Article

The Secret World: First Impressions

 
Title: The Secret World
Publisher: Electronic Arts
Genre: MMORPG
ESRB Rating: RP (Rating Pending)
U.S. Release Date: PC – June 19th, 2012

 

The Secret World is a new horror-themed MMORPG developed by Funcom, the creators of Age of Conan and the lesser known Anarchy Online. As the saying goes, third time’s the charm, and this time around Funcom hopes to entice players with strong Lovecraftian themes in addition to a truly unique free-form skill system. Intrigued by the prospect of a spooky MMO set in modern times, I signed myself up for the The Secret World’s beta test and started creating my character.

Although the setting reinforces it, character creation borders on bland due to a lack of races and noticeable facial features. Unless you’re willing to go for a comedic appearance, it’s more than likely you’ll be stuck looking the same as everyone else. One supplementary feature of character creation is the option of customizing your default outfit. Players have the option of starting the game in a t-shirt, a trench coat, or a fancy suit. As you progress, additional articles of clothing can be acquired through in-game currency and achievements. Under this system, equipment only changes your character’s stats and has no cosmetic ramifications. Being able to control what my character dressed in more than made up for the lackluster character creation, but I fear this feature will practically beg Funcom to tack on a cash shop after launch.

Before you can start uncovering the mysterious and horrifying secrets of The Secret World, you’ll need to choose one of three factions to join. The zealous Templar are an ancient organization honor bound to protecting the world from evil, the deceptive Illuminati aim to control civilization through mystical and technological wonders, and the anarchic Dragon harness the power of chaos to reshape the world to their liking. Being in a particularly destructive mood, I decided to join Dragon.

Immediately my character was tasked with following a hooded child through a series of alleys until my character reached an eerie looking hotel. Still in pursuit of the child, I followed the sound of crying up a set of stairs and found the only accessible doorway blocked by a half-naked man covered in tattoos. A cutscene depicted the trouserless man allowing my character passage through the doorway, where I was confronted by an Asian woman who promptly explained to me that the world is being invaded by darkness, and that only I can harness the power of “anima” to stop everything from going to hell, literally. Then we had sex. No, really.

Clearly I made the right choice when I joined Dragon. That being said, I have some beef with NPC interaction in The Secret World. Practically every NPC has something long-winded to say to you, and it’s almost always done in a cutscene. Normally I wouldn’t have a problem with this, but while these NPC’s are explaining all the horrible things happening around you, your character sits perfectly still watching the paint dry in the background. The disconnect between the player and their environment is a common issue in MMOs. While it’s nice to see Funcom try to inject some intrigue into the plot, it amounts to nothing when your character isn’t given the option of responding to the environment they’re disconnected from.

NPC's monologuing in their natural habitat.

After finishing my “conversation” with the nice lady it was time to pick my first spells. As mentioned earlier, the skill system in The Secret World is all sorts of unique. Players are given nine passive skill slots to use in conjunction with nine active skill slots. Passive skills generally consist of buffs applied under certain conditions, while active skills have a wide range of effects. A more defining factor of active skills is their direct effect on resources. Each of the nine skill trees in The Secret World–blood, chaos, elemental, blade, hammer, fist, shotgun, rifle, and pistol–have their own respective resource used to power their spells. Players may choose to take spells from any of the nine skill trees when they obtain skill points, but can only generate two resources at a time. Under this system, players may create any number of unique builds using the five hundred active and passive spells at their disposal. The vast majority of my time in the beta was spent experimenting with new builds and I’ve no doubt that players will continue to find ways to improve upon existing builds when The Secret World launches.

With my fine selection of chaos magic and blade mastery, I was prepared to slay the forces of evil. Tasked with the destruction of amassing zombie forces in the fictional town of Kingsmouth, I leapt into action. The Secret World takes the standard MMO approach to questing in that most of your time spent leveling will consist of killing monsters and collecting items scattered about the world. Though this isn’t anything new to those familiar with the MMO genre, players will find themselves constantly adapting their strategies to combat new foes. Each enemy I faced in The Secret World presented new mechanics, prompting me to change my strategy or face certain defeat. Zombie firemen would smash the ground in front of them, killing me almost instantaneously unless hastily dodged. Aquatic necromancers used bursts of water to propel my character into the air, disabling my skills for a short time afterwards.

Sufficient understanding of my surroundings and spells made quick work of my enemies, but managing my quests was another matter. Limited to five quests at a time, players must choose three area quests, one daily quest, and one story mission before embarking beyond the safe boundaries of the town. Area quests generally consist of unimportant fetch quests designed to give players something to do while they go from place to place. Players receive in-game reputation with various factions for completing daily quests every twenty-four hours. Finally, story missions reward special loot for defeating boss monsters and uncovering the secrets surrounding them. I’d have no issue with this system were it not for the needless five quest restriction. I often found myself unable to accept the far more interesting quests located outside of town without discarding the progress I’d made on quests I already had. Questing could be made so much more efficient if this was changed, but sadly it doesn’t seem to be one of Funcom’s priorities.

