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UnSub
04-07-2009, 03:02 AM
The Secret World is Funcom's next MM... wait, where are you going? Oh, the Funcom thing. Right.

Anyway, it's a dark modern / horror MMO that is finally starting to pick up speed. You have to answer secret questions to (what looks like) get into the beta, or at least get a beta code.

Now, you can watch the video (http://vimeo.com/4000825) and then try to find the website (http://www.sanctuaryofsecrets.com/) then research the answers... or you can shortcut it.


A pattern emerges. What is it? - Flower of life
Find us, and you'll find the answer we seek - 6284968128
Invoke our true name - Melissonomoi
Seek out the place of our birth - Delphi
Whose time is it - Kronos
This is where we meet, when the time is right - Venice

Then click the symbols in the following order:
Moon - Mercury - Venus - Sun - Mars - Jupiter - Saturn

http://www.crygaia.com/images/sos/SOS_Final_Puzzle_Solution.jpg


No guarantees, but it looks to be one of the more interesting MMOs coming out. Eventually. Perhaps.

iggy880
04-07-2009, 03:20 AM
I think I remember this from a few years ago. I, and a lot of us, were quite honestly interested and I went through a few puzzles until it slowed down and we stopped really getting info. Good to see its still around, may have to look back into it.

Gold Rush
04-07-2009, 04:55 PM
I know I also started one somewhere on these boards, but darned if I can find it in a quick search (I am at work :p ).

I'll need to look into this; mayhaps Funcom can redeem itself with this...or not. Time will tell.

I wonder if they will as big of the asses they were when they handed out Beta keys in Age of Conan? :yoy:

McKay's Secret World Thread (http://www.cohguru.com/forum/showthread.php?t=10486&highlight=Secret+World)

UnSub
04-08-2009, 09:06 AM
Make sure you sign up for this now. It looks like they are handing out beta keys if you complete the questions.

razoras
04-08-2009, 09:29 AM
Signed up. Hopefully Funcom remains solvent! I wonder when Cryptic is going to reveal their horror game beyond vague concept art.

Sebastian Kain
04-08-2009, 05:50 PM
Signed up.

In like swim wear.

iggy880
04-08-2009, 09:00 PM
Signed up. They continue doing a good job keeping all contact with interested gamers very RP

Pinny
04-08-2009, 11:48 PM
Make sure you sign up for this now. It looks like they are handing out beta keys if you complete the questions.

I'd rather not have to complete stupidly hard questions to be allowed to sign up, and still only have a slim chance of getting into beta.

Gold Rush
04-09-2009, 03:12 PM
I'd rather not have to complete stupidly hard questions to be allowed to sign up, and still only have a slim chance of getting into beta.

I already signed up (when I posted on this thread), but this has been bothering me since the game was first Virally marketed on the Net. Not the , "getting into Beta" part, but the fact much of the game could be solving puzzles. I don't mind using my head, I'd like to think I have some smarts, but these kinda puzzles could potentially take me awhile to solve. Mind you, I could either wait for solutions to be posted or do some web searches myself, but this potential aspect of game play could be a bit "off-putting" if it is overdone.

And there is a danger, while a certain type of player could be attracted to this (Cool points given) the majority could decide to go back to WoW (profit lost for FunCom).

Meltman
04-09-2009, 04:36 PM
I'd rather not have to complete stupidly hard questions to be allowed to sign up, and still only have a slim chance of getting into beta.

Unsub put the answers in spoiler tags.

Gold Rush
09-03-2009, 06:57 PM
I completely forgot about this and haven't heard hide-nor-hair of any Beta invites. Anyone got lucky or is this game still in its planning stages?

Kurai Inago
09-03-2009, 07:26 PM
Funny you should bring it up today, they added a Test to see which Conspiracy you should belong to that enters you in a contest to get into Beta.

http://www.darkdaysarecoming.com/

MikeKAY
09-03-2009, 07:31 PM
I'll been following this game, literally, since day one. The entire ARG interaction they have with the community is fantastic and what we know about the game so far looks extremely promising. I'm totally in love with the setting and lore.

The test said I should be a member of the Dragon faction. I've been a more-or-less practicing Taoist for a few years now, so it fits.

Kurai Inago
09-03-2009, 07:41 PM
I got the Illuminati. Which, considering (while I don't actually think they exist) that I find them fascinating is all good with me.

Gold Rush
09-03-2009, 07:47 PM
Ah, I see they got some video, too.

http://www.dagbladet.no/2009/09/03/kultur/spill/the_secret_world/funcom/onlinespill/7939385/

or

http://www.youtube.com/watch?v=utW53uzpjUA

Gold Rush
09-03-2009, 07:57 PM
I also came up "Dragon", too.

