CoH: Somewhat Less In-Depth Look at Time Gladiator

We who are about to die from color-clashing particle effects salute you...

Time Gladiator is essentially a Roman Colosseum arena fight. But since the designer couldn’t guarantee that the players’ characters would match the milieu…

Time Gladiator anachronism
Terminator vs Minotaur – Place your bets now

… He embraced the crazy and threw in robots, and ninjas, and monkeys, and cowboys, and I think he even worked in some evil Nazis – if we assume the Germanic name of one of the robots harkens back to that.

One of the nice things you’ll see right off is that the arena cutscene includes one of the groups’ characters to situate the players and build up immersion. (Yeah, that’s my Crey Paragon Protector-inspired robot scrapper being anachronistic above.) There’s probably some kind of clever workaround they did to get this functional, but it’s a very nice touch.

Phase 1 Fight: Cornutus the Minotaur and Two Supporting Angel/Fury Things

The angels’ names also start with C, but I can’t recall them in the slightest. Whatever, they’re non-focal points.

That description matches the standard way players fight this phase. They get a badge for downing the minotaur without killing off the angels first. So everyone zeroes in on the big guy.

This works to set up a measure of challenge that differs from the standard tank-and-spank and AoE mow them down group strategy. If there’s a tank type in the group who gathers up all the mobs safely, then everyone has to mind their AoEs and be careful. If not, then people deal with the spread aggro and just unload on the one with horns.

Ranged taunts also come in handy to make life easier for teammates. Really, you don’t -have- to, because the difficulty level is not that high and the damage won’t one-shot kill a squishy, but it does make life easier and it’s a nice opportunity for group synergy to shine.

On one occasion, my claws scrapper was acting as the de facto tank for lack of anything better. I’d turned the minotaur away from the others for the heck of it, out of tanking habit and the angels were a distance away and near to a controller. Who, I think, decided to try and hold them or control them, but ended up pulling the tenuous aggro and got hit for half his health bar. (My scrapper does not have the ranged taunt confront, that’s just lame.)

What I thought was a really sexy cool moment was me using my ranged attack, Focus, claws powerset has one, to hit the angels one after the other. Zip went the white effect in a neat line to one angel, thud went the claw damage, and immediately each angel swung around to focus back on me. Small movie moment, but made of win.

I’m sure with CoH’s current player power level the way it is, the controller probably could survive on his own with a green health inspiration or have his own tools for dealing with it, but I wanted to saved him the trouble.  I was being all supporty-groupy and player role synergy and it felt good. I’m so tired of players in CoH acting like everyone has their own uber-softcapped defence build and running off to solo on their own.

Phase 1-2 In Between: Ninjas!

Pacing out the battle, a crowd of ninja minions show up to get beat on.

The challenge, kill as many as possible before time runs out, as you can get partial progress on a defeat 75 ninjas and monkeys badge, named aptly as “Ninja Monkey.”

Phase 2 Fight: Frank ‘Hunnerd-Yard’ McCain and his Doggies – Butch, Lee, Petey (and Killer)

Wild West moment. Frank shows up with three squishy dog pets. Killing the three dogs spawns Killer, the bigger somewhat less squishy dog pet.

You get a badge for defeating Frank within 10 seconds of Killer’s defeat. So enter another player skill challenge mechanic. Switching targets to balance out the damage as necessary, given that Frank is tougher than Killer.

Phase 2-3 In Between: Monkeys!

Rikti monkeys, that is. A barrel-full and more show up. Again, the challenge, try and fill in the remainder out of 75 that you didn’t defeat from the ninja phase for the shiny badge.

Phase 3 Fight: Apocalypse, Armageddon (and Gotterdammerung)

Giant killer robots of a possibly Nazi persuasion. The two robots that show up at first are elite bosses, which is a nice change from all the Arch-Villain level stuff being fought before, so they’re a little squishier.

Kill one, and it explodes, dealing some AoE damage if you’re too scrapperlocked to backpedal – high defence will help avoid it. The other A robot puts on a temporary deflection shield so that you can’t kill it immediately after the other. And Gotterdammerung shows up, he of the very very big hammer.

Standard AV boss battle, no badges, typically folks just finish off the other A robot (once the shielding wears off) before G goes down.

Bonus Phase: The God-Champion

There’s a favor mechanic that has been going on in the previous fights. Arena crowd favor slowly wears down over time. Each player defeat destroys more crowd favor.

Each mob defeated earns the group some favor. Each big boss defeated gives a random player the “Inspire the Crowd” temp power, which when triggered, builds favor with the crowd and also gives the player some stat bonus like extra damage.

Earn 500 favor with the crowd and you go into the bonus phase, where the Biggest Ugly of them all shows up.

At some point in his health bar (~70-80% maybe, didn’t really pay attention), all the previous big bosses will spawn (Cornutus, Frank and Gotterdammerung) but you get the “Invictus” badge for bringing the God-Champion down to 33%. So there’s an opportunity for control/debuff/support to deal with the three other AVs running around amok while folks focus fire down the Champion till he’s on his knees.

