The Secret World Modern Time Based MMO by Funcom & EA |
Before
getting into my thoughts of the game, let's talk about what I did. I
first created a character on the Illuminati side. This starts you in New
York, for a few minutes anyway. Several cut-scenes, some introductory
on the 'follow-the-triangle' method of questing, a tutorial, and more
cut-scenes later, you're ready to start playing the game. New York
appears to be setup mere to introduce you to the game and get you to
Agartha, which is the central transportation hub of the game. In Agartha
you walk along the roots of "The Tree of Life" and step through portals
to other locations. Additionally, walking along the roots has been
shortened to stepping into mini-portals that zip you from one node on
the root to another. Walking around in Agartha, aside from throngs of
players, are large tree guardians.
For comparison's sake I created another character on the Templar side. While the two characters look different, This character started in London, and while the cut-scenes were different, the rest was essentially the same thing as my experience in New York; including the fact that it ends with leading you into Agartha.
Once in Agartha, regardless of your side, you're taken to Kingsmouth; a town overrun by a zombie infestation. The town includes a last stand point built around the sheriff's station, walled up with make-shift walls of board, cars, etc. The whole feel of the town is very gloomy, as one would expect in a zombie infested town. Inside are there are a few quests to take, including the story line quest and a few side quests. Further into the town the streets are setup like a small 'Main Street' town would be, with small packs of zombies feasting here and there. After a couple of skills and some base equipment, these 'Returned Townies' are simple to handle, even in larger packs. My weapon of choice has been the assault rifle, but there has been a fair mix of weapon types throughout.
As you explore the town you find that many of the quests are not started, or finished at the hub, but rather sparked from objects or people throughout the town. In many cases, despite the existence of a 'follow-the-triangle' directional finder, many of the quests still require the player to think a little and figure it out. The triangle, many times, only leads you to the general area, and it's up to you to figure out the rest of it. This includes a much asked about code to open a safe. No spoilers in this review, but suffice it to say, the answers are out there.
For comparison's sake I created another character on the Templar side. While the two characters look different, This character started in London, and while the cut-scenes were different, the rest was essentially the same thing as my experience in New York; including the fact that it ends with leading you into Agartha.
My blade wielder, "High-Turkey", enters Agartha for the first time. |
Follow the trail of sign-posts |
But What About the Graphics:
The firehouse is empty, well except a few zombies |
Yeah; that's an improvement, I'd say |
Character Creation:
There are options, but sure would like some more! |
Dear, you're a bit under-dressed for a zombie apocalypse |
Selecting a character name comes with a few rules |
On Leveling:
Funcom Y U NO Have Levels But Have Level Bar? |
The only thing innovative here is that it's a circle... wait... |
Regarding Skills:
The
skill selection feels fairly standard. Some skills do big damage, but
have gates or long cycle times, etc, others are fast but do low damage,
there are skills to build focus, and skills to heal yourself or your
friends. There are also buffs, and debuffs, though, as an Assault Rifle
specialist, I didn't really get much into that. Speaking of; as an
Assault Rifle specialist, things were a little challenging until I got a
skill called Anima Shot, with this skill I could leach/heal myself
while doing damage, and it was an instant 'cast' with no cool-down, plus
it built focus. Not the only skill I used after that, but pretty close.
It was based on this how I could see building a deck won't be too bad,
as you can whittle down the skills you use fairly easily, though, I'd
still like to have all my passives that I bought, especially since you
have to buy them in a linear path to get the to top ones.
Overall,
though, the skills seem to be laid out to allow the player to pick a
play-style they prefer, rather than forcing them into a specific combo,
stance, or other routine where everyone drives their character the same
way.
Questing:
This quest is 'Hard' or so they say... |
For the most part, quests are standard fare. Go kill this, go find that, explore here, etc. Some of the differences are in the tiered system. Many times quests will have several tiers, all of which play out while you're out doing them. Then when you're done, you 'turn in' your quest via the phone you were given early on. This is nice in that you don't have to run all the way back to turn it in. The catch is, however, since you can't just pick up all the quests you see and complete them at the same time, you do still get to run back for more quests. As previously mentioned, though, this is tempered by there being many quests out in the world, and not all just starting from the main hub.
Don't let that camera, which emits really bright light see you, because it also shoots missiles or something. |
Final Thoughts:
My first reactions to The Secret World were pretty dismal. That said, my expectations were also low, being that it's a Funcom game. After sticking with it for a couple days, though, it's gone up a notch or two in my eyes. It still lacks a lot of polish I think the gaming community is used to from other games, but it does have some things others do not. It also, quite magically, improved quite a bit from Friday night into Saturday afternoon, with a minor patch. While the back story is still pretty vague and uninviting, the environment overall is unique and refreshing (as much as gloom and zombies can be). Hopefully there is more diversity to be seen at higher levels, but there's something satisfying about taking out a mangled naked woman zombie, with huge tentacles protruding from her body, using an assault rifle, instead of a bow and arrow.
Pros:
- Unique Environment - Dark, twisted, and very underworld
- Can be whatever you want from available ability sets
- Shooting zombies with automatic weapons
- Puzzles that require thought
- Agartha - A real cop-out in how to travel across the globe in a game set in modern times
- Confusing quest system that takes a bit of a learning curve
- Lack of real crafting - you can 'craft' but it's minimal and clearly an afterthought
- Lack of stuff to do - If you're not out killing or fetching stuff, there isn't much else to do
- Still quite buggy - early on, expect to crash or have quests not behave exactly right
- No compelling storyline - how you're special or different makes no sense, and you're doing stuff 'just because'
- Voice acting is marginal, community theater quality in comparison to other recent games
I originally score this game as a 2 out of 5, but after the improvements made on day two, and getting to know it a little better, I am regrading it using a more in-depth method:
Graphics: | 7/10 |
Story: | 3/10 |
World: | 7/10 |
Gameplay: | 6/10 |
Fun: | 8/10 |
Overall: | 6.2/10 |
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