Showing posts with label The Secret World. Show all posts
Showing posts with label The Secret World. Show all posts

Sunday, July 7, 2019

SWL and TSW: Fantastic horror RPGs that happen to be online

After a nearly a year in DDO I found myself wanting to get away from fantasy MMOs altogether for a while, and so I decided to take Secret World Legends for a spin.  I really enjoyed The Secret World back in 2012, and I've been meaning to try out the relaunch.  Secret World Legends did not make a good initial impression, at first I nearly hated it.  The controls seemed off (e.g., the camera is locked to your mouse), I didn't like the changes to combat (it seemed like an utterly mindless button masher compared to the original), and I didn't like how the intro experience is remixed.  In fact I disliked SWL so much that I went back and played TSW (the original version) for a few evenings to see if my tastes had perhaps radically changed in the 6+ years since I last played it.

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! 


The last two weeks have also been the anniversary event in SWL.  Because of it I have been doing a fair amount of completely random group activities.  When you head to town for a bank run and see forty players banging away on a giant pinata with baseball bats, what are you going to do but join in?
In a last desperate attempt to actually see more of the setting this time around, I picked up SWL again.   Say what you will of it, at least the difficulty and gear management of SWL have been considerably "smoothed out" compared to TSW.  My second try I was determined to at least make it to Blue Mountain, the third main zone.  SWL took longer to click with me than the original, but once I stopped fighting the new mechanics I started having a blast.  I hit the ground running in Egypt and have never looked back.  I've now made it roughly half way through Tokyo, which the last major area in the game (excepting whatever small amount of new content South Africa contains).

SWL has a reputation for being creepy that is well deserved. Many classic horror and pulp fiction tropes are explored at one point or another.  Numerous influences from Lovecraft and Romero, to Akira and Indiana Jones are all apparent  [An aside: whatever they are paying these Orochi guys, it's not nearly enough!] 
In SWL I have found an absolutely fantastic single player horror / adventure RPG, that happens to require you to be online.  Despite playing largely solo, I know I wouldn't enjoy it as much if it were offline.  The other players I randomly run into make it feel more real to me than an offline game would.  The presence of a functional player economy also helps a lot.  For example, digging around the auction house for just the right starter gear is a big help and a lot of fun when you are new.

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.
Regardless, I'm playing SWL mainly to see the story lines.  Whenever I get done with the stories I will probably be done with the game.  By then all of my gear will be level 30 epics, which is about as far as I would ever want to progress.  Getting into equipment that's much better than this looks to be a major slog that would involve a lot of dungeon runs and raiding.  I have never really been into raiding in other MMOs.  Getting better gear so that I can be strong enough to get even better gear just isn't enough motivation for me to run the same raid encounter dozens of times. I doubt SWL is going to be the one random game that changes my mind.

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 . . .
Despite this, I think SWL is a fantastic game.  I highly recommend it if you like horror themed games at all.  The best parts of it are the story lines, and you can see those 100% for free.  In fact I played it for nearly two straight months before I even bothered with a sub. The stories aren't as interactive as something like SWTOR, you don't make any real choices save whether or not to do a mission in the first place (very few are mandatory).  But the quality of the writing, direction and voice acting more than make up for it.  If I had dropped $60 on a box to play through all the story lines and captivating virtual spaces that I've seen these last few months, I would have thought it money well spent.  For absolutely free, it's hard to knock it.

Hanging out with a forest god in a bar in Transylvania.
I also don't expect to still be playing in a year.  The endgame is reportedly quite grindy, and Funcom seems to be in no danger of adding any substantial new content. The story lines in game now are pretty much all that are ever going to be released for it.  New content being developed for the setting is now apparently going to be released in offline RPGs.  SWL itself appears to be pretty much in maintenance mode.  If you have any interest in it at all, right now while it still has an active player population is probably as good a time as there will ever be to try it.

SWL is a game filled with fascinating stories. One story line might be a gothic  vampire tale with all the cliches you could hope for, the next might be a "science gone wrong" narrative that contains genuinely disturbing body horror, and the next after that might be absolutely surreal journey between dimensions. Despite the variety of tones, somehow the narratives manage to hang together and produce a rich and immersive setting.

Friday, June 29, 2012

Will Players "Get" The Secret World?

Last night I pre-ordered The Secret World from Amazon.  I have early access as well as a some in game goodies like a dog and some sort of XP boost.  Oddly, I am not sure I'll be playing it at all this weekend apart from to logging in to save some character names.  I've been traveling/ entertaining for most of the past week and feel more inclined to catch up in DDO and SWTOR than to jump into something new this weekend.  I'll likely spend more time with TSW over the 4th of July weekend, and I am looking forward to it.

The game really impressed me during the beta weekends (Rowan has a great preview up that summarizes my experience pretty well).  I like the story driven gameplay, the atmosphere and setting, and the classless character development system.  I also think that, much like LoTRO back in the day, a lot of the players that try TSW are not going to "get it."  The game requires real patience to get into.  For example, the quests. Each quest that you take opens up a chain of quests that together form a narrative.  The best way to do quests is to take one quest at a time and see it all the way through to the end. Most of the time when you finish one quest chain, if you explore the area where you end up you will find an object or NPC that will open up another quest chain.

The game is not catered towards completionists.  It's not all that likely that you will even find all the quests the first time you go through a zone, much less do all of them.  I have read estimates that you only need to do 25% of the quests in a given zone to be strong enough to head to the next one (my guess would be more like 50%, but certainly not all of them).  The idea is that each character through a zone will experience a slightly to extremely different set of stories, and to encourage exploration. 

Further, if you pick up a style of quest that you already have (e.g., an investigation quest), it will replace the previous quest of the same style in your quest log, though you can go back later and finish the original quest if you care to [corrected thanks to Rowan!].  In any case, If you try to play TSW like WoW where you pick up every quest in sight and run randomly around the map to quest objectives, you absolutely will be stymied.  On top of that, the puzzle quests can be quite challenging (and are meant to be).  TSW is not a good game for those with MMO ADD.

The combat system and the character development system likewise need a real time investment before they start to shine. The emphasis of the game on narratives is also likely to turn off a lot of players, now that SWTOR has "proved" that compelling scripted narratives have no place in MMOs. This is an absurd contention in my mind, but a lot of commentators do seem to feel that way and have somehow managed to conclude that SWTOR settling at a mere 600-800K or so steady subs (my best guess, 1.3 million subs was the last number released) somehow supports this idea. 

I don't expect TSW to set the MMO world on fire.  However, I do think it will have very strong appeal for players that enjoy exploration, well developed narratives, and are looking for something outside of the fantasy / sci-fi genres.