find the entrance — and if the bees would let you in.

I’m sure some people wouldn’t care at all, but I’m a big mythology nerd, so I think stuff like this is just awesome.

Difficulty:

As promised in the comments section of the last post, I’d also like to talk about the high difficulty of The Secret World.

It’s not the hardest game I’ve ever played — Kerrigan portrait says hi — but it’s up there. Enemies have high health, the fights are lengthy, even low level enemies have powerful special attacks to counter, and a low progression curve makes out-leveling things difficult.

The Hell Dimensions in The Secret WorldAnd that’s not even getting into the puzzles or the stealth missions. I’ve spent more time cursing at this game than most any other in recent memory.

But yet, I don’t mind.

This is a bit odd, as I’m on record as saying that MMOs should be relatively easy to accommodate all sorts. But that was about group content. I’m okay with solo stuff being difficult. Honestly, if the group content in TSW turns out to be as unusually difficult as the rest of the game, I’ll probably hate it. But I definitely enjoy testing myself against the solo content.

I should clarify, too, that when I say the game is difficult, I mean it’s difficult. Too often, the MMO community says “difficult” but means “tedious” or “obtuse.”

When I say TSW is difficult, I don’t mean that I have to spend hours grinding for gear to progress, or that I’m simply lost as to what to do because the game is poorly laid out. The game always gives you the tools you need to succeed. You just need to have enough cunning and awareness to put the pieces together.

A rift to the Hell Dimensions in The Secret World's City of the Sun God

I do end up pretty baffled by most of the puzzle missions, and I think these do go a little too far sometimes. How was I even supposed to know the blinking lights were Morse code, let alone translate it?

But even then, it’s not the end of the world to get stuck. You can ask for tips in the mission hints chat channel, or you can just fire up the in-game web browser and find the solution. I don’t consider such cheating; Funcom had to know what would happen when they added that browser. It’s more of a roundabout easy mode setting, in my view.

And you know what? I still enjoy most investigation missions, even if they kick my ass. Completing even a single part of one without looking up the solution feels like a great accomplishment, and they’re full of great story and atmosphere.

The secret fashions:

Shifting gears, the character customization in TSW is something I’d like to mention, because it seems to mostly get ignored in favour of the game’s other features.

My Templar showing off her clothes in The Secret WorldNow, the customization options, or lack thereof, for the character models themselves have often been criticized, and not entirely without cause. It’s not so bad as some say — TSW still has Warcraft beat as far as options go — and Funcom has done a decent job improving the options since launch, but the character creation does feel inferior by modern standards.

However, there’s a silver lining, and it is the game’s clothing system. In The Secret World, the clothes you wear and the gear you get your stats from are two completely separate things, meaning you can always look how you want without the need for any transmogrification or transmutation system.

That’s bloody brilliant, if you ask me.

Not only that, but the amount of clothing options is simply staggering. Even if you don’t count the cash shop offerings, the selection is enormous, and getting bigger all the time.

My Templar alt moments after character creation* * *

God damn it, I didn’t mean to make this such a long post. Why am I so long-winded?

I’m not trying to say The Secret World is a perfect game. It can very, very frustrating at times, and it has some glaring flaws. Many will hate it, and at least some of them will have good reasons.

And I’m still not done, so there may be flaws I have not yet seen. I hear Transylvania can be pretty brutal…

But it’s like I always say: the true measure of greatness is not a lack of flaws, but whether something has sufficient strengths to make you forgive the flaws.

The Secret World Now B2P; Why You Should B and P

Did not see this coming:

When The Secret World’s game director released his (hilarious) Mayan Apocalypse video blog, I thought it was hinting at an extended free trial. I did not expect his deranged rant against the game’s subscription to result in the game going buy to play.

It’s certainly good news, though. I’ve been meaning to do a big post on TSW, so I might as well do so now and explain why this is a game that deserves your love.

I’ve had a lot of trouble figuring out what to say about this game. I have very strong feelings on it — not all of them positive — and it’s difficult to collect my thoughts, but I think I’ve played long enough to produce something like a coherent review.

Je ne sais quoi:

Have you ever played a game that was more than the sum of its parts? That just made you step back and think, “OMG, this is amazing”?

The Secret World is such a game.

Playing a game of riddles with Huginn and Muninn in The Secret WorldIn some ways, it’s the big, spectacular moments that make this game so cool. This is a game that let me play a game of riddles with Odin’s ravens, defeat a Norse god in single combat, and chase a rogue Templar from Seoul to Hollow Earth to Shambala all in the course of just two days of play.

But it’s also the small things. It’s the sound of TVs leaking through the walls of local homes in Seoul. It’s the Arab pop music filtering through the air in al-Meraya. It’s walking through the graveyard in Kingsmouth on your second playthrough and noticing headstones of relatives of NPCs you won’t meet until much later in the game.

The Secret World is not without its frustrations. The game is incredibly hard for an MMO, and I can’t remember the last time I spent so much time cursing at my computer while playing a game. This is a game that will test every conceivable gaming skill you could possess, and sometimes, its sheer complexity is simply overwhelming.

