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The Secret World – beta weekend #2

May 14, 2012 1 comment

Over in The Secret World forums Funcom has posted an announcement for the next Beta Weekend, called Kingsmouth Calling, Part Two. Not sure if the characters from the previous beta weekend will still be there, or if they wipe everything. Since they call it part two I guess the characters will remain. I would love to continue exploring, but on the other hand I do not want to play too much before the launch either. Below is a quote from the announement:

The Secret World Beta Weekend #2, titled “Kingsmouth Calling, Part Two” begins on Friday May 18th at 9am PDT (16:00 GMT / noon EDT) and lasts until Sunday May 20th at 11.59pm PDT (Monday May 21st, 06:59 GMT / 2.59am EDT).

If you have pre-ordered The Secret World previously you automatically have access to this Beta Weekend as well. We have also teamed up with several profiled European sites this week and these will be giving away keys for this Beta Weekend specifically. These sites are:

These sites will be bringing their giveaway live throughout the week so keep checking in on them.

In this Beta Weekend event, players must return to Kingsmouth as an initiate of the Templars and investigate the myths and mysteries of the town and its surrounding areas. In addition to all the content of the previous Beta Weekend, in this event you get to meet more of the brave and resourceful holdouts in Kingsmouth to learn their stories and pursue the many new missions they have for you.

Several characters, storylines and missions have been added since the previous Beta Weekend.
You can head over to the scrapyard and talk to Edgar. Apart from his two mean dogs, Tango and Cash, Edgar hasn’t seen many friendly faces lately. Not only has the scrap he has collected over the years come alive, and risen as powerful golems, but he is also neck deep in zombies. Edgar could really use your help to rid himself of some barrels of highly flammable gasoline – and some zombies.

Over at the airport the veteran mechanic Ellis Hill is holding out against an onslaught of Draug from the sea. These corrupted and ancient creatures are getting bolder and bolder, but seem to be weary of light. Though Ellis is handy with a gun, he could really use some assistance getting the generator going again.

The enigmatic and powerful Orochi Corporation is keeping a watchful eye on the dark happenings in Kingsmouth. Two of their representatives, Ann Radcliffe and Harrison Blake, are getting quite frustrated with their orders to just observe and not intervene.

They are in need of someone with special powers to investigate what lies behind the rising darkness, but perhaps it is smart to do a little investigation into Orochi itself as well?

The mysteries of Kingsmouth are yours to unravel.

Categories: The Secret World

Game choices and Republic frustration

May 13, 2012 2 comments

After spending a couple of hours on Friday and Saturday with The Secret World beta and a bit of time with City of Heroes and Star Wars: The Old Republic on Sunday I find myself at a point where I may change my game choices.

After 6 continuous years as a subscriber for City of Heroes I am starting to get to the point where I may take a break from the game for a bit, despite that there is a great community to be part of. Most of the content that I care for in the game I have done plenty of times now – a break might make it more refreshing again at some point later.

Fortunately with the beta weekend of The Secret World I know I have a new game to dive into in about a month. It provides a refreshing setting and a bit different take on missions and content, which is quite nice to see. I do look forward to see more of that.

In parallel with City of Heroes I have been playing a bit in Star Wars: The Old Republic. While I certainly still do enjoy parts of the game, I also have a growing frustration with it. The frustration comes from the missions and that there are so many which involves killing groups of enemies to get somewhere far away -and killing and killing and killing… Game sessions tend to get a bit long, because one cannot take a break easily always and get back later – getting back would involve killing and killing and killing…

I prefer to be able to have shorter game sessions and this seems to become a bit difficult with SWTOR. After playing through the Bonus Series on Tatooine I am at the point where I might ignore most/all missions that are not strictly the class story missions. I have already started skipping a fair amount of missions already, but may end up skipping even more.

I am pretty much at the end of my initial month with the game now. I do think I will continue for another month, but after that I have my doubts at this point. I will see, perhaps it gets better.

The Secret World – first impressions

May 12, 2012 8 comments

So this weekend is the first “beta” weekend for The Secret World – I put beta in quotes, since I think the beta weekend as opposed to the ongoing real beta is more of a promotional event.

