Author Archives: grapefruittwostep

Zoe’s MMO Corner: The Secret World

03-TSW 1

The Secret World is a one-time payment plus payment for additional content (with subscription option) modern fantasy/horror/supernatural/mythology-and-urban-legend based RPG–clearly there’s a lot going on here but it all makes sense mostly–where you do NOT play the chosen one.

History and Development

Funcom, also responsible for Age of Conan which is apparently hugely popular, developed The Secret World.  The idea came about sometime in 2002 and went through a million changes; apparently it was originally set in the 1920’s which actually would have been super cool and I’m sort of upset it’s not now that I know that, but I’ll get over it.  The goal was to make a game without classes or levels, with massive amounts of freedom for character and play style, and a great smorgasbord of mythologies, ideologies, monsters, locations both real and imaginary, and cute mission notes from NPCs.

The Secret World was “announced” to the public in 2007 when they released a poem–a goddamn poem, wait, though, it gets better–in like five languages that when solved led to an internet treasure hunt ending eventually in the official forum, because in The Secret World, nothing can be simple, or in English.  From there they liked to leak all this weird shit over the next few years that made you look at things and go “What the fuck are they playing at in there?”

I first saw a trailer for The Secret World in 2009 in my friend’s dorm room and we watched it six times in a row.  It was incredible and for those of you unfamiliar with it, I really recommend seeing it because it was mind-blowingly cool looking.  It had no fighting, really, no story, no chiseled white dudes with guns blasting away at aliens.  All it had was one tattooed skinny Chinese girl making a milkshake, but it was probably the most atmospheric thing I’d seen or have seen in years.

And then shit got real

I was immediately in love.

I had to wait three years or so, of course.  The Secret World was released in June of 2012.  At first it was pay-to-play but within a year it had ditched the subscription fee and ran instead on a system where you could get the free game for an A experience and pay for any expansions that came out, or you could subscribe for an A+ experience and get points every month to pay for the expansions, plus some other cool stuff including the super important experience boost milkshake.  I’ve played TSW with and without subscription and they’re both fine.  There’s no difference in game play or anything and which I do like to support them when I can, when I’m in my periods of unemployed writer-dom and I can’t afford the $15 a month, it’s just fine to go without.  You can go on and off whenever you’d like and the points stay with you after you unsubscribe.  It’s all very fair.

Character Creation

There has been one major complaint that the masses have put in about character creation in this world; people aren’t pretty enough.  Sorry, boys and girls and non-binary individuals, but this complaint is a bullshit complaint.  Sure, like, I’m not going to deny that people can look kind of odd, but it’s human odd, not like, the graphics are fucked up odd.  They have options for multiple races and ethnicities–like, programmed in, not “lets futz with character sliders until they look not-white,” a lot of fun hair, and NON-SEXUALIZED CLOTHING.  Player Characters in TSW look like normal people and dress (mostly) like them, so there’s no “oh no, this armor has better stats but makes me look like a fifteen-year-old’s wet dream.”  You just put on a fucking turtle neck and go to Romania.

03-TSW 3

There are, of course, some…other opinions on clothing…

(I was going to include my friend’s character here, who wears a purple Hawaiian shirt, a kilt, and flip flops, but it didn’t work out and also it’s nearly too painful to live)

Because there are no classes, the only thing you chose about your character other than physical appearance is your faction, what secret society you belong to.  You choices: Templars, not as douchey or holier-than-thou as they’re cracked up to be, but pretty douchey; Illuminati, the original frat but with more guns and murder and spike heels; and Dragon, hanging out in the corner flapping butterflies at each other in an attempt to creature storms on the other side of the world.  All three are super cool in their own ways.  Some people have preferences.  I do not.  They are all great.

Story

The Secret World comes with three areas, each with a major story.  Additional content, which comes in “issues” introduces new missions, new areas, new parts of the story, and new crazy fucking shit.  There are currently ten issues in addition to the original game.