Joe Schmoe
09-03-2009, 08:18 PM
I also got the Dragon. Glad to see this game is still alive. I haven't heard about it for awhile.

duckyboy1975
09-03-2009, 09:15 PM
I am so excited for this game. As a huge fan of Dreamfall and H.P. Lovecraft this is going to be right up my alley.
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Graphite
09-03-2009, 09:28 PM
One of the most awsome quizes I have ever taken. The game is certainly now on my radar.

Illuminati: Sex, Drugs & Rockefeller. They rule their corporate pyramid with cold opportunism, and only the strongest members survive. Their secrets can make you rich and powerful beyond compare - or they may destroy your soul and sanity with it. The Illuminati seek to plunder heaven and hell by any means necessary, and god help those who stand in their way.

This. This is exactly why I've gotten involved with Magick, for the raw thrill and power of it. They are the heirs to the Enlightenment. Trust me, it's far more than a game and past 2012, we are all damned anyway. I admire the Templars courage, but God's shield won't protect everyone... or anyone forever. However, I was not aware of the Dragons. I'll have to look in to them and perhaps offer my services.

~Raphael Darklight

:cool:

PS: Taking the quiz twice more, I ended up getting the Templars both times.

Sebastian Kain
09-03-2009, 10:43 PM
Illuminat.

Dr Jack Wolfe
09-03-2009, 11:21 PM
Templar...hmph

The Mystic
09-10-2009, 05:16 PM
Dragon also. Also, did anyone take time to figure out the countdown on the frontpage? If I'm right, it still says 1197 days. That is approx. 3 years 3 months and 12 days which would be approx January 1, 2013.

So in the lore would that be the date of the end of the world? What do you guys think it means for the game? Seems far off for a projected release date.

Gold Rush
09-10-2009, 07:11 PM
Well, it could mean a release date; lord knows this game has been in development for quite some time already.

The "End of the World Lore"...well...hmm, I was going to say "No", but I think the world will end around December 2012, which MAY be closer to January 2013. (I think the precise date is Dec. 21, 2012).

Actually, now that I think about it, this date could be chosen intentionally for it's "After the End of the World" meaning. Which means, the world has already "ended" or "changed" when January comes around. So, the spirits of the world are now among us; or "the dead walk among us". The End of days, interpreted in such a way that there is not mass-migration to heaven or hell but it is still in process...or has already happened. Something akin to (getting philosophical here, so Grae, you can tune out now. :p ) no one is good enough to get into heaven (or very few are) and the rest of us...are "living in hell" (on the earth, which is now hell). Which one "famous" ghost has remarked upon, since he was trapped on this world: never touching the living for all eternity (a silent witness that cannot affect the world).

UnSub
09-11-2009, 03:57 PM
Ignore the front page counter for now - it's just a counter. :-)

Templar, btw. Normally I would be more Dragon-oriented, but I'm interested to see where each society goes.

Also, there have been (http://www.mmorpg.com/gamelist.cfm/game/404/feature/3496/The-Secret-World-PAX-Faction-Reveal.html) quite a few new articles (http://www.eurogamer.net/articles/the-secret-world-pax-preview) written about TSW (http://kotaku.com/5356125/the-secret-world-revealed-factions-progression-and-pvp) since it was shown at PAX.

Graphite
04-06-2010, 11:06 PM
First In Game Footage (http://www.destructoid.com/first-gameplay-of-the-secret-world-revealed-169126.phtml)

Joe Schmoe
04-06-2010, 11:19 PM
*gasp* The future of MMOs... just... got... interesting!

Gold Rush
04-07-2010, 07:14 PM
Admittedly, I am still interested in this genre (Cryptic was also supposed to be making a similar game but now the rumor/buzz is all about "Forgotten Realms).

Things to keep in mind:

This is the same company that made Anarchy Online and Age of Conan.

"Fire Hands" looks lame (Short-range).

The monsters and some things look nice, but it's best to sit down and play with something rather than just see the videos.

Graphite
04-07-2010, 07:57 PM
Yeah, I didn't realize that this would be on the 360. It may just go the way of CO unfortunately.

:grr:

Gold Rush
04-07-2010, 09:04 PM
Yeah, I didn't realize that this would be on the 360. It may just go the way of CO unfortunately.

:grr:

While you may have programming that may be MADE to play on a console, so far, nothing from the "next generation" of games has crossed both paths.

Cryptic and Funcom have announced/tried it. Cryptic finally came out (when someone finally asked recently) and admitted they abandoned putting CO on a console some time ago. AoC still has not made it, either.

While I would say the one with the best chance is a PS3/PC crossover, I am still waiting for for more evidence. Free Realms was mentioned to be coming out to the PS3; surely, it should not be THAT hard to do, and yet...we are slowly approaching the year anniversary mark and no PS3 version in sight.

