finally. a mmo that's not all knights, wizards and dragons. hopefully they don't find some other way to cheese it up.
The Secret World Updated Impressions - More Story Details and Player-Versus-Player
We take an updated look at this unusual modern-day massively multiplayer game from the creator of Age of Conan and Anarchy Online.
The Secret World is Norwegian developer Funcom's next game, and unlike the studio's other fantastical forays into the world of massively multiplayer games, this one will take place in a modern world setting. Except that every old wives' tale and every superstition you've ever heard of is actually true. The Holy Grail existed, witchcraft really works, and there are, in fact, secret societies controlling the world. In fact, your character will belong to one of them--either the Illuminati, the Knights Templar, or the Dragon, a secret society based in Asia. We recently had a chance to take another look at the game in motion in both player-versus-environment (PVE) gameplay and player-versus-player (PVP) gameplay.
The PVE section of our demonstration was a deft combination of live gameplay demonstrations jumping back and forth between video trailers showing off content in the same area. It once again took place in Kingsmouth, the American seaboard town that bears a strong resemblance to the sleepy New England burg from H.P. Lovecraft's horror story Shadows Over Innsmouth. As you may recall, Kingsmouth is besieged by a zombie outbreak as well as by eldritch horrors crawling out of the ocean. Your character arrives on the scene to attempt to discover what caused the outbreak and what, if anything, can be done to contain it.
Our demonstration began with a quick zombie-hunting session in the Kingsmouth backwoods after receiving a mission from a local militiaman. The Secret World will have a variety of different mission types, such as investigation, sabotage, and action--with the action in this case being "go kill some o' them zombies to make the roads safer." Though our character was kitted out with a sword in each hand, Funcom reemphasized that The Secret World will have a highly open-ended character development system that does not have character levels; instead, your character will collect hundreds of different skills and use them to build a "deck" of skills to bring into battle, not unlike the metagame of Magic: The Gathering or the first Guild Wars game.
Funcom representatives were quick to point out that stomping on abandoned cars in Kingsmouth sets off their alarms and that car alarms bring zombies running, which means that should your character ever have a quest to kill off some walking dead, or just a spare 10 minutes or so to do some old-fashioned monster-huntin', you can hop onto the hood of the nearest car, set off the alarm, and spawn some enemies. The demonstration also showed off another player's magical ability to hurl fireballs--explosive projectiles that cause the nearby ground to burn momentarily. Should your enemies (or your character, for that matter) walk through the fire, they'll change "state" and be considered "burning," at which point they may be susceptible to other effects or abilities that are particularly effective against burning targets. We also did battle with the "corpse gorger," a giant zombie boss made out of, what else, a bunch of corpses lumped together into one shambling form, though since our demonstration characters were all extremely powerful (overpowered for this area, in fact), they dispatched the brute with little trouble.
Our demonstration then skipped ahead to a meeting with Andy, one of Kingsmouth's last surviving police deputies. All major characters in The Secret World will be fully voice-acted, and while this fellow wasn't very well spoken (and didn't sound all that bright), he expressed his suspicions about the zombie invasion and its possible connection to the misshapen monsters, known in the game as "draugs," that routinely shuffle in with the tide and leave even-more-suspicious-looking sacs of what appear to be gigantic eggs on the beach. After getting debriefed, our character and her adventuring party headed directly to the beach to find several shambling sea zombies waiting for us, which she dispatched with help from her fireball-tossing, gun-toting buddies.
At this point, Funcom staffers pointed out that the sea creatures have their own ecology--female draugs lay eggs at sea and charge male draugs with dragging the eggs to shore to hatch into more male draugs. By killing off any landlocked male draugs and then destroying any remaining egg sacs, you can force the females to come out from under the waves (spawn into the world, in other words), at which point you can kill off the females, which will cease the spread of the beasts for some time. Unfortunately, killing off female draugs also raises the ire of the draug lord, the giant, yellow-eyed, horselike critter you've seen in the game's screenshots and trailers. The draug lord is essentially the race's wizardly boss monster, and it pounds its foes with psychic powers. However, even this fearsome foe was no match for a group of four overpowered adventurers, and it also shuffled off this mortal coil.
The developers then paused the in-game demonstration to discuss the game's character development system, which will, again, not be based on gaining linear levels. While your characters will, in fact, gain experience points for performing general and faction missions, crafting, PVP, or killing monsters, you'll use experience points to purchase skills for your character, though at any given time you can equip a maximum of seven "passive" skills (abilities that are "always on" and provide various bonuses for you and/or your companions) and seven "active" skills that you must manually activate. The studio plans to include more than 500 skills at launch, including anything from advanced firearms damage to melee weapon skill to magical powers. These abilities will appear on the game's "skill wheel"--a circular interface that sorts the game's skills into different sections based on whether they pertain to melee combat, ranged combat, healing, magic, or other miscellaneous skills.
Funcom concedes that the totally open-ended skill system might seem overwhelming to new players. This is why The Secret World will also have a "template" system that associates certain skills together as a preset group. Over the course of your adventures, as you gain certain amounts of experience or perform certain missions, your character will unlock up to 10 different preset skill templates for your convenience. Unlocking templates will also play into the level of prestige you have with your faction--more-accomplished players who have unlocked more templates may gain access to better guild-related missions or content later on, so it'll be worth the effort to try to unlock all 10 on your character.
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The Secret World
- Publisher(s): Electronic Arts
- Developer(s): Funcom
- Genre: Role-Playing
- Release:
- ESRB: M
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