I have no idea what this game is about.

Look, this is my favorite MMO of ever (whoops, spoilers) and I honestly have no idea what’s going on the vast majority of the time.  The Secret World does not like to give you information.  It likes to string you along with riddles and confusion and absolute pants-wetting terror until you just give up trying to understand the master plan and just let yourself be swept away in the atmosphere of it.  Trying to comprehend the story or apply normal black-and-white good-vs.-evil game logic to this is impossible.  Even Bioware’s games, famous for making you make moral decisions, still have SOME big evil that has to be dealt with.  The Secret World does not.

Here’s an example: The first area is an island in Maine being slowly overrun by zombies from the ocean due to Lovecraftian influence and something called “the fog”.  The lore of the island include Elder Gods, Vikings, a Native American tribe, Illuminati secrets and puzzles under the town, a haunted amusement park, the power of the earth, and the fucking sword Excalibur.  So yeah, you tell me what’s going on there.  Because I don’t even know.

Gameplay

Okay, see, I promised once that I wouldn’t make these things all really positive even if it’s a game like The Secret World that I love, and here’s where that’s going to come in. There are some gameplay problems.  I’ll get into that in a bit, but first here’s the basics:

Since there are no classes, TSW works entirely on skills.  You get to chose two main weapons from nine choices, three each of melee (hammers, swords, and fists), ranged (pistols, rifle, and shotgun) and magic (blood, elemental, and chaos).  Then you get eight active skills and eight passive skills based on those two weapons.  At any point, you can change around what weapons and skills and items–which give you health, DPS damage, magic damage, basically any stat you can think of, that’s from items–you have equip and become a totally new person.  A healer can decide to be a glass cannon or a tank or a ranged DPS on a whim if they’ve bought the skills to do it.

03-TSW 4

The ability wheel: know it, love it, be confused by it.

In order to facilitate this and make it less complicated to get the hang of, you also have decks, which are groups of skills that do certain things–an unofficial class, if you will–that the developers put in.  You don’t have to stick to a deck either but it’s a nice starting point.  Also a lot of them give you cool hats and shit as a reward for completing them.  The Secret World: Do Stuff and We’ll Give You Hats.

Then later you can get a third weapon, an auxiliary, which you get one active and one passive skill for which can be fun for an extra boost.  And then there’s some new stuff about augments on your skills to further tailor them, plus this new thing in combat about breaking barriers on enemies…it’s kind of crazy and a lot to manage and that’s one of my complaints, that the level of skill customization can get really, really overwhelming at times.  It’s easy to get bogged down in all the different skill stuff and lose sight of the game itself.

Also, the game itself is actually really, really difficult sometimes so frustration levels can skyrocket if you’re not careful.  Just a word of advice, take it easy and slow, don’t expect too much from yourself early on, and do not, and I repeat DO NOT do the mission “The Eye of Horus” more than once because it’s the most painful thing ever and I hated doing it the first time.

Speaking of missions (did you like that segue?) quests are repeatable!  This is super cool because you don’t need to level grind. Instead, you quest grind.  They reset every so many hours (usually 24) but they really dole out the experience later on which can be quite nice to just see your XP rocketing upwards in bursts rather than slowly dragging itself towards the next Skill Point.

The Good

The atmosphere.  The best part of this game is how hard they work to make everything seem both real and terrifying, funny and sarcastic and yet so completely fucked up that you’re not sure if you’re supposed to be laughing or screaming. Both.  The answer is both.

I don’t scare easy because I usually see the literary tricks behind suspense stories (sorry, guys, this is what a degree in English can do for you) but this shit is terrifying.  There’s an issue called “The Vanishing of Tyler Freeborn” which I played with my friend and it was basically two people screaming at their computers for two hours as we went through it.  There’s one mission with creepy singing children and a number that involves charismatic but definitely evil voices offering you great power.  There’s a sixteen-year-old girl who explodes every once in a while, a family trapped in the statues of Egyptian gods, and a horrifying parasite that eventually starts talking to you.