Sony has also stated that DC Universe Online will be for both platforms, but much of the development is STILL in secrecy. We only get dribbles of info and maybe something new every 3-4 months. The only evidence *for* a crossover is thier statement (which, we've all heard/seen before, but fans eagerly want to believe it will happen). No real concrete evidence otherwise and while there may be many things added "behind the scenes" to this particular game that may blow us away, if you look beyond the graphics, it does seem like a rather simplistic game. Most likely fun for a bit, but nothing really "deep". ( Only 3 travel powers they try to balance against each other. Only three "origin" sub-types they try to cram people into, etc.) For the moment, I have a sneaking suspicion many folks wishing for a PS3 version may be let down, but not many want to hear from me. Not enough evidence to support this either way.

It should also be pointed out that at cons, DCUO was set up on PS3s, but this is not that hard to do in a "closed enviroment". Universities use PS3's for lots of things. CO supposedly had a version on the 360 in-house, but I question this and wonder if the reviewers were playing on X-Box controllers to a rough version of the game on a programming PC and told, "We plan it for the 360 at release."

Strangely enough, the only game I am fairly confident that may come out on a console AND a PC is the new Final Fantasy online game. Square just seems to know how to "do" things and barriers seem to lift for them or they lift their the barriers themselves. I think FF XI had a server architecture (their "Play" network) they set up before Sony and Microsoft considered setting up their proprietary online Micro-transacted Networks. It does seem companies at least, need to host their own servers and link it through the aforementioned Networks and most would rather dote on Servers they can control easier, which is the PC domain, rather than a gateway (and possible fee).

Sure, there are many other reasons that can be stated instead of my reasons (or even in addition to), but the fact is, I am not seeing any clear evidence of any real MMO coming that has shared servers and a fairly deep gameplay beyond a simple "Street Fighter" clone or 2D platform game.

Gold Rush
08-27-2010, 04:16 PM
Here we go:

New Video that shows more gameplay and explains more about the background of ... THE SECRET WORLD. (http://www.youtube.com/watch?v=C9I0UwV5vec&feature=player_embedded)

Gold Rush
03-10-2011, 03:58 PM
Well, lots more reveals here. While I am not a hard-core PvPer, I am thinking while there are instances of factions helping each other, there must be some PvP opportunities, so we may be looking at Three-Faction PvP! (Which is something we really do not see in any major MMOs nowadays.)

And yes, many details can be debated about. The skills and what they actually mean/say and what the game does, but have to get a hands-on to slice through the hype.

Although, I tend to have bad luck with Funcom, (I never got anywhere near a Beta-invite with Conan) so that trend may continue. :/


GDC 2011: Funcom talks The Secret World's PvE, PvP, and ARG

by Jef Reahard on Mar 10th 2011 8:00AM

Fantasy, Horror, Events, real-world, MMO industry, New titles, Previews, News items, The Secret World, Miscellaneous

http://www.blogcdn.com/massively.joystiq.com/media/2011/03/tswheader.jpg
Many of you are no doubt as anxious as we are to get your hands on Funcom's new The Secret World MMORPG (with a new website!). The skill-based end-of-the-world riff has been shrouded in a good bit of mystery for a good long while, but we've finally managed to snag a few minutes of face time with the title. This year's GDC marked the first opportunity for anyone outside of Funcom's alpha team to lay eyes on the game, and we've got some pretty juicy details to pass on.

Join us after the cut for the new trailer as well as a recap of Funcom's presentation, which was spearheaded by Ragnar Tornquist and featured designers Martin Bruusgaard and Joel Bylos. Discussion topics include PvP, PvE missions, and character progression.
The Secret World: GDC 2011

http://www.blogcdn.com/massively.joystiq.com/media/2011/03/tswgdc201114.png

The Secret World is currently in an alpha testing stage with the first external beta test coming two months hence. Funcom's overall message was clearly centered on the fact that the game is aiming for a traditional MMO audience -- albeit with quite a few new gameplay wrinkles thrown into the mix to spice up progression and mechanical conventions.

The game isn't about you as a solitary hero, Tornquist says, but rather focuses on the player character's being part of a larger army of heroes locked in a life-and-death struggle with the forces of darkness. Underlying this ongoing struggle is the game's factional power play in which three distinct organizations vie for control of whatever is left of humanity (assuming that the big bads are eventually put down).

