By Jason Van Horn
I hate The Secret World and I say that with nothing but the utmost respect for
the game. MMOs too often use the same fantasy or sci-fi trappings such as elves,
dwarves, humanoid robots and aliens. The Secret World is a game grounded in
reality, however, and focusing more on lore, mythology, literature, and
real-world philosophies and theories and conspiracies more than any other game
in the genre that I've played. The storytelling. The character building. An
atmospheric world I want to delve into and unravel the secrets of until the
final thread is pulled free. If it weren't for my computer I'd be able to
experience the game to its fullest, which is where my hatred comes in. I hate
the game for making me want to upgrade my rig in order to properly play it.

Players begin by choosing their faction/ideology: the Illuminati (all about
holding power and influencing people), the Templars (the righteous protectors of
all that is good), or the Dragons (bringers of chaos in order to shape the world
into something new). Unlike some games where the factions are always at war, in
The Secret World the three learn of a common enemy, so people you quest with or
find yourself helping or being helped by out in the field are not necessarily
going to be from your faction. The only time you'll actually be fighting members
of the other factions is in the declared PVP zones. With that said, it's still
interesting to see how the different factions are approached and how their
missions are changed depending on which one you're a part of in the game. The
bulk of my time was spent with the Dragons, who are a terrorist organization of
sorts, but one focused on chaos theory, the butterfly effect, and how even
little changes can make big impacts. So you won't be exploding buildings, but
rather the simple completion of quests will lead to changes simply by you doing
them. There is a whole discussion on chaos theory during the beginning portion
of the game and an exploration of enlightenment and how said player reaches it
in the game (definitely not for the kiddies that method isn't) that is truly
fascinating and made me actually go look up chaos theory for more information on
it.
You'll be able to customize your character once a faction is selected, but sadly
the options aren't as deep as in some other games; choices are made through
pre-set options, so you'll pick which face number you like the best, which nose,
and so on until you have their look down. Besides picking their physical
features, you'll also choose their starting clothes that they'll be wearing
initially in the game.
As you can see I haven't mentioned anything about classes and that's because
there are no pre-defined rolls that players have to be tied down to while
playing the game. While in a dojo of the Dragons, I made my first character
decision when it came to choose my first weapon in the game, which boiled down
to choosing between either one of three magics, one of three gun types, or one
of three melee weapons. Players can choose between weapons such as blood magic,
assault rifles, shotguns, hammers, and swords. As you play the game you'll earn
both AP and SP, which you'll use to buy new abilities, passives, and unlock
weapons you didn't initially pick.

You'll then freely use these points, allocating them into areas you determine,
in order to build a character and class that truly behaves however you wish. You
can learn every weapon, but you can only have two weapons in use at once, so
your hotbar can be a mash-up of say assault rifle and sword abilities, but you
can't include hammers unless you remove one or the other; finding that perfect
synergy and a combination of weapons and abilities that work well together is
the name of building a successful class. If you find all the options too
daunting, however, you can choose to focus on building "decks," which are what
you would consider regular game classes or those the developers have said, "Well
hey, if you don't know what to do, these aren't bad options," so it's nice to
have a guideline to follow or get suggestions from. You can buy anything you
want as long as you've followed the progression and have enough points, as more
powerful abilities cost more points to unlock. As you unlock abilities, your
character is ultimately defined by the seven active and seven passive abilities
that you've chosen for that "build."
So what's this mean? Well it means there are no levels. You'll still have to
beef yourself up with weapons, armor, and the proper abilities, but there aren't
cases of players having to be a certain level in order to partake in a quest. As
described to me during a game tour, progression doesn't happen vertically as it
does in most games, where everything is defined by your level such as new
content or abilities only happening when certain levels are met, but rather
character progression in The Secret World happens horizontally. It's a lovely
philosophy and one I found worked quite well during my alone time with the game
and on the tour.