Oh yeah, AND VAGINA WITCHES.

03-TSW 5

Would you like to see one of those coming towards you tentacles first on a dark night?  It’s awful. 

Oh, and there’s no fall damage so that’s super fucking awesome, not gonna lie.

The Bad

The customization is a pro and a con.  It’s cool in theory, decent in execution, but really hard to totally comprehend in reality.  There are just so many different abilities and it’s tricky to figure out how they’re going to interact together.  Some people do a ton of research in order to figure out what they should build but I am not a research person so I work on trial and error, mostly.  It’s not a bad way to go, but it can leave you feeling like you missed something important.

The Ugly

THE INVENORY.  I know it’s a weird thing to freak out about, but god is it tragically terrible.  There’s no rhyme or reason to it, it works on icons and the crafting system is also sort of shit so you get all this material and it’s hard to figure out what to do with it.  I mostly sell it and buy pre-made shit because I refuse to deal with the crafting, but regardless, the inventory can be real pain in the ass.

From here…?

Get it.  It’s often cheap, often on sale, always on Steam if that’s your poison. If you hate it, you hate it, and I’m sorry – I’m aware this isn’t a game for everyone, I know a lot of people who can’t stand it because, I don’t know, they don’t tell you anything which I guess could be frustrating if you’re looking for a simpler, non-think-y gaming experience – but you should give it a try.  If you’re interested in history, languages, puzzles, mythology, urban legend, sarcastic writing, great graphics, cool monster design or being constantly afraid for your life, buy this game.  You don’t even need to subscribe.

Next Month: Wildstar!  A game I want to love but am still unsure about!  The pain of expectation and the confusion of it not actually being Firefly!

Zoe’s MMO Corner: Guild Wars 2

02-Guild Wars 2 1

Guild Wars 2 is a one time payment sword-and-sorcery RPG that takes place about 250 years after the events of the original Guild Wars, following the rise of the Elder Dragons who exist to frak up everything.

History and Development

Sometime in like, 2007, ArenaNet basically scrapped the potential fourth expansion campaign for Guild Wars, then titled “Utopia”.  Instead, they split it into two things: a weird half-campaign expansion called “The Eye of the North” and the idea for Guild Wars 2.  Basically at that point Guild Wars was sort of getting out of control and gaming was advancing pretty fast and I guess the development team wanted to implement changes but didn’t have the ability to do so, so hey, whole new game.

And man was that a great decision.

I’m going to make no secret of the fact that Guild Wars 2 is my current second favorite game of ever because it’s fantastic.  Maybe I was bias to begin with because it was Guild Wars…but better…and you could play non-humans, but I don’t care, because my bias has turned out to be supported by like, everyone out there.  Like, literally everyone.  It’s got like, a 90% approval rating or something and that’s just crazy.

In development, ANet once again tried to toss off a lot of the usual MMO conventions especially, and I hope ya’ll will like this one, level grinding.  Yeah, basically mass murder is sort of whatever in this game because the developers threw in all sorts of dynamic event quests so that you don’t have to do it.  Instead you just run around and oh look, there’s an event over there that you can go dive into without having to do anything other than show up and help out.  It’s really cool and solves that thing I was complaining about in Guild Wars where you feel isolated.  It’s the opposite of isolating, but no one can take your stuff anyway.  This game rewards like…cooperation and being a decent person.  Shocking.

Also did I mention that you don’t have to play as a human because LET ME TELL YOU ABOUT THE NORN.

Okay, I know everyone has their favorite race in this game, but I saw the trailer for it back in 2009 or so and figured out that those super cool giant vikings were playable, I kind of flipped my shit.  Please don’t ask me why, but I found it really appealing.  And I was so not disappointed.

02-Guild Wars 2 2

I am the viking queen of Tyria and no one can stop me.