Tornquist reiterated Funcom's commitment to MMOs several times during the introduction, going so far as to say that "The Secret World is an MMO; it's not a single-player game, it's not a console game, it's not a game that tries to be anything like that. It's a game that's really focused around being an MMORPG." That's not to say there is no solo content; on the contrary, Tornquist revealed that you will be able to solo various portions of the game. However, solo activities will largely be happening in a persistent open world shared with other players, which is something of a departure from the lobby- and instance-centric design showcased in some of the MMO genre's more recent releases.

As we've known for some time now, players will initially choose from one of three factions (the Illuminati, the Templars, or the Dragons) and then embark on a journey of discovery based on what Funcom termed the four pillars of The Secret World. The first pillar is the present-day setting of the game, which informs everything you do and encompasses both the ancient and modern world. The second pillar is the free-form progression exemplified in the game's skill-based advancement system that lacks both levels and classes. The third pillar is factional conflict (of the PvP and PvE variety), while the fourth and final pillar is the game's story (told via missions, cinematics, and the visual and mechanical design of the open world).

http://www.blogcdn.com/massively.joystiq.com/media/2011/03/tswgdc201110.png

Missions, PvE, and ARG

At this point, Tornquist turned the presentation over to designer Joel Bylos, who showed off a few cinematic mission intros (similar to Age of Conan's Tortage cutscenes) and clued us in to a few of the bells and whistles that Funcom has up its PvE sleeve.

Missions in The Secret World take the form of both action and investigation sorties and feature a tiered system that functions as a kind of autosave mechanic. Bylos also highlighted the game's environmental interaction features, noting that killing zombies is less a matter of spamming specials and more a matter of the judicious use of car alarms, flammable objects, and the luring of NPCs through burning hazards (and making use of traditional special abilities to exploit the burning state for higher damage and quicker kills).

Players can also affect the persistent world in quite meaningful ways. Again Bylos used the players vs. zombies example to show how using alarms can call more NPCs to an area and how targeting specific mobs can lead to players being able to effectively control the NPC population of a particular game space. The Secret World will also feature a variation on the public quest mechanic by which players can jump into open world action events regardless of their social status. "You don't need to be friends, you don't need to be in the same guild, you don't even need to talk -- you can just jump in and help out and earn skill points and experience," Bylos said.

Investigation missions are where The Secret World really sets itself apart from the MMO competition in terms of PvE. In a nutshell, Funcom is aiming for an ARG-like experience, making use of external tools like Google and various meta-gaming opportunities as well as in-game mission arcs to create an immersive experience for players who long for something more than the get-there-as-quick-as-you-can level grind that typifies most MMORPGs. Bylos was quick to point out that players who lack the desire to do anything other than theorycraft build mathematics can still do so, but the options will be there for the folks who are looking for a deeper experience that takes full advantage of the game's conspiracy-laced supernatural aesthetic.

The experience will also be quite communal, due to the challenging nature of the puzzles and the inevitable fact of information sharing due to forums and the web. While you might wonder why Funcom is spending considerable time and energy on mechanics that many players will no doubt try to bypass via The Secret World equivalent of WoWhead, Bylos says it's a matter of creating something new in the genre and offering players challenging content while keeping the game fresh in their minds. "These puzzles are hard; we want people to work together and think together, and we want to create a group dynamic and compel players to think about the game even when they're not playing it."

Though part of The Secret World's appeal (and certainly a large portion of its early marketing campaign) is focused on cryptic bulletin board discussions and lengthy, conspiracy-laden forum threads, the meta-game is only part of the package. Faction symbology and a laundry list of investigative mission clues appear throughout the game world itself, and Funcom is deliberately avoiding the time-honored technique of leading people around via waypoints, instead opting for a more immersive figure-out-the-clues-as-you-go experience.

Additionally, many of the missions will take months to decipher (with more waiting in the wings), and the game's three factions will also be pitted against one another in the race to solve the mysteries first and earn the resulting bonuses. Bylos likens the mechanic to "an alternative form of raiding" and says that the investigative missions, when coupled with the action missions that occur in the game's open and persistent spaces, will create a play environment unique in the MMO space.

http://www.blogcdn.com/massively.joystiq.com/media/2011/03/tswgdc20114.png

Character progression and customization

The Secret World eschews the standard level- and class-based systems for which MMORPGs are famous. Instead, Funcom is gifting players with 500 unique skills, which Martin Bruusgaard says are truly unique and not three- or four-rank variations on the same skill. The skills are divided into actives and passives, with seven of each being available to players at any given time.

To progress your character, you earn XP, and subsequently skill points, which can then be spent acquiring new skills with which to customize your build for various situations. Characters in The Secret World will be able to spec into any of the traditional roles available in other MMORPGs including tanks, DPS types, healers, and of course, a huge number of customizable hybrids.