So did it work then, the promotion? For me I would say – yes, absolutely. There are many really nice things in this game. It is not perfect and has some glitches and issues, but for the most part it is a quite nice game.

The gameplay for the this weekend beta is restricted to play as a templar and only to London and part of one of the open world zones – Solomon Island. On Solomon Island it is also restricted to one of three areas, Kingsmouth. Also, the higher tiers for the abilities were also locked out for this weekend play.

First of all, I must say that I must give top scores to Funcom for the user interface. It is slick, clean, functional and minimalistic. Bravo! I would have liked to see more tooltips, since I did not get it for everything and for some items only sometimes, but other than that I was quite happy with the interface.

My general feeling when playing the game was one of mystery rather than spooky and scary – what happened in Kingsmouth, what caused this and what are those others really? There are some spooky & scary moments, but one gets used to see zombies etc all over the place, so mystery is the main feeling that gets stuck.

The environments are well made and there is a logic to enemy placement – probably. Because of the mystery elements one is not quite sure of why certaincreatures are there (not only zombies around), but it does not seem random. Character models are a bit so and so, some look a bit weird and stiff.

Character creation is fairly ok, but not that many options to choose from in terms of outfits etc. Presumably more options will be made available later, since the user interface provide an option to manage a long list of different outfits.

The starting cutscene will set up your character as someone who just gained some magic ability and get “recruited” by the templars – not much argument and there is certainly a bit of a feeling that the character (or you) do not quite know what is going on.

Eventually one ends up at Templar HQ in London and the character gets some explanations and to train in a weapon of choice. After that the big world awaits and in particular a disturbance in Kingsmouth on Solomon Island.

Before heading off to Kingsmouth I did some exploring of London though, or rather the small part of London that was accessible.  It looks quite nice and have a number of nooks and crannies to explore – there are also lore items to pick up that you can find during the exploration.

As Kingsmouth is surrounded by a fog which turns out to be quite deadly, how to get there when the citizens of that town cannot get out? The answer to that is Hollow Earth. It is kind of a secret fast transport system, which allows for instant travel a number of places in the world – in this case Kingsmouth.

Hollow Earth

It is in Kingsmouth most of the gameplay for this weekend is taking place. Right out from the Hollow Earth portal one will run into a local as well as the zombie infestation that is haunting the city.

There is a main story line which is indicated by a movie reel in the mission tracker. In addition to that one can get various side missions, although only a few at a time can be active and the mission tracker only shows one mission at a time. I like that, fewer concurrent missions provide a better focus for each mission. The mission tracker also shows how many stages the mission consists of as well as the type of mission, you you will know if it will involve lots of killing, investigation & puzzles, delivery or search for items etc.

Most (all?) missions are repeatable also, although it seems they can only be done once every 24 hours. While the main story mission does provide step-by-step insight what is going on, a number of the other missions also provide additional clues and insight into what is going on in Kingsmouth – or perhaps in some cases raises more questions.

Missions do include a few puzzles, including puzzles that may need to search through Google. Fortunately there is an in-game browser, which just happens to start up with the Google search home page.

A number of missions NPCs, although not all, have cutscenes with voice-over when you talk to them, The dialogue is quite good, although I should perhaps rather say monologue – my character has not uttered a single word, neigher through mission dialogue nor voice-over. The strong silent type, I guess… It does feel a bit weird that never says anything at all, especially with recent playtime in The Old Republic. It would have been nice to express some kind of reaction, even if it does not affect gameplay as such.

Lore items can be found in various places…

The combat mechanics are fairly ok and one can move around during combat – does not stop the usage of abilities. Although for abilities with a specific target one must face the enemy and the game does not provide any facilities to adjust your direction a bit. Thus at least in the beginning I got many message about that my character was not facing the enemy.

One can use the abilities while moving around, which is a nice difference to many other MMOs, where your character gets rooted or is not allowed to move when using an ability. In this came , moving around is encouraged. In fact, some enemies might definitely kill you unless you start to move around a bit. It is easy to see their big attacks coming though, so one can move away from the target area. For AoE/Cone abilities there are no need to have one enemy in line of sight, which makes them useful to use when moving around also.