Character Creation

In character creation, you chose from one of five races (humans, monster cats, vegetable people, tiny gnome-like mad scientists, or giant vikings) and eight classes (two heavy hitters, three technological or sneaky types, and three mages).  Then you chose from a bunch of different options to create a kind of personality for your character and that determines the first part of your story quest.

Super customization-y and pretty smooth about it too so it’s not like, a total mess.  My one complaint is with female humans and norn because they just look…weirdly pretty no matter what and I know that’s weird, but it’s sort of uncomfortable.  The dudes do not look like supermodels, let me tell you, but the ladies do.

Story

The overarching story of Guild Wars 2 is that 100 years ago a bunch of dragons came out of hiding to fuck everyone over.  I’m not talking like, little dragons, I’m talking Elder God levels of dragon.  They’re assholes.  The personal story, as built into the game upon launch, is about taking down Zhaitan, who’s basically the undead dragon, and is all about the zombies.  I’m not kidding, the zombies are everywhere.

The first half of the story is all about your character’s development as a hero which is kind of neat because they don’t start off going “YOU ARE THE GREAT HERO”, it’s more like, “We think you have some potential” and then you get to watch your character develop INTO the hero, which is a nice little touch.

Gameplay

The People at ANet ain’t no fools (okay, that’s debateable, but not about big things).  They knew that the problem with their first game was how complicated things got, so Guild Wars 2 is heavily simplified.  There are a lot less skills and you don’t have to run around to find them.  You just pick up weapons that your profession (only one this time) can youse and wave them around and eventually develop skills.  It’s pretty chill.

They also implemented a bunch of different kinds of quests that work together.  First there’s your renown quests, which are always there and you can only do once.  Then there are dynamic events, the quests that just start up at different times or with different triggers and you can either choose to do them or not.  Then there’s your personal story quest which stems from the choices you made about your character in the creation process.There are a ton of different options so it’s pretty cool to be able to play with different characters and not just do the same thing over and over again.

Guild Wars 2 is also constantly updating so they have Living World quests which actually recently changed from achievement-related world boss flail fests to a continuation of the personal story that’s always there and it’s pretty cool because the whole personal story is about ONE Elder Dragon and the Living World basically introduces the idea of fighting the others and stuff.  And also evil piratical psychotic plant girls.  Just roll with it.

02-Guild Wars 2 3

I was only sort of tangentially around for this, but even I know this can’t be good.

The world map is still huge and mostly unused so it’s exciting to see what’s coming next.  And jumping around is a lot easier so while the world does seem smaller in a way, it also feels like you get to see more of it.  There are a TON of achievements and one of them is for exploring 100% of the world.  It’s really hard.  But super cool to be able to finish and go “I AM THE MASTER OF THE WORLD,” which I haven’t done yet because you have to explore the PvP maps too and there’s this one tower that another team has had for a month and a half and…you know what, let’s not talk about it.  (Since the writing of this post I have actually completed the map and I have never been so proud of myself in my entire life.  I am 23.  Clearly I need a better life.)

There’s also crafting and dungeons and large-scale PvP and small-scale PvP and armor collecting and guilds and honestly this is the MMO for someone who never wants to go anywhere else for anything.

The Good

Character Creation.  Personal storyline.  Updates (except they don’t come fast enough, sorry guys).  Mechanics.  Questing.  Keeping it fresh.  This game is FANTABULOUS.

02-Guild Wars 2 4

Except Boobplate is back but you can kind of ignore it and not use it if you want to, thank god.

The Bad

The community hasn’t gotten a whole lot better.  I hear there are pockets of goodness in guilds but I’m not really privy to that since I’m still not the best at internet socialization.  They are way more helpful and less screamy because they put in a player-to-player trade system so they don’t need to freak out about how much they want a certain item.  Getting money is kind of tough at first and it instills this sense that you’re going to be broke forever which is nerve-wracking whenever you want to buy something.  And since the level cap is now 80 and not 20, there’s that traditional period in MMOs around level 15-30ish where the game can be SUPER difficult because things just scale funny.