Skills are further divided into melee, magic, and ranged specialties, some of which must be unlocked sequentially prior to becoming available for your build. For players who may be overwhelmed at the thought of coming up with a build amongst all the choices, Funcom is offering templates which are effectively suggested paths analogous to traditional archetypes with which most gamers are already familiar.

Bruusgaard likened the game's skill system to the venerable Magic: The Gathering customizable card game. Players can think of their initial skill loadout as a "starter deck" of sorts that can then be customized and further built out by acquiring newer and better skills over the course of the game.

In terms of aesthetics, Funcom told us that The Secret World's gear is completely disconnected from the clothing options available to your avatar. The game will feature thousands of different style combinations appropriate to the modern-day setting, while gear functions essentially like invisible implants that work behind the scenes to adjust your stats and complement your skill build.

http://www.blogcdn.com/massively.joystiq.com/media/2011/03/tswgdc20116.png

PvP

The Secret World's PvP game happens in various locations of mythical and supernatural significance scattered around the globe. For the GDC presentation, three of the locales were detailed, and the devs explained the capture/hold mechanics for each space as well as the story significance and the reasons that three factions will be continuously battling to control each area.

First up is Stonehenge, and the conflict is built on 5-man King-of-the-Hill-style action. Teams accumulate points both by holding the inner ring of the ancient site and by knocking opposing players out of the ring. The Stonehenge instance features quick respawns and fast action, and it requires a certain amount of skill and build knowledge as well as strategic choices on what kinds of builds to bring to the fight.

The second PvP scenario takes place in the Himalayan mountains, specifically the lost city of Shambala. Shambala PvP is The Secret World's answer to ranked arena fighting, with persistent teams matched against similarly skilled opponents in last-man-standing deathmatches.

The final GDC PvP location to be revealed was El Dorado, and it features a 30-player (10 per factional team) battle royal that basically equates to a capture-the-flag match using four mystical idols. Funcom has added a bit of a twist to the traditional mechanic, that being the fact that players must hold on to the idols until the end of the match. The map is completely asymmetrical and features numerous nooks, crannies, elevation differences, and choke points that lend themselves to digging in, making a stand, or skirting your enemies while attempting to wait them out.

Whew.

And that's our preliminary report on The Secret World from this year's GDC. Stay with Massively for all the Funcom-related news and views as it happens.


http://www.youtube.com/watch?v=JLlsZoo8m3o

iggy880
03-10-2011, 06:01 PM
I almost forgot this was coming out, but I definately feel like they were trying something good and different. Its looking really good right now.

Cloud Runner
03-12-2011, 07:45 PM
Im totally down to play this! I've always wanted a horror MMO.

Akamaz
03-13-2011, 10:45 PM
he's been drinking again!!!

Gold Rush
07-07-2011, 03:39 PM
Hit Or Myth: The Secret World Preview

By John Walker on July 5th, 2011 at 12:56 pm.


http://www.rockpapershotgun.com/images/11/july/jig1.jpg
But where are the corner pieces?!

Funcom’s The Secret World (http://www.thesecretworld.com/) is five years deep into development, and still some way off. But having spent a couple of days in their Norwegian HQ, I’m reasonably convinced it exists. I mean, it could just be one heck of an elaborate conspiracy. Below is my report on where things are just now, which I’m pleased to report is somewhere genuinely exciting. We also have four exclusive new screenshots, which you’ll only have to click on to enjoy.

http://www.rockpapershotgun.com/images/11/july/jigs3.jpg

The real world is a difficult place to depict. The Secret World is a defiantly different-looking MMO, bearing in nothing in common with WoW and its many, many clones. It looks years ahead, gorgeous depictions of the real world, best shown off in its New England town, Kingsmouth. It’s a recognisable town, with real-world buildings, populated by human beings as its NPCs. It’s set on Earth, our Earth, in our day. And yet, until a certain moment, I still felt a sense of disconnect as I watched it being played inside Funcom’s Norwegian headquarters.

Because my real world isn’t stalked by zombies. Clearly if I’m ever suffering the misfortune of having to go inside ASDA it can feel damned close, but during my general day-to-day life I rarely encounter Draug emerging from the sea. And as much as I want to live in denial of this, I don’t work for a secret society attempting to protect the Earth from knowing of the presence of darknesses. I felt this way right up until we had a chat with a local priest.

He described himself as a “hobbyist” member of the Illuminati, and then added that he knows things that “aren’t on Google.”

And snap!

It’s the real world. It’s fascinating that it took something so simple, but the game simply making mention of real-world things, something as ubiquitous as Google, gives you enough of a bridge.

