Every now and then a game comes along that's so radically different it
leaves everybody wondering whether it will sink or swim. The concepts
sound strong in theory and, in fact, even seem to be just what certain
types of gamers have been crying for, but because they buck tradition
we're all left wondering: will it work?
Funcom's new MMOG, The
, is one such game. For starters, it lacks a
traditional leveling system. It also doesn't have predefined classes.
It boasts unique mission types and takes a step away from the
hand-holding, on-rails quest systems many MMOGs embrace to offer a more
open approach. And finally, it's neither sci-fi or fantasy--it has a
horror theme with a twist of conspiracy. But does it work? Our editors
played for months in The
's closed and press
betas, through the
early access event, and into launch so we would tell you early on
whether this is a game you'll want to invest in.
This is a Funcom game, folks. It's rated M for mature audiences. There will be "colorful" language, blood, gore and, of course, bare-chested females. None of it is particularly gratuitous or in-your-face--in fact, it's all quite realistic--but it's there. If games like Silent Hill
make you squeamish, The Secret World
may not be for you.
Gameplay87Very GoodThe Secret World
you off strong with story. You'll choose your faction from among three
secret societies. The Templars are, of course, holy crusaders. The
Illuminati are all about power and wealth, and don't care who they have
to manipulate to get it. The Dragon seek to find order in the art of
chaos. After you create your toon and dive into the game, you'll be
treated to cut scenes that all essentially follow the same story, but
with color and characters relating to the faction you've chosen. Once
you've moved through the opening cut scenes, and a brief flashback
experience that takes place in Tokyo, you'll head to your starting
city: London for the Templars, New York for the Illuminati, and Seoul
for the Dragon.
Illuminati outside the besieged sheriff's station in Kingsmouth.
After completing some missions in your starting city you'll be
faced with one of the more daunting tasks The Secret World
has to offer the uninitiated--choosing your weapon. While this may
seem simple enough, it has long-range ramifications--the weapons you
choose (you can equip two at the same time) will determine which abilities you can use. The game gives you a little guidance, but unless you're
either intimately familiar with MMOG class mechanics and able to apply
some informed guesswork, or you've done your homework in advance,
there's a possibility that you could find yourself making some
decisions you regret. More on that in a moment.
Character Development and
The Secret World
features an Ability Wheel--Funcom's over-achieving answer to skill
trees. Essentially, the new character is faced with a dizzying array of
about 500 options, each of which are accessible to any character. (In
theory, you could learn every single one of those abilities given time
and persistence. In practice, maxing out 2 of the 9 ability trees is probably more than comparable with a complete level-up experience in other MMOGs.)
It's entirely possible and, in fact, easy to make a bad, ineffective build in The
The game won't stop you from, for example, slotting no damage abilities as you spend Ability Points (AP) to purchase abilities and Skill Points (SP) to increase your effectiveness with your weapons and gain access to more powerful gear. Quite intentionally, there's no respec available - Funcom felt even an expensive respec would be game-breaking. Unfortunately, gameplay alone might not reveal early on that you've made some not-so-great build choices. In fact, you may not wise up to your relative ineffectiveness until you're getting thrashed in PvP or taking a beating in a dungeon.
Facing the Ability Wheel can be daunting. Premade Deck templates ease the strain a bit.
The good news is, Funcom made a wise design move with their implementation of the Deck system--a system of premade templates that let you follow a build roadmap. If you find yourself overwhelmed by the idea of creating a build from scratch, you can either follow a deck template or study it to learn how good builds are formed. Unless you've got build-making chops, this is likely the route you'll take, at least initially.
Your early experience in The
will have you facing off against hordes of
zombies and other undead creatures. And you'll probably have fun doing
it initially. But if you're expecting combat along the lines of
Funcom's Age of Conan
you're going to be disappointed. The challenge in The Secret World
's combat comes with
selecting the best combination of seven active and seven passive
abilities to equip on your hotbar. Beyond that, it isn't particularly
complicated. You'll use abilities that build resources, dodge your enemy's ground-targeted attacks, and then follow up
with a big bang that consumes those resources. You'll throw utility
into the mix as you're able. It can become repetitive as you churn through hundreds of mobs in Kingsmouth alone.
