So the big Celebration Weekend is over. A lot of people who hadn't had a chance to sample The Secret World got their chance, and while not everyone was satisfied, I'm sure Funcom picked quite a few new acolytes.
Kadomi gushes enthusiastically about the game, the themes appealed to her: Lovecraftian horror, LGBT-friendly (I would say neutral, or matter-of-fact). She concludes with this:
I have to say, this was the first MMO since WoW that totally made me forget the time. When my SO told me it was time to do groceries after I sat down to play it at noon, and it was miraculously 6 pm, I was boggling.
Psynister and
Fynralyl were, shall we say, less enthusiastic. They bring up valid points, but much of their concern is over stylistic choices made by the Ragnar Tornquist and his team rather than (what I perceive as) flaws in the game itself. Since that is a matter of taste, there is not too much I could say that would change their minds. And that is perfectly OK. The Secret World is not a game for everyone, just the setting—our own modern world, with supernatural horrors—is a turn-off for many, and that is before you even get into the mechanics of the game.
Dark and Profane
Fyn, in particular was not fond of the dark "hyper-realistic" art style of the game. I put that in quotes because while I think that was the goal, we all have a long way to go before fully interactive video games can have the realism of Hollywood CGI.
I've mentioned it before, but the uncanny valley that many of the characters live in just adds to the creepiness of the game for me. That said, I myself am looking forward to spending time in the far more pleasant climes of Guild Wars 2.
The lack of PC interaction in the cutscenes was also mentioned, something particularly noticeable to someone coming directly from SWTOR's conversation wheels. In TSW, the NPCs actually make mention of the PC's reticence. I personally feel this frees me up for RP. My Templar is German; my Iluminata, Texan; and my Dragon, Japanese. The addition of whatever voices the devs decided to use would force me to alter my conception of these characters. Perhaps not as big a deal in SWTOR, though eventually the spoken dialogue of my characters there becomes grating sometimes, when they don't say exactly what I thought they should say. So it's a stylistic choice some people will like and others won't.
The prominent profanity laced through the game is a major turn-off for many. Both Psyn and Fyn found it not only gratuitous, but Fyn said, "It also reminded me of a kid trying too hard to be 'cool'." This is an honest critique; unfortunately, the use of profanity is more widespread than some would like in the Real World, too. Sad to say, I work in a environment where that sort of language is common. I am guilty of using it myself, because it is pervasive. Sctrz doesn't like it at all, she skipped through the junkman's cutscenes completely.
Creation and Progression
Fyn also didn't like the limitation of three character slots per account. Actually, she referred to this issue as her deal breaker. [EDIT] Extra slots are available from you account page on the
TSW website. Details below, thanks to Eric[/EDIT] Fyn realized that there was a slot for each faction, and with every character capable of learning every skill and ability eventually, that may be all that's necessary for most people. But she likes to play alts in order to relax at different levels of the game, so for her three slots simply isn't enough. I am playing three alts and therefore repeating a fair amount of content, as well as progressing more slowly through it than
Belghast,
MMO Gamer Chick, and others.
I don't need to play more, because of the classless thing; and you can see from my character pages, Dear Reader, that I am normally an unrepentant altoholic.
Both Fyn and Psyn had issues with the no-levels aspect of the game. Psyn really hit the nail on the head with his section title "Leveling Without Levels." Let's put a stop to the lie that there isn't character stat progression in TSW. As Psyn correctly pointed out, if there were no levels in the game, a newbie straight out of the tutorial should be able to walk into Transylvania (the last zone of zones) and have a decent chance of survival. This is not the case. What TSW doesn't have is discreet levels and a specific signal (
The GLOW) that says, "You are now better/stronger/faster than a second ago."
Character progression in terms of stats is done through the purchase of Skills. Since you can spend Skill points however you choose, there is plenty of room to screw it up. Fyn mentioned that she didn't like having to devote skill points to talisman skills in order to wear higher quality talismans. She wanted to spend them all on weapons. What she may not have realized is that the Talisman Skills are also where you improve your characters' basic hit points, as well as their resistance to physical and magical damage. Also, each weapon has two skill paths, but it only necessary to fill in one path to wield higher quality weapons. On my toons, I have taken to filling all the talismans and the two weapons I wield in a balanced way: the Major Talisman Skill first as it boosts HP, then the weapons, and finally the other talismans. But there's nothing that says you have to do this.
In a related vein, Psyn and Fyn both disliked the inability to easily see the relative strength of their opponents; however as was pointed out in a comment on Psyn's review, the mobs do have an indicator of their strength, it's just not a number. I personally look at the mob's HP and make a judgement call on whether I think I can whittle it down before I am dead myself. I do get in over my head.