But it’s a bridge that will get so much more complicated, The Secret World intending to blur the edges between its world and yours in many ways.

http://www.rockpapershotgun.com/images/11/july/jigs2.jpg

As Jim mentioned back in March (http://www.rockpapershotgun.com/2011/03/10/preview-the-secret-world/) ( Note : This link is also very interesting reading of play mechanics in the game.), investigation quests not only involve solving puzzles within the game (and by “puzzles” I don’t mean running around and clicking on all five of the flashing objects – actual puzzles, with clues to decipher and things to read), but also without the game. Task-switching to Google is to be ordinary behaviour for The Secret World players, because The Secret World takes place in the real world. You’re going to need the real world.

The previously vaunted investigation puzzle was still fascinating to watch be solved. A series of Illuminati-themed symbols are hidden around Kingsmouth, on drain covers and signs, and following them takes you to a plaque that gives you information about a man who died, his name and birth and death dates. That’s a dead end if you see the MMO’s walls as the extent of its own reality. Step into your world and you’ll discover he’s a real person, an artist, with a distinct style. Head to the town’s art museum and you’ll find a piece by him (actually, it’s by Funcom, but it’s remarkably faithfully created in his style) that contains further clues. Go to many of the other paintings in the exhibition and you’ll find false clues that will send you on wild goose chases.

“It’s where the adventure game meets the MMO,” says project lead Ragnar Tørnquist, clearly trying to get quoted.

Those clues aren’t simple, either. The painting contains the words, “Hands of time point to truth.” That takes you to the clocks in the town, all of which show ten past ten. The next line is, “Written by Kings in the word of God.” Well, the word of God is the Bible, and there’s a book called Kings. So let’s look up 1 Kings, chapter 10, verse 10 (http://www.biblegateway.com/passage/?search=1%20kings%2010.10&version=NIV).

“And she gave the king 120 talents of gold, large quantities of spices, and precious stones. Never again were so many spices brought in as those the queen of Sheba gave to King Solomon.”

It’s the first time I’ve seen Bible Gateway used during a game demo. Take that information back inside the game and there’s a house in the town called Solomon Priest. Around the back is an entrance protected by a keypad. Enter 120 into that, and you can get in.

It’s undeniably obscure. It’s meant to be. You’d have more hints of what to do if you’d taken your Googling further, and indeed increased the blur, by looking up Kingsmouth itself. Never mind that it’s a fictional town, there’s a website all about it (http://www.kingsmouth.com/). If you’d found out the history of Kingsmouth you’d know it was founded in the 1600s by Solomon Priest, and the reference to Solomon would have jumped out at you. (And if you’re concerned that reading this will have spoiled one of the puzzles, Funcom intend to change this one to a different solution before release.)

Or you could ignore the quest and beat up zombies.

http://www.rockpapershotgun.com/images/11/july/jigs1.jpg

There’s no doubt that TSW’s focus is on story, and it’s not apologetic for it. But that doesn’t mean there isn’t a complex and individual combat mechanic.

While its delivery is relatively traditional – you assign seven passive abilities to your character, and then a further seven active abilities to keys 1-7, and you click on enemies and fire them at them – there’s enough that’s different here to be interesting. And not least that there’s no classes nor levels.

That’s something many MMOs claim early on in their development, and then backpedal pretty quickly. But not Funcom, it seems, who are persisting. While you join one of three secretive factions, either the fervent Templars, corporative Illuminati, or chaotic Dragon, beyond this you do not limit yourself. There are to be a ridiculous 500 powers available at launch, and how you assign your XP defines the sort of character you play. The powers you purchase determine the sorts of weapons you can use, essentially letting you spec your own unique class as you see appropriate. The often mentioned “deck of cards” use of seven of your chosen skills is made literal, with in-game cards depicting the power, and you’ll apparently quickly get used to playing with particular “hands” for particular circumstances.

The lack of levels is somewhat more problematic to understanding, perhaps up until you’re told that a brand new player can contribute to end-game activities. They won’t be enormously helpful, limited by their lack of abilities, but they equally won’t be insta-killed. Quite how you’ll know what you’re safe to attack isn’t clear, nor indeed did I get a clear understanding of how someone will know where to test themselves in PvP. Especially since the game boasts it will contain no armour – you’ll always wear whatever you want to wear, your protection coming from your abilities instead. They seem confident it will work. But then so were the Warhammer Online developers before they about-faced on it all. We shall see.

http://www.rockpapershotgun.com/images/11/july/jigs4.jpg

But The Secret World is a game that’s extremely self aware. It’s hard to be so embracing of the real world without being so. (They even hinted that you might literally be asked to deliver a parcel for FedEx, or at least a simulacrum.) While I didn’t see anyone actually reference World Of Warcraft, if that never happens I’ll be enormously disappointed. But one character did get quite heavily into the futility of so much that makes up an MMO.