At 33%, he crashes to his knees and goes invulnerable. Everyone switches targets to clean up the other three, then finishes off the so-called Champion to become the new champions of the arena.

P.S. In retrospect, the fog effect going on in the arena makes for some UGLY screenshots.

CoH: Why I Love This Summer Blockbuster Event

Summer at the Movies: Is this also a Nemesis Plot?

And now for something I do like from City of Heroes, lest you think I am a sour grapes and am just using the poor aging game as a whipping boy.

I know it seems that way. I’m honestly not happy with my sudden ennui and frustration. I joined it in the end of 2004, and my loyalty didn’t waver until last year’s track record shook it badly. (It was obvious the company culture and certain devs had changed hands.)

I have the equivalent of 84 months – 7 years – of veteran rewards. I don’t want it selling out to become the worse of F2P (slippery slide down the slope of lottery and gambling for big profits) and the worse of WoW (slippery slide up the repetitive grind shiny gear-chasing ladder).

It still does do -some- things right. Though sometimes I’m convinced they were happy accidents of fate.

The Summer Blockbuster Event neatly encapsulates a lot of the good things I do like. I don’t know how much of it is purposeful design and how much is just bonus, but there’s a lot to describe and break down.

It’s an event designed for a group of 4 players. It is begun by queuing using the LFG turnstile system and you have a choice of PUGing it (a pickup group) or forming your own premade group of 4 to start.

You begin in a Theatre Lobby, which builds in some breathing space for slow zoning players, getting to know your new group and discuss strategy and tactics or teach anyone if they’re new. The Lobby also sports helpful inspiration vendors, masquerading as steampunk popcorn vendors, and acts as the hospital for defeated players.

Theatre Lobby

The all-important surprisingly non-overpriced refreshments

It also has a nice immersion easter egg, winning player-created movie poster designs for folks to admire. (I believe the vendor is also a winning player costume design.)

From left to right: Magical Dream Unicorns The Movie, Brass Monday (it’s all a Nemesis Plot), Ascension (impossible just got easier), IT Came From Beneath The City

From left to right: The Guard (not all heroes need powers), My User Dave (ever get the feeling you’re being watched?) Hero One (one mission, one chance, one way), DFB (Death From Bologna)

The event comes in two parts, representing the movies Time Gladiator and Casino Heist. Whichever part starts first is random, which brings a small but nice touch of variation to the party. They are covered in detail in two separate posts as linked.

A loadscreen sets up the two movies, aka minigame-like missions

There are so many reasons why I love these Summer Blockbusters.

1) A New Innovative System

This used to be what City of Heroes stood for. Each Issue, they’d experiment with something new, something not seen before, something that pushed the envelope of what they could do with their aging MMO engine. That’s why I kept up a subscription year after year, even if I took a break for several months, because I wanted to see the devs continually surprise us with good stuff.

These Summer Blockbusters are an intricate complex arrangement of mission mechanics that were probably first built for the Incarnate Trials, and all I can say is, it’s about fucking time that they brought some of it down to the small group level.

2) Flexible Paths to Success

There’s one perfect ideal path. The path that gets you all the ten badges in one run in the shortest amount of time possible. When it happens, it is a really good feeling that all the players are in sync with each other, perfect score, awesome team, very nice job, all that congratulatory business. But you know what?

You still get the shiny IO reward at the end as long as you can complete the entire thing, even if people take alternate routes, even if people screw up, even if you don’t get a perfect badge run. And that is as it should be. That rewards persistence, not giving up, forgiveness of mistakes (your own or other people’s). No big loss, it’s just a badge you can get at another time, assuming you didn’t already have it.

Even if people inadvertently disconnect and drop out of the team, the event is completable with less people. I’ve done it with three (from scratch, a dark def, a dark corruptor and a scrapper), and even two (that was halfway through that folks crashed, so it was the casino heist left. The biggest problem was Sylvia’s regeneration rate that my lone stalker couldn’t beat. A scrapper joined up by chance using the LFG queue and that extra damage was sufficient to overcome her and ultimately leave us both walking home with the Universal Damage IO reward.)

The only issue is that the casino story doesn’t quite line up properly and you’d have to wait for the phases to time out and forgo the chance of perfect badge scoring on that part.

3) Small Group Dynamics

The only thing I do kinda wish is if they managed to scale it down to soloability, just to be inclusive, but I’ll seriously take four-person teams over 24-man Incarnate trial raids ANY DAY OF THE WEEK.

It’s small enough to be aware of the role of each person and allows for chances for group synergy (who’s tanking, who’s doing damage, who’s supporting, and hybrid versions thereof.) It’s not so chaotically messy.

I rather like that they chose to exemplar us down to lvl 29. Too high a level is a little exclusionary for those who don’t have higher leveled characters. And those of us with higher leveled characters, well, when we exemplar down to a mid-range,  most of us lose all the gap filling powers and set bonuses that allow people to run around heedless of archetype soloing things tankmage style, and have to fall back a little more on the fun group dynamics of City of Heroes.