Neither Here Nor There
The questing system of The Secret World is designed to slow you down to "savor" each quest as you're doing it, limiting your current list to one phase of the overarching story, one main/investigation/sabotage quest, one "dungeon" quest, and three side quests. Attempting to pick up any further quests will result in pausing the current quest of that type (or one of the three). You can't run around and pick up all the quests. Part of the reason for this is that many of the quests, even the side ones, involve a bit of thought, and maybe some research on the internet.
TSW has a built in web browser to assist in these quests. Neither Fyn nor Psyn mentioned the need for outside research in their reviews, but it's something I've noticed others saying. This is a love-or-hate aspect of the game. TSW is almost an Alternate Reality Game, and as such, the devs have peppered the internet
with sites and pages that help with the quests, or at the very least, they have researched commonly used sites like Wikipedia to help build their mysteries. And this is beyond the
thorough research they did on the environment itself.
I also can't speak to the complaint that the quests send you all over the map, since I neither saw the paths that Psyn and Fyn took, nor can I gauge their tolerance levels for wandering. I personally don't think there's too much, the quests I pick up seem to flow fairly well together, and I make note of where things are so I can return when my current task is done. This is ultimately another matter of taste.
The story of what is going on in The Secret World starts with the videos you encounter at the very beginning of the character creation process. Psynister decided to skip the videos since he was going to role one of each faction anyway. This is the first time I'll actually say he made a mistake. Those videos, and the quest cutscenes, and the conversations with main NPCs, are integral to understanding what is going on here. Psyn goes further in saying, "I don’t think they did a very good job of actually telling you what the story is." I feel the information is there, but you have to seek it out.
There are two ways of telling a mystery story. One is to let the audience know who the perpetrator of the crime is right off the bat, and then let them follow the investigators as they unravel the mystery. The other is to leave the audience in the dark, as well, allowing them to figure out the mystery. The Secret World is of the second type. You don't start out with a ton of information other than what's given to you through the dialogue. As you progress through the quests, you find out more about not only the main mystery, but the secret world in general. I actually found this very similar to playing vanilla WoW so many years ago, not there is a ton of mystery in WoW, but there is a rich world to discover.
A Swing and a Miss
Psynister would also like more the capabilities of the different weapon types spelled out. Now, when you first open both Skills and Abilities a video automatically starts playing which explains the basics. These abilities are accessible at any time from the help button in their respective interfaces. The only thing I can say to beyond that is The Secret World refuses to hold your hand. Prepare to be challenged. The specifications of every ability in the game is available from the Ability Wheel interface, including suggested decks that mention their purpose or role in a group: Tank, DPS, or Healer. The Skill paths for each weapon are also based on the potential role of that weapon. For example, Blood has both a healing path and a DPS path. But you have to look at the interface to see it. I can't remember everything it says, but I am curious, since Psyn skipped the faction videos, did he also skip the Skill and Ability tutorials?
I can understand the eagerness to just get the game going already, and I think Guild Wars 2 is a great example of getting you involved in gameplay right away, progression details can come later. TSW doesn't, other than the quick subway disaster tutorial. And even then, I can see how it may give a mistaken impression of the shotgun abilities. However, I am a strong fan of so-called exploratory learning. I am far more adept with Windows and MS Office than the vast majority of my coworkers, simply because I either have played around with the programs so much, or am willing to go to the help file to find a solution to an issue. I found TSW to be the same way. I can explore both the world environment and the UI to my heart's content. For those of you still reading and interested in playing I highly recommend this
Deck Builder.
TL;DR: Different Strokes
Only so many character slots, only so many quests at a time, only so many active and passive abilities in any given fight. Using limitations, TSW forces you to focus and plan. Take the time to really look around and listen to the NPCs. Explore your Abilities to figure what goes best with what based on your own playstyle. Explore the world both for XP and to find Lore objects. I've "wasted" several hours on my characters just exploring the safe Faction capitals looking for Lore. I loved it.
Neither Psyn nor Fyn are dummies. On the contrary, they are both intelligent, thoughtful people, with whom I am glad to share an online friendship, which I hope continues after this post. :) Their posts are insightful impressions of TSW for people coming to the game "blind." I'm sorry I wasn't available to answer questions they had during gameplay; recommending healing weapons, for instance. Ultimately, it would not have made much difference. Stylistically, the game is not their cuppa tea. This game serves a niche, much like EVE. It's not for everyone, but I am glad people have had a chance to play and decide for themselves whether the game is for them. Hey guys, I'll see you in GW2!