It’s an acquired taste. For the first few days after resuming my sub, I wasn’t enjoying myself much, and I wondered if I’d made a mistake. But like the dark whispers of the Filth, TSW will infect your mind. It will get under your skin until you can’t concentrate on your day because you’re spending all your time thinking about new possible builds or wondering who the man in the fedora might be.

Shambala in The Secret WorldI begin by saying this because, as I say, the game is more than the sum of its parts, and just talking about its individual aspects doesn’t do it justice. But there is a lot to say about its parts, too.

Character, dialogue, and story:

One of the things I find most impressive about TSW is that each NPC you meet is a character. A real, fully fleshed-out character. There are no bland quest dispensers here. Every character has a strong backstory and a memorable personality.

The Secret World also boasts the best dialogue I’ve heard in a game since No One Lives Forever: The Operative. I’d post a video of some of it, but I don’t even know what to pick. Moose musing on zen and the art of blowing up zombies? Hayden Montag’s disturbing lectures on the history of Innsmouth Academy? Daniel Bach on how war is hell — literally? Anything ever said by Said or Nassir?

Hell, I could probably do a couple of paragraphs just on Said. I mean, he’s a suave supernatural gangster with a fedora and a charming British accent. Oh, and did I mention he’s a mummy?

Said in The Secret WorldYeah, I’m just gushing at this point.

The joy and the terror of the ability wheel:

The ability wheel is what The Secret World has instead of classes and levels. Over five hundred passive and active abilities across nine weapons and an ever-expanding list of auxiliary weapons.

To make things even more complicated, most passives do not require you to equip the weapon they’re tied to, so mixing and matching from multiple weapons is encouraged.

The ability wheel definitely has its downsides. The sheer volume of choice can be overwhelming, especially early on, and it’s one major contributor to TSW’s unusually steep learning curve.

The haunted insane asylum in The Secret WorldBut once you get used to it, it’s a wonderful tool.

Have you ever regretted your choice of class or build in a game, or wished your character was capable of more? I know I’ve always longed for the day when my WoW rogue can take archery lessons and become a ranged fighter.

I experienced something similar in the The Secret World. I found my fist/blood build lacking in AoE and survivability, and I found myself staring longingly at the tanking and area skills of the blade tree and wishing I could learn to use swords.

So I did.

It took only one day of normal play in Egypt to switch from fists/blood to swords/fists, and I lost none of my old abilities, so I can change back at any time with just a few clicks. Now I’m mowing down entire crowds and face-tanking the toughest of quest mobs.

My Dragon showing off his new sword skills in The Secret WorldTo be fair, I did already have a lot of blade skills because I wanted their passives, but still…

This is the sort of freedom I’ve always wanted from an RPG. It’s just so liberating to be able to play however you want on any character you want, and to be able to change at any time for no penalty.

Another interesting thing is that the leveling curve in TSW is reversed. Instead of progressing more slowly as the game advances, your rate of leveling increases exponentially. This makes getting farther in the game feel extremely rewarding.

Why you should buy:

So, yeah, this posted ended up being rambling nonsense after all. There was other stuff I wanted to cover — such as the game’s high difficulty — but I’ll save that for some other time.

The fact is I love this game. And while I think its MMO aspects — such as endgame and PvP — are lacking, the fact is it’s more than worth the price of admission, even if you just play it as a single player RPG and never touch the dungeons, PvP, RP community, or Manhattan raid.

Agartha in The Secret WorldFor that reason, I think that this is a game that’s definitely worth checking out. Its high difficulty and mature content mean it’s not for everyone, but if you’re okay with those things, this game will reward you greatly.

And with no more sub, you have more reason than ever to try The Secret World. The new business model seems one of the more reasonable I’ve seen.

All of the content currently released, including the first four issues (patches), is freely available after purchase of the game, and if you buy before the end of the month, you will also get issue 5, “The Vanishing of Tyler Freeborn,” for free. Going forward, some new content will be free, but some of the major content from issues will be sold as paid DLCs.

The DLCs are very cheap (the first is $5, and the implication is this will be the standard rate). And personally, I’d rather pay for content than convenience. If a patch doesn’t interest me, I just won’t buy it, and this incentivizes Funcom to keep producing new content.

Those who choose to continue their subscriptions will receive a monthly stipend of Funcom points to use in the item store. This will be enough to buy any DLCs and have some left over for the store’s other items. Subscribers also receive an XP accelerator and other goodies.

The Dragon's Coil in The Secret WorldThey’ve added a few new items to the store in addition to the old ones (which were entirely optional and cosmetic), but nothing that screams “pay to win.” They’re mostly just shortcuts to things you’d earn easily in the normal course of play.

The amazing thing is that I’m actually considering maintaining my subscription for at least a little while, despite my utter loathing of all subs. This is a game that deserves my support, and some of those store items are pretty tempting. My Templar would totally rock those steampunk outfits.

Unfortunately, it does look like they’ve removed the free trial, but the game only costs $30. I still have three buddy invites to give out, but they only allow 24 hours of play, and that’s probably not enough time to get a feel for the game.