The Secret World
does allow you to fight that repetition to some degree, though--you
can (and should) eventually create multiple builds and switch them out
as the situation demands. With a new build, at least you're working on spamming
(albeit in a logical, purposeful way) a different set of abilities.
Fortunately, enemy encounters with all but the most run-of-the-mill trash mobs will throw challenges into the
mix to keep you busy. Unless you're actively getting out of the way, monsters will inflict various states designed to afflict or even just knock you down and steal your lunch money. You can do the same to your enemies. It's a fun dance, if one more harrowing than complex, and you only really see it play out in dungeon encounters and world boss fights.
Missions and Story
If you love a good tale, The Secret World spins them brilliantly.
If there's one thing The
does not lack it's a great story. Three
secret societies with opposing purposes are forced to stand united
against the encroaching darkness in a world where every myth,
nightmare, and conspiracy is true. A good horror-themed MMOG has been a
long time coming, and The
delivers in spades. The story has depth and
purpose, and missions range from the simple "kill off some zombies"
type to complex investigation missions where players will have to put
their real world puzzple-solving, clue-finding, truth-seeking abilities
to the test. There's a mission type for every play style, and none of
All in all, gameplay is rich and complex--if you understand what you're
doing, or take the time to learn, you're likely to play well and enjoy
the hell out of your time in The
For every drawback, there's a counterbalance that
mitigates it somewhat. The pain of being unable to respec can be avoided
by using the premade Decks as a template and modifying your abilities as needed. The whack-a-mole combat is kept from being stale by employing interesting enemy mechanics, as well as the ability to create multiple builds
and change things up a bit. And the story is capable of rendering the
whole thing fun, even for those with unanswered gripes.
Overall, The Secret World offers fantastic, state-of-the-art graphics, particularly if you're running a high end box and a DX11 enabled video card. Textures are incredibly realistic, sometimes disturbingly so (those moldering dead corpses are none too pretty.) The settings you find yourself in provide vivid atmosphere and texture. Kingsmouth really does feel like a sleepy New England island hamlet...that just happens to be beset by zombies. Lighting is superb, but unfortunately native support for TXAA (a super-efficient anti-aliasing algorithm that offers quality comparable to 16x AA at a fraction of the hardware and performance cost) didn't make it into the game for launch - the Nvidia drivers simply weren't ready.
It's a detailed, richly rendered, scary-as-hell world.
The Secret World serves up realistic and pleasant-looking character models. Although you'll be offered a few different facial and hairstyle options there are none of the sliders or fine tweaking elements that gamers have gotten used to. Funcom did add more options just before the pre-launch early access event kicked off, but they're still rather limited by modern standards.
The one thing that has dogged The Secret World from the moment people saw their first glimpse of actual in-game combat is character animations; they looked stiff, stilted and, in a word, retro. Although they have improved, they're still not on par with modern games and aren't even as fluid is I remember them being in the carefully mo-capped Age of Conan. In an otherwise fantastically rendered game world, stiff, unnatural animations stand out as a serious detractor. Can you get used to them? Sure. Overlook them? Probably. But you shouldn't have to. Fluid animations are the one thing that keep The Secret World's great graphics from being truly outstanding.
From the moment you load up The
Secret World and begin to play you're treated to music and
sounds that fit the game and its mood and setting to a tee. From the
chilling and mysterious opening refrain to the icily semi-randomized slow piano arpeggios on loading screens to the combat
music, everything just rings true and adds to the game experience.
Not only that, but atmospheric sounds are crisp and realistic. From the
sound of crows taking flight to the death rattle of a dying zombie, it
all makes sense. The only thing that doesn't quite seem on the same
quality level as everything else is the combat sounds, which aren't
bad, necessarily, just...unimpressive.
And finally, the game contains a number of voiceovers. I liked how the
voice actors delivered their lines, and I generally loved their
scripts. When the town sheriff says, in her New England deadpan, "I'm
not saying that Kingsmouth was a little slice of heaven in a snow
globe, but it was ours...and now it ain't," I feel her bitterness and
resolve. And overall, the voiceovers are on par with that.
Occasionally, if you pay attention, it's obvious that the same actor
covered different NPCs (which isn't unusual in the industry), but it's
far less obvious than in, say, Star Wars: The Old Republic.