The Ugly

Look, I honestly haven’t got much for this.  Nothing sticks out as physically painful.  Crafting can be expensive and/or tedious?  But no, because I honestly think crafting is kind of fun.  The writing drops off every once in a while and is kind of weird I guess but it goes away fast enough that I don’t care.  Look, this game is great.

From here…?

Buy.  This.  Game.  It’s still a little pricey (around $50) but it’s really worth it and hey, unless you want to buy things out of the gem store with real money, that’s all you’re ever going to pay for.  It’s beautiful and fun and exciting and you get to be a giant viking or a Roman cat or a freakin’ flower person, I mean, who can resist that?  Just buy the game, you won’t regret it and if you do, well, we may need to talk about what you’re looking for out of video games because it’s clearly not GOOD STUFF.

02-Guild Wars 2 5

I could stare at this game all day and sometimes do.

Next Month: The Secret World, my innate fear of vagina witches, and some of the coolest MMO stuff of all time (look, there’s my opinion already, you don’t even need to read it–but you should anyway.)

Zoe’s MMO Corner: Guild Wars

Hi guys, I’m Zoe, an old friend of your normal blog writer.  Since we like very different kinds of games, I’m popping in probably once a month to review a different MMORPG to get some other types of games up here.  Enjoy!

Guild Wars is a one time payment swords-and-sorcery RPG following the journey of the heroic PC out of Ascalon after a great disaster has befallen its people, forcing them to find a new home.

History and Development

Guild Wars was developed by ArenaNet, who basically only makes Guild Wars and Guild Wars 2 stuff because, I don’t know, commitment?  Some of the staff came from Blizzard originally and were involved in World of Warcraft development but left to pursue games that “took more risks” whatever that meant (ostensibly not price gouging or something).  Guild Wars was on the leading edge of the whole one time payment method of MMOs which made them pretty damn popular among my gang when I first started playing, let me tell you.

Guild Wars focuses a lot of its PvP (which I can’t really speak to because I don’t like PvP, sue me) but also on the environment of the whole thing.  Let me tell you, for its time, this game was frakkin’ gorgeous.  I mean, it’s still not bad (I logged in a few weeks ago just to look around and yeah, it holds up) but its nothing compared to what ANet is doing now (Coming soon: Guild Wars 2 review, you’ll see what I mean).  But Guild Wars set down a lot of what people now expect out of games visually.  I mean, let me show you some screenshots here:

This is from 2005, guys, and if you’re not impressed by that, you probably shouldn’t be using the internet.

I played Guild Wars in high school.  As in before all the expansions came out. Yes, I’m old, get over it.  But for me, Guild Wars would forever shape what I looked for in an MMO–namely, no other people.  See, Guild Wars uses this sort of odd multiplayer system (more on this later) that basically means that you don’t have to see anyone for most of the game.  And as someone who has always been absolutely TERRIBLE at making online friends, probably because I’m convinced they’re all going to either turn out to be 60 year old dudes or middle school boys, neither of which is a demographic I particularly like, Guild Wars made it easy for me to play an MMO like a single player game.

This later bit me in the ass.

Confession time, I have never finished the Guild Wars Prophecies campaign despite having played it for about eight years.  This is one of my greatest shames.

Character Creation

One race–human, obviously, let’s be boring–and six classes: Warrior, Monk (healer), Ranger, Elementalist (mage), Mesmer (illusionist), Necromancer.  Decent customization, but pretty stock.  At the time, the height slider was pretty new to MMOs and it was super fun because I have a thing for playing massively tall lady characters (more on this in the future).