Enemies are a bit similar to what one may run into in City of Heroes and The Old Republic, in that the minion type enemies (indicated by 3 dots) one can handle a bunch of, while other enemies may be stronger and more difficult – one dot should be ok to handle 1 or 2 at a time, while one with a skull will be a challenge. Yellow coloured dots seems a bit tougher than white colour. Enemies with a flag instead of a dot seems to be named enemies.

Puzzle: Find a way across the electrified floor

There are 9 different weapons, divided into three areas – melee, ranged and magic – with three weapons in each area. To use weapons of a certain type one need to spend skill points in that weapon. For each weapon there are two features/roles that skill points could boost – damage, survivability, support and healing. All weapons have the damage role and it depends on the weapon type which one of the other three is assigned to that weapon.

Ability points on the other hand allow for gaining more abilities to choose from and equip. While one can pick any combination one wants, there are also a couple (eleven) template decks defined which players can choose to help them make up something interesting.

Besides the missions and exploring the Kingsmouth area, I also had a look at the crafting part of the game. It is a neat system which seems to be inspired by Minecraft, in that you have an area where one can form shapes in order to make an item. The game does not tell you which shapes that work, so you have to figure them out yourself (or posibley search/google for such info). One can disassemble/break down existing items into resource components and through that way figure out various shapes to use.

Disassembled a shotgun

Overall I quite like the experience and it has convinced me that the game certainly is worth playing. I might try out a bit more in coming beta weekends, but probably not so much – I want really to save much of the experience for the real characters from launch instead. It looks quite promising I think and hope to enjoy it more after June 19th.

Categories: The Secret World

Kingsmouth Calling

May 9, 2012 5 comments

This weekend is the first beta weekend for The Secret World, called Kingsmouth Calling. The beta weekend provides access to two areas of the game – London and Kingsmought and one can only play a Templar. Later beta weekends will show other areas of the game and allow other factions to be played.

The beta weekend client has been made available for download for those that are eligible for playing in it (pre-orders, players who gained access through Secret War game or obtained keys form various sites). The beta weekend is not covered by any NDA.

Worth noting is that playing in the beta weekend is different from the regular closed beta testing which is ongoing at the same time. Those who participate in the closed beta are still covered by NDA for those things they test.

I am quite eagerly looking forward to spend some time with the game this weekend, more so than for any other game in a long time.I do not plan to play a templar at launch, so it suits me quite fine to try out the faction in a beta weekend play.

Categories: The Secret World

The Secret War has started

May 1, 2012 5 comments

I believe it has been running for a while now, but there is currently a browser-based game called The Secret War that is run by Funcom. As one might guess, this is connected to the upcoming MMO The Secret World.

Personally I won’t be touching this game. This is simply because it is connected to Facebook and you have to have a Facebook account to participate. I don’t have a Facebook account, nor will I get one, so I pass on this one.

If Funcom wants to use Facebook for this that’s fine – but I would not be happy if there would be any dependencies in The Secret World to use Facebook.

Categories: The Secret World

The Secret World preorder time

April 3, 2012 1 comment

Funcom has announced that pre-order is available for The Secret World.  Since this game is on the top 2 of anticipated games for me, I pre-ordered pretty much directly when I saw it. There is a basic game package, with a number of additional options you can add to that.

I have become a bit more sceptic over the years over the value of getting a number of these extras right from the start, without any practical hands-on experience with the game. I really want this to be excellent, but I am not buying more than the minimal required until I know better what I may want and need and if I actaully end up liking the game.

So just the basic package for me. I picked Paypal as payment option, but the registration web page did not bring me to Paypal and neither did the button on the confirmation page work for me. But the confirmation email from Funcom provided a link to the account page and from there I could complete the Paypal payment.

The pre-order provides access to beta weekends, which seem to start on May 11th. Game client was not available yet for download.

Funcom has created a pre-order trailer, which looks pretty good. Not entirely new though, since it contains bits from older trailers. I guess they are primarily aiming for existing MMO players with this trailer, since some of the text would not make much sense for a non-MMO player.

