The Secret World is a game that's hard to define in a handful of words. The closest I can come up with is "modern urban fantasy horror MMO", and say it's something refreshing to play after years of grinding in fantasy MMOs.
Breaks
the mold of high-fantasy MMO games, but is still a traditional MMO.
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Character Creation
Better
than average, but still could use more customization.
Combat
Average
MMO combat with no-brainer features that should already be standard. Good group synergy.
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The limited number of debuffs also means
that group synergy is high. If my
mechanic involves inflicting the WEAKENED
and IMPAIRED states, your
abilities may very well proc off of that.
Groups that are good at communicating can tailor their abilities to this
situation, and will find themselves being
extremely effective.
This is one of the two places in which the
game shines. The Secret World’s
development mechanic is based on the idea that you can create your own
character class. You select two weapons
to carry, pick skills that complement them, and go, breaking out of the
traditional character classes and letting you truly make a character
yours. This can be overwhelming to a new
player, so developers have instituted class “decks” – preconfigured combinations
that are rather effective and can guide you in the right direction. As an added bonus, they unlock an additional
outfit for your character. You only
occasionally have to run to town to train, as most of your abilities are
unlocked in the field (faction abilities, such as your mount-equivalent, are
not).
Wonderfully
rich and deep.
This is the other place where this game is
exceptional. Walking through London, you
get to see storefronts, all of which have references to literature and fiction
the developers particularly found inspiring.
All quests have cutscenes with voice acting in the vein of The Old
Republic. The depth also doesn’t peter
out (at least, in the first three zones).
There are tiny details that the player might miss if he’s speeding
through as if he’s playing World of Warcraft.
The world itself has tiny surprises built into it that aren’t part of
any quest chain per se, but that were clearly made with love.
UI
Better than WoW’s stock UI, but with little to no customization and little combat information presented.
UI
Better than WoW’s stock UI, but with little to no customization and little combat information presented.
The UI is minimalist compared to WoW. There are some negatives to this approach:
the lack of macros and mods makes the game feel clunky, and there’s little
combat information displayed other than HP/resources and status effects. Only one quest shows at a time (leaving the map
display a better option for questing, but with no way to keep the map open
while you play). That being said, it
doesn’t feel cluttered, and I don’t find myself watching the UI rather than the
actual fight. For all intents and
purposes, WoW could have no graphics except UI and be a world full of only stick
figures, and the game wouldn’t feel any different. It also takes a page from Guild Wars and
limits the amount of abilities you have at a time, leaving much of the
complexities of combat up to combinations, cast order, and procs.
Graphics
Roughly on par with Grand Theft Auto IV.
The graphics are detailed, but not exceptional. They’re rather average for any game set in a modern environment. They’re not particularly stylized, and they probably won’t hold up to the test of time. Again, they rank average for an MMO. Hopefully, like Age of Conan, they’ll also age decently, and not end up looking like jagged lines as higher resolutions become standard. Fortunately, the standard in resolutions isn’t going to change for quite a while – 1080p is still well above the curve for the average MMO.
Needs
a group finder, and needs more chat channels.
I’ll get this out of the way – there is no
group finder, no LFG or dungeon finder.
We’re back to spamming trade chat for our groups, the way we did in WoW
Classic. If there was one thing that
really gutted The Old Republic, this was it.
Fortunately, it’s not as terrible here, and this is why.
By default, the general chat is
game-wide. You heard me right – people in
end-game zones will hear people in starting zones. That means searching for a group for a
particular instance in chat won’t be a terrible experience. However, that does mean that spam is a lot
more noticeable, and the “Barrens Chat” effect follows you until the end of
your days. The game needs more channels
enabled by default, including an LFG, a zone chat, a guild finder, and so on.\
Pricing Model
Pricing Model
Standard
for an MMO at launch.
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Conclusion
Average
for an MMO, with exceptional depth and character development.
If you’re interested in taking your time with
an MMO and truly exploring a game, this is a much better choice than World of
Warcraft. It doesn’t particularly feel
grinding, and it has a few rather refreshing mechanics to it. Where it really shines is in the love given
to the game world. If you’ve read the
novels of Stephen King or H.P. Lovecraft (or both), the first three zones will
be a beautiful reminisce of worlds you’ve already explored in book format. It’s clear that most of the game’s
development has been a labor of people who love what they’re making, and it
really shows. You’d be doing yourself a
significant disservice if you skip cutscenes, rush from quest to quest, and don’t
take the time to simply absorb the world’s depth. This game is not one where you should be
rushing to the end. Take the time to stop
and savor it, like you would a fine wine.
"Secondly, there are a very limited number of debuffs that mark “special” attacks, deviating from WoW’s “everything gets its own unique debuff” model."
ReplyDelete-- GW2 did it first, so I do see this moving to be standard.
GW2 isn't out yet.
ReplyDelete