Stood at the top of Kingsmouth’s lighthouse is a very angry man. He’s angry about the way no matter what you do, what puzzles you solve, what you kill, the world remains the same. He’s extremely funny, and like every character I saw in the game, fantastically well voiced. Of course, irony can be painful. So many RPGs currently think it’s funny to joke about how you have to kill ten rats at the start. But, er, you’re still killing ten rats. Funcom promise that TSW will be different enough from the norm that our lighthouse keeper’s rant will be justified.

And that seems like a claim that could be for real. Along with the investigation quests (I was assured that the one mentioned above was one of the easier ones), are other deviations from the norm. There are stealth sequences, where using the environment to kill enemies is more viable than your own abilities, and setting off distractions creates safe paths where battling through would be suicide. And even an opening quest I was shown, in which you did indeed have to kill ten zombies, was justified in a far more rounded way.

Yes, you’re learning how to use your basic powers to kill things. And yes, you’re learning how you can use the environment to do this (setting fire to gas canisters you drop, and then leading the zombies through the flames). But you’re doing this because you’re learning why zombies are zombies. What makes them tick. And there is a reason why they exist, and that quest is the first step on a long journey to learning what it is.

So much of The Secret World’s design seems to be about creating a narrative rationale for the accepted memes of MMOs, and then trying to make that something meaningful and worthwhile. Monsters are everywhere, but every monster is there for a reason, and that seems to go beyond an origin story. A huge part of The Secret World will be figuring out why.

http://www.rockpapershotgun.com/images/11/july/jigs5.jpg

That’s a crucial element to get heads around. Tørnquist has gone on many times about how TSW is like a jigsaw puzzle. But from what I’ve seen so far, and I’ve seen things that meant I couldn’t leave the studio without having a black pen with a red light on the end blinked in front of my eyes, this is for real.

Ragnar explains that while no one will be forced to delve into the meta-story to be able to play the game – there’s no obligation to engage in the ARGs, real-world content, and so on – in the end piecing it together will become unavoidable for anyone who’s playing, even if it’s entirely passive. As the man in charge puts it, “You don’t have to give a shit about the story to feel it.”

Each of the three secret societies has one common link: the Council Of Venice. Who they are, what they’re for, you need to find out. Why are there the Dragon? Who is in charge of the Illuminati? What is the cause of the current explosion of “filth” in the world? What is the cause of the world? Why are there human beings? What killed the dinosaurs? If ghosts are real, why are they real? >. And how come there are religions? Everything

Who will be your enemies? Who will be your friends? Will you have "frienemies"?

The Jester sits at the house on the hill pointing out the lushness of the countryside but focusing on the lighthouse far to the north, beyond the normal unaided human view. He sits drinking chamomile tea and pretends to read the paper, oddly noting that Dr. Rex Morgan MD and The Phantom seem to be talking about the same set of longitude and latitude coordinates. At this point, you view his collection of souvenir spoons that he has collected in his travels around the world that he has in a glass cabinet. Inside the cabinet is a child's sleigh, that seems very out of place among the spoons.

Is this a clue? It is too obvious, but your human intuition is drawn to examine the lines and the old wood it is made out of. You note there is one word, written diagonally in a nice, flowing script of old English test.

That word is.... "Rosebud".

Gold Rush
07-07-2011, 04:47 PM
I am also gonna post an Interview with the main story developer of the game, Ragnar T "backslash 0" rnquist (or "Ragnar Tørnquist"...how did I type that?!?!). He's the guy responsible for some award-winning adventure games you may not have played.

Interview is in two parts. The Second part diverges off-topic a bit, but there is some game philosophy in it.

Interview - Part I (http://www.rockpapershotgun.com/2011/07/06/ragnar-tornquist-interview-part-1/)

Interview - Part II (http://www.rockpapershotgun.com/2011/07/07/ragnar-t%C3%B8rnquist-on-the-secret-world-part-2/#more-65158)

Also, a new CGI trailer (the third so far) is out and its rather "fun", but short. Posting two links, because Youtube seems to be down and the GameTrailers site seems to be working.

Youtube Version (http://www.youtube.com/watch?v=80xTtiA8_Ok&feature=related)

GameTrailers version (with "enter a birthdate" action!) (http://www.gametrailers.com/video/exclusive-third-the-secret/717042)

The soft, murmuring wallowing cries of plaintive distress are constantly heard in the background as one enters into the town. No one can trace the source of these sounds, so most of the residents who live here have subconsciously ignored these sounds...or tried to.

That is, to say, if one can find such residents. There is life in this town, of a sort, but it can be hard to tell. The daily everyday needs of shopping for food and going to work are accomplished, but if one is newly arrived, one would be hard-pressed to see any actual evidence of such goings-on.

