|TSW and it's relaunch, SWL, are both packed with sights, sounds and experiences like nothing else I've ever played. For the past few months I have been thoroughly immersed in a fascinating experiment in interactive storytelling,|
To test this, I rolled a new Illuminati character and played through the Kingsmouth Town area. The first few hours of TSW remain absolutely brilliant to my tastes. If you have an account, you can login and play TSW 100% for free. However, seemingly almost no-one else still plays it. In a week of evenings I only saw one other player, and chat was just as dead. TSW also remains a singularly challenging MMO. At least when I play, I tend to hit brick walls of difficulty every so often that force me to spend some time tweaking my deck and trying out new skill rotations to make progress. Even with a decent skill load out, the gear upgrade system is still quite clunky. It takes up an absurd amount of inventory space and is incredibly grindy.* The alternative is to ignore the upgrade system altogether and hope for good random drops, which can work out just fine or horribly depending on how lucky you are. Around the launch of TSW I had a very good time but stalled out in Egypt, when I hit my second or third difficulty spike and had to rethink my deck yet again. On my return I was having fun relearning the game, but could also see that I wasn't going to make it any further on this run then I did at launch.
*Combine stacks of ingredients, to make more ingredients. When you have enough of those, you can combine them to make....more ingredients!
|While often quite amusing, at times the game can also be surprisingly somber. I've found myself truly moved more often than I'm used to in a MMO.|
|The remains of another Orochi employee, deep in a secret facility where experiments on children with psychic powers were being conducted. Experimenting on powerful psychic children always ends well . . .|
|Hanging out with a forest god in a bar in Transylvania.|