At character creation you chose one class and then a couple of levels in you got a second one so you could sort of specialize to a certain extent, which was fun.  I liked to play Warrior/Monks which was basically the tankiest tank to ever tank–I have a fondness for tanks, I’m sure this’ll come up again–but there was a lot of possibility and that was pretty neat.

Story

The story of Guild Wars Prophecies–the first campaign–is huge.  Yesterday I tried to explain it and found out what a mess it is.  I started with “These giant cat things blow up your country with fire magic…” and sixty million steps later found myself saying “…and then you have to go out to the desert and go through these trials so you ascend or something” and realized that I had to stop.  And that was only half way through.  The story is vast.  It just keeps going.  When I was playing it, I remember being like, “Oh, yeah, of course this makes total sense,” but looking back on it, it kind of doesn’t.  It feels a little like stuff doesn’t build on itself, it just happens.  There is a LOT of plot.  Like, soap opera levels of plot.

Gameplay

Here’s the weird thing about Guild Wars: when you leave a town, it becomes a single player game.  No, seriously, you enter your own instance that’s just you and your party, should you chose to have one.  On the one hand, this is super cool because it cut out the PvE player competition for quest goals, but on the other, it was a sort of isolating experience and, for people like me, it made it even more difficult to be invested in the player base.  They did give you henchmen, but once you hit the level cap (which was 20, can you believe that?) the henchmen were shit.

The PvE storyline ran through missions, which were basically a series of dungeons spread out across the world map that filled in every player in a solo format–you would go to the mission location, enter the instance alone or with your party, complete the story, and pop out the other side with a new objective and the feeling that you were pretty awesome and the hero of Tyria or whatever.

Yeah, I wasn’t kidding about how massive this game is.

The level cap though was a problem because you hit that about half way through the game.  And there wasn’t a whole lot more you could do.  Armor and weaponry only did so much.  So they had this system in place where you could kill bosses and farm their skills, if you were of the same class, but let me tell you THAT PART SUCKED.  A lot.  Because you couldn’t choose what you got, oh no, and there were a lot of skills and so you’d just have to run around murdering things to steal their abilities in hopes that you’d get the right thing.  Unless you looked that stuff up.  Which I didn’t, on principle.

THAT is the reason I never finished it.  I got to this one place out in the desert where I could never complete the mission (I tried for a month, yes, A MONTH) and it was isolating so I didn’t have anyone to help me and I died a lot and my skills weren’t good enough and I was level twenty and everything around me was level twenty-seven and it was…frustrating.

Very.

Frustrating.

The Good

I always really liked the story and that kept me coming back for a long time, even though it is kind of rambling and confused and just keeps going.  The combat itself wasn’t half bad and the quests were relatively interesting, though still very MMO (fetch and gather, mass murder, escort, the usual).  The design and aesthetic were great (except for the female elementalists, someone need to get those ladies some clothing, poor things) and the world felt massive, which was super freakin’ cool.

Why do games do this?  I honestly do not understand.

The Bad

At the time I thought the open world all alone thing was awesome but now as someone who knows some of the benefits of having people, I’m willing to say that was a weak point of the game.  The community was also pretty iffy–I mean, there was a reason I avoided them.  Also, part of the way through you sort of lost any side quests and it turned into a massive hellish grindfest.

The Ugly

Stupid skill farming.  Stupid bosses.  Stupid stupid stupid.

From here…?

I don’t know.  I honestly want to finish this game and it’s on my list of shit I have to do before I die, but on the other hand, there’s not a whole lot that makes me want to go back and play it.  It’s not because it’s not good, because it is, because it’s fantastic and it did a lot for me and still does, but I have some serious trauma involving the Crystal Desert and it’s hard for me to get past that.

I’ve been looking at this view for literally three years and I never want to do it again.

Besides–and here’s what this comes down to–ANet did something that makes me not want to play Guild Wars again.  And that thing is…

Guild Wars 2.

Next Month: Guild Wars 2 and a lot of ranting about nine-foot-tall viking ladies.