Combat is a mix of real-time and "dial an attack" like most games - think of the
movement and dodging of TERA, but with the power functioning of World of
Warcraft. Players focus on an enemy by tabbing them and then attacks can be used
by pressing one of the seven hotkeys. Unlike World of Warcraft, however, you're
not tied to standing still, as you can melee, shoot guns, and cast spells while
on the move. So yes, there are abilities or spells that aren't instant and need
to be channeled, but you can do these on the move, and they are only canceled if
you dodge roll or an enemy breaks it with a particularly powerful attack.
It's hard to get a good gauge of the combat early into the game, as many enemies
just run up to you and attack you with regular close swipes. As you continue to
advance and come across stronger monsters and bosses, more interesting mechanics
are displayed and combat becomes actually a really fun treat. During my tour, we
got to take part in a dungeon called Darkness Wars, which acts like dungeons in
other games, but yet didn't at the same time. The Secret World's dungeons do
away with pointless trash mobs and instead focus on storytelling and those
mini-bosses and final bosses that make dungeons fun to play in the first place.
During these boss battles you'll often see glyph-like marks appear on the ground
- these indicate an area that is soon going to be hit by an attack. Since you
are able to freely move about, it's up to you to jump in close, get some
distance, or dodge projectiles as they come. If a circle appears right around an
enemy, you know they're going to do a ground pound. If a conical glyph appears,
you know to move to the side. The glyphs are a subtle hint that some would call
cheating, but just because you see them doesn't mean you're in the clear, as
you're still going to have to act fast enough in order to avoid the attack.
Unlike a lot of MMOs I've played recently, I really found myself connected to
the combat during these skirmishes and battles actually felt action packed and
kept me involved. I wasn't just dialing in attacks, but rather actively
engaging, feeling a part of the game, and feeling a sense of thrill as a
particularly hard boss was toppled.

I also really like how The Secret World is handling questing, as there are no
major hubs where you can grab a bunch of quests, head out, and then return and
get your rewards for them. Quests in the game are more natural feeling and while
you are led along to some quest NPCs, others aren't as easily found; such is the
way of the game's lore and mythology, which players will find scattered about in
fragments and pieces that need to be fit together like a jigsaw puzzle.
Personally, I'm a big fan of storytelling (as long as it's good storytelling)
and I like that the bulk of the game's story is told through actual in-game
cutscenes whenever you choose to accept a mission; some people will naturally
just care about being the most powerful player and skip by these, but they'd be
doing themselves a disservice as I was quite engrossed in the story and
fundamental ideas at the heart of the game.
The Secret World also streamlines questing in some clever ways that make it fun
and not a bore. One feature I like is that once you've finished a quest, you
don't have to run back to wherever the quest NPC giver is, but rather you use
your cell phone, call them up, and from where you ended the mission you can grab
your experience and rewards; anything that keeps the action and experience
flowing is a plus in my book. Another questing mechanic (arguably my favorite
one at that) that I enjoy is the idea that everyone is sharing this world and
working together, despite the fact that factions have different motives. If
you've ever played an MMO, I'm sure you've had to "wait in line" for your turn
at a quest or monster, sitting there waiting for a spawn to happen and have it
be your turn or else all hell breaking loose and people fighting to get the
first hit so they get credit. The Secret World has done away with this because
now, as long as you've helped, you'll get credit for that progression. The game
has basically taken a solo experience and made it into a communal joint effort
that rewards you for helping other players and getting involved without the need
to necessarily put people into groups.

After you finish your faction's opening area, you'll next find yourself questing
in Kingsmouth, which is a dark, gothic landscape with creatures, lore, and
mythology centered around literary tones/authors like Stephen King and Lovecraft
(probably the biggest inspiration for this area in particular). The whole world
isn't built around this style and tone, however, as you'll soon land in Egypt
and then Transylvania. Egypt is all about mummies, plagues, and curses while
Transylvania is focused on things like werewolves, but primarily vampires and
Dracula himself. The trick is that while The Secret World may use things that
we're familiar with, it does so in a way that's still fresh and unique to the
game's mythology. Dracula, for example, isn't the Bela Lugosi Dracula one might
think of, as it's rationalized that this version of the character is more a
farce and cover for who/what Dracula really is in "the secret world" that rests
underneath the one we think we know. So it's great to see the game use some
material that genre fans should know, but at the same time give them a spin so
it's not exactly the same and there's still something to learn and experience
even if you "think" you know all there is about Dracula.
So there you have it, a taste of The Secret World to hopefully whet your
appetite for the game when it officially launches, and why I now find myself in
the position where I'm scrambling to upgrade my computer so I can partake in and
truly appreciate the game to its fullest. Thanks Funcom for making me spend
money, but by what I've seen and experienced, it looks like the upgrade will be
worth it in the end.
http://www.thesecretworld.com/ |