It is a quiet and relatively peaceful town. except for the background noise, that is treated more akin to "white noise".

Have I mentioned the streets with their peculiar curves and meanderings? The streets seem to be all sorts of shapes and sizes, which could be considered unusual for such a small town. They can be big or small but one thing they have in common is the trait that they go on forever; Not that the town goes on, but the roads go off into the distance horizon in seemingly endless progression. Strangely, no one follows these roads to their end. The sense of curious adventure is lost and focused on other things. More dangerous things...

The Mystic
07-09-2011, 12:54 AM
Ok, now this has me interested again. Actually having to do real world research to solve in-game puzzles is pretty awesome. I loved it in Assassin's Creed when they pulled real world historical figures and events into their story. I just hope the gameplay is good enough to keep people interested. I'll have to see how this game and SW:TOR turn out. I haven't played an MMO regularly since the last time I played CoH.

Gold Rush
07-11-2011, 09:24 PM
New walkthrough video(s) of the the game currently in development. All the standard things apply, like it is still in Alpha/Beta. The in-game sound is bad because this was taken in a conference room.

Video is in 3 parts:

Part 1 (http://www.youtube.com/watch?feature=player_embedded&v=nutu1o3xIpE)

Part 2 (http://www.youtube.com/watch?feature=player_embedded&v=EHdiBTeAiO8)

Part 3 (http://www.youtube.com/watch?feature=player_embedded&v=FNdIOZ8CAjA)

The videos are only about 5 or so minutes each but have some neat info, particularly the middle video telling about the skill system and how adaptable it is.

Gold Rush
08-21-2011, 08:54 PM
Seems set to launch April 2012 (http://www.newsweb.no/newsweb/search.do?messageId=287857)

Sign-ups for Beta either have begun or will shortly begin (Aug. 26th).

I don't know why I have to sign up when I supposedly signed up about 4 DAMN YEARS AGO! :P

sheld0n
09-03-2011, 03:21 PM
They probably still have us as signed up, it's just only now that they actually started advertising the beta. I'm still gonna double check though lol.

Btw, Funcom has already done three faction PvP with Anarchy Online (Omni, Clan, and Neutral) so they know how to make it fun. :)

Gold Rush
09-04-2011, 06:25 AM
They probably still have us as signed up, it's just only now that they actually started advertising the beta. I'm still gonna double check though lol.

Btw, Funcom has already done three faction PvP with Anarchy Online (Omni, Clan, and Neutral) so they know how to make it fun. :)

I agree. Of course, there are your typical beta rumors of increasing chances, even one that has it that the Facebook way of entering is more assured than their non-Facebook way (Funcom has given people two options to sign up now, since people who did not use Facebook complained).

8 Ball
02-25-2012, 04:42 AM
A gamespy hands on with the game, looks like a throwback to the EQ/Vanguard days of MMO's kicking your ass :)

http://pc.gamespy.com/pc/the-secret-world/1219385p1.html

Gold Rush
07-07-2012, 08:57 PM
So, apparently this game came out last week and I've been on pre-order doing Betas and what-not and getting the pre-order stuff and enjoying this game.

Some folks are complaining about the combat but I don't feel they get it. One has to keep on the move (unless you choose a melee weapon and even then, it's best you circle around opponents). There is a reason one can Dodge in the game.

The Skills system is set up nicely; it can be intimidating at first, but once you focus on one weapon or decide to get a Class Deck (recommended build) along the way, it should make things easier.

I am on the Arcadia server as "Biohunter" if anyone needs advice or help or chat.

Lorash
09-26-2012, 07:09 PM
I've been enjoying it quite a lot. I bought the lifetime sub to show my support.

Arcadia server:
Klarx (Templar)
Shin-ru (Dragon)
Coldmoon (Illuminati)

I have a 4th slot, but haven't bothered to do anything with it yet.

http://www.youtube.com/watch?v=Yg5i5g1rfZE

First Player
09-28-2012, 02:14 AM
Been playing it too since CoX is going poof. I'm on the Arcadia server, my character's name is Soultrip if anybody ever wants to team up.

Tsarmina
09-29-2012, 01:14 AM
There's a free 3 day trial... and it's 50% off to buy the game this weekend. I think we'll be checking it out

Tsarmina
09-29-2012, 08:07 PM
On Arcadia:
PirateHollis -dragon
Tsarmina - templar
I have no idea what I'm doing and I've turned the graphics way down so it doesn't chug so badly.

Graphite
01-14-2013, 10:40 PM
Picked this up when it went no sub neccicary. Absolutely loving it and playing it almost every night. I haven't enjoyed a game this much since... well... Coh first came out.

Feel free to look me up as Odaiba, Dragon on Arcadia