After a few hours of questing and perfecting my skill tree as best I could, I decided it was time to test some PvP. This would turn out to be the worst decision I would make over the course of my time playing The Secret World, as PvP is a complete and utter joke. Level brackets have been completely thrown out in the window in favor of scaling stats. What this means is that a level fifty character fighting a level ten character is a common occurrence in The Secret World, and I can’t begin to imagine who thought this was a good idea. No matter how high you scale player’s stats, the higher level will always win. It doesn’t take a college degree to figure out the player with no crowd control will beat the player with it. This glaring problem is only made worse with the horrible matchmaking system. Each team in the Secret World has a maximum of six players from one faction, but one possibly overlooked issue is the minimum amount of players each team may be composed of. If not enough players are present in the queue, games will simply begin with uneven teams. Combined with the aforementioned lack of level brackets, I was unable to play a single balanced match over my three days of play. On the off-chance the teams weren’t unbalanced, you could be sure a higher level player would single-handedly win the game for their team. I understand that unbalanced teams aren’t all that unlikely in a beta due to the small playerbase, but it’s absurd that games of two versus five are allowed to start in the first place.

When it comes down to it, one word rings true when it comes to The Secret World, and that word is average. The only outstanding feature is the skill tree system, but it’s hardly reason enough to buy and subscribe to a horribly unbalanced MMO focused on a story the player isn’t allowed to be a part of, with a needlessly inefficient questing system that forces players to waste their time and skip content. There’s a chance The Secret World could thrive under a free to play model, but I doubt this will ever come to pass under the supervision of EA and Funcom. Sadly, the future of The Secret World looks just as dark as its atmosphere.

At least the game looks nice.

 8 thoughts on “The Secret World: First Impressions
  1. i dont understand why this game is a MMO, it would be much better suited to single player and small scale co-op. the atmosphere and environments are actually rather well done if you can get past the low tier graphics, unfortunately the atmosphere is completely ruined by having an entire server of people standing next to you. woods filled with zombies would be creepy if there weren’t 25 people in the same area dispatching groups of zombies like they were nothing.

    This also defeats the purpose of puzzle and riddle based missions since people will often be shouting the answers out over general chat. there are a surprising amount of good ideas in this game for something made by EA, but as usual poor execution and shoddy craftsmanship ruin almost everything.

    • Ricky Alvarez on said:

      MMOs always guarantee a certain number of box sales. There is a large group of people who jump from one MMO to the next. Whether they buy a new MMO is not dependent on the content of the MMO–it is simply a certainty. Funcom makes MMOs because they always sell, regardless of their quality.

      The box sales are their main concern. They don’t care how many subscriptions they have or retain because their game was so cheap to develop and produce. Subscriptions are just icing on the cake for them.

    • A single-player party-based RPG set in the TSW-verse is something that I would actually be interested in. It could also serve as an introduction to the setting and the mechanics. Kinda like what they did with Kingdoms of Amalur, except for the going bankrupt part.

  2. An MMO whose only saving grace is a really good skill tree system? Sounds a lot like Rift to me.

  3. JC Dontern on said:

    What a shame, I love urban fantasy settings. Oh well, gonna have to hold out for the oWoD MMO.

  4. Catpunchers on said:

    If they had marketed this more like a Left 4 Dead clone with waaay more enemies, outfits, customizable items/weapons/whatever with fan modding support it would have been a hit before it even hit the market. What a shame, it does *look* really nice, good graphics, good designs, etc.

  5. Mr C on said:

    This is definately the best MMO since Anarchy Online came out!
    In 11 years, The Secret World is the MMO that has given me the biggest rush, only beaten by Anarchy Online on 1st and World of Warcraft on 3rd.
    And no; I am no WoW fanboi; I have played most likely over 100 different MMO’s, to the point that I had nearly given up on the whole genre with one failed release after the other (latest was SWTOR).
    I sweared after SWTOR that I would never ever Pre Order an MMO again (bought Collectors Edition with pre acces, cost me nearly £140!
    This Sunday I teamed up with my sister and we had tons of fun, jumping on tough mobs that would have extreminated if tried killing them solo.

    Thanks FunCom; I nearly had lost my faith in the MMO genre!

  6. DZ302 on said:

    This review is…I don’t know where to begin. For starters, betas are betas, not trials. It’s well known that character creation is a temporary feature and is being overhauled for release. (As are the intro faction-missions, the current ones are more like placeholders). You don’t even have the release date correct, and you made this review a week ago. (It is releasing on July 3rd for your information).

    Also there already is a cash shop, you can even click the button in the beta, although it’s disabled. These are a few basic things that all went completely over your head, or you’re just oblivious to. So right off the bat you’ve been wrong on pretty much every level.

    “The Secret World takes the standard MMO approach to questing in that most of your time spent leveling will consist of killing monsters and collecting items scattered about the world”.

    Oh dear God, this could not be more wrong. TSW has one of the most interesting approaches to questing I’ve ever seen, a good chunk of the missions are investigation missions which involve Googling clues, using Wikipedia, logging into computers to find files on medical cases, missions, etc…missions where you actually have to think about something, rarely are you just tasked with ‘kill 10 monster, or collect 5 of these’ traditional MMORPG style quests. The questing system is very interesting. The mission where you investigate a murder, then have to kill yourself to become a ghost and find a message in a jail cell, which then leads you to those ravens to sound out a creepy message is probably one of the most interesting things I’ve done in a MMORPG before, way more fun than even GW2′s dynamic events. (This is a video of said mission: http://www.youtube.com/watch?v=ZkAV34ScFrI&).

    As for PvP it was removed in the last beta to be overhauled, probably because of feedback like what you’ve complained about here, but you’ve written it as fact. The developers of this game invited you to *beta test* their game, and you’ve gone off and wrote and incredibly uninformed review about many things that were temporary place holders and subject to change based on player feedback like they were set in stone and have likely turned off many people from getting interested in this game.

    Bravo

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