Categories: The Secret World

Community in teams

December 30, 2011 Comments off

I recently read a post on Massively commenting on the state of tools for finding teams in the Star Wars: The Old Republic and advantages and disadvantages with the current approach and what for example World of Warcraft uses. There have been a lot of comments there, mainly arguing for or against a tool like the Dungeon Finder in World of Warcraft.

I have not played WoW in 5+ years and I know very little of the details of SW:TOR, but it seems to me that the arguments were somewhat missing the core issue here. It should not be a discussion only about whether Dungeon Finder-type tool is needed or not, but rather about how a game in general supports team play and encourages community building. These may not necessarily happen at the same time all the time, but is of course an good opportunity for it to happen.

The main issue here with combining these I think lies with games that adopted a level-gated, holy-trinity-oriented, play-content-in-developer-mandated-order design. I do not know if this is the case with SW:TOR, but if a game has these elements then the game design hardly has considered it important to have community building and team play happen at the same time.

Community building is not only about forming guilds or similar constellations either – it is about how people in general interact with each other in the game, at any time. A single tool will not change that part completely, although it can adjust the balance.

It seems to me that World of Warcraft is a game that for a long time has encouraged gated communities over general community building, plus an emphasis on gated content or at least segregated content. The Dungeon Finder tool seems to me that it was a a way to try to work around community building issues, but only through addressing a smaller and easier problem than the core issue.

I think ArenaNet gets it whan it comes to general community building for their Guild Wars 2 title – at least from what they communicate they seem to have been giving this a lot of thought. Funcom maybe gets it for their next title – not quite sure yet about them for The Secret World. Paragon Studios seem to understand it, but sometimes perhaps only on a subconscious level and learning from mistakes.

The Massively post raised my curiousity a bit where Bioware stands here? Is there an overall pattern to be seen around community building in the game design of SW:TOR? It is not obvious from the general talk about the four pillars for their game what that pattern would be:  progressionexplorationcombat, and story. Admittedly, I have not looked much into the game yet so it might be obvious for those with a bit more insight here. But the four pillars mentioned are not elements that are specific for MMO-type games – it can be applied to any RPG-style game.

From Cthulhu with love

August 16, 2011 3 comments

Well, perhaps not Cthulhu himself, but Funcom does a good job with getting people excited about their upcoming game The Secret World, which now also has an official release target in April 2012. They also have started a countdown on the game web site, with 231 hours to go (when this was written) to the start of the possibility to apply for beta test of the game.

And of course another video has been released also, which is a pretty neat one.

Categories: The Secret World

The Secret World play example

July 9, 2011 Comments off

Massively has posted an article with a walkthough of what seems to be pretty much the first instanced team experience the players will encounter in The Secret World. It consists of three parts and is about 20 minutes in total, showing a few aspects of the gameplay. It showed some good elements I think and if this is one of the first instanced team experiences it looks promising I think.

When watching this and some othe related videos I also ran into another developer walhthrough from a few months back (in March). This covers some areas a bit more in depth and also some other gameplay elements, plus shows other areas in the game also (but some of the enemies are the same). I had not seen that one before, so that was also a good one to watch, included below. This one is about 30 minutes long.

I am definitely looking forward to this game.

Categories: The Secret World

RPS on TSW

July 8, 2011 Comments off

The PC game site Rock Paper Shotgun have had some articles about The Secret World, including a preview and a two-part interview with Ragnar Tørnquist. I think those articles were great to get some idea of the thinking behind the stories in The Secret World. It was also quite nice to see that the article/interview author had done his homework and did have an intelligent discussion on the subject.

I have no doubt whatsoever that there will be some great material in the game from a story perspective and I am glad to see that they try to push some boundaries here.

It sounds promising that they seem to have an approach similar to Guild Wars when it comes to skill usage (thank you, thank you, thank you!) and I like that they embrace that everyone does not have solve the puzzles everytime, but when they do that the approach supports and encourages people to help each other in a way that does not require built-in game mechanics.

At the same time I also wonder will the game work out wen you are not thinking about solving the mysteries of the world – sometimes you might just want to knock a few zombies. Will it be able to keep people interested then as well also? While Funcom has done some good job with story and environment settings, they have not been entirely flawless in general execution.

I remain hopeful though and I really want this theme and story approach to succeed.

Categories: The Secret World
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