As a guy on the forums mentioned, his support characters actually felt valuable, like they could shine in true support, rather than be overshadowed by the thousandth and one uber-Incarnate scrapper. Scrappers and even brutes are squishier at lvl 29. Good support helps them shine. In turn, squishy classes ARE squishy at lvl 29. Proper tanking and holding aggro really makes life easier.

I also really appreciated the lack of purple triangles on many of the AVs and bosses. Control classes have a good chance of stacking enough control to make a visible, noticeable difference. This stuff matters. This stuff lets players feel their characters are effective.

I took my support characters out of the deep freeze (270 days and counting) to play the event and it felt good to make a noticeable difference, something I simply wasn’t feeling in Incarnate trials.

4) It Encourages Alting

There’s a 20-hour limit on one character to earn the desirable IO shiny via the event. I think this was meant more to limit the rate at which the shiny is earned, but it is a happy accident that this encourages the digging up of alts to run multiple playthroughs.

I’ve been unearthing more and more alts to run them through the event and it feels like meeting old friends again. This nostalgic fondness for characters long forgotten, but still up to performing well as muscle memory kicks in.

And with different alts, comes different playstyles. This is the true essence of CoH. People can run the same mission repetitively because they’re playing with different powersets and playstyles, and with different people – which makes you adapt and change to fit what the group needs at that point in time.

I’ve had picture perfect optimum role runs where everyone fell naturally into CoH’s hybrid version of the holy trinity (with extra buff/debuff and cc love!)

I’ve had runs where a secondary class can fill in roles in a pinch, with others’ support (my scrapper was tanking with the leadership buffs from a Soldier of Arachnos), or the more nonstandard but still good combinations (the controller used phantom army to tank)

I’ve even had the eyebrow-raising “ooh er, this is tricky” runs. Namely, one run with all squishies, two controllers who didn’t have invulnerable pets, a dom and a blaster. We all got tossed around and three-shotted over-and-over by the first AV in the arena as we established none of us had true tanking capability as is. At which point, I rolled my eyes, bought a bunch of purple Lucks from the popcorn vendor and acted as volunteer tank by virtue of stacking three of them at once for effective defence and just unloading on the damage till I drew aggro. Things stabilized from there, and yes, we got the shiny at the end.

Or the run with my ancient low-damage stone tank, two lowbie brutes who also seemed not that well-slotted on damage, and an illusion controller. I went in expecting to be all tanky, and then I realized that everyone was survivable, the controller’s phantom army was tanking half the time and one of the brutes the other, and the total amount of damage everyone was outputting was scarily miserable since the three melee types were sucking wind on endurance issues. So three quarters of the time, I ran around toggle-less in order to save endurance and do normal (for a tanker) levels of damage to contribute and everyone stopped for lots of blue candies at the inspiration vendor later. We managed, pretty painfully, but managed.

5) Short and Sweet, Fast and Furious

On the whole, excepting the rare cases above, each event is exactly that, short, sweet instances of fast furious fun and action where you get to beat up some AVs in a small group. It’s like the Imperious Task Force (everyone’s all-time favorite TF) in miniature.

6) LFG Tool is Actually Working For Once

Wait time is minimal. I presume this is because critical mass of 4 people is much easier to achieve than presuming 16-24 people have the patience (or lack of sense) to stand around queueing hoping that an Incarnate trial will start, utterly leaderless and still succeed.

And success is easier to come by and the mechanics easier to learn and more forgiving, which yields positive feedback into the loop and encourages more players to keep queuing because hey, these random groups of people can still  succeed and they’re fast and convenient to get into, and no one needs to lead. Everyone just needs to do their part.

TSW: First Impressions of Final Beta Weekend #4

I'm having Left 4 Dead flashbacks...

Dark foggy days are coming.

Mixed bag. Mixed signals. I’m torn.

That’s the TL:DR summary, you can go away now if you don’t want my wall-of-text detailed analysis.

Before We Begin

You’ll note I took the trouble to specify these impressions are only for this weekend, since their client has this qualifier scrawled across their notes screen:

“Please keep in mind that the version of The Secret World you will be playing this Beta Weekend is not the final version of the game. Many issues and elements are constantly being improved upon before launch.”

Riiight. Call me cynical, but I translate that as “We will promise we will be continually working to improve this game, but we have run out of time and have to launch this.” In other words, you will be playing and paying for a work in progress for quite a while yet.

On the bright side, I do believe they are fixing stuff as fast as they can. In between yesterday and today, I’ve had to download quite a few patches to be able to log in, and active dodging in combat was reactivated (to name a really obvious change) so there’s fixes coming in.

It’s not like they’ve given up and wiped their hands of the MMO and are just going to launch it to grab what money they can like some other companies I could think of. I think it fits Funcom’s pattern to keep working away at their games and keeping the doors unshuttered for the long term, though they may never have enough resources to polish their MMOs to full potential.

On the pragmatic side, this sure is a hell of a lot of -known- bugs and issues for an MMO that is due to launch like…now.

They probably suspect that this is the best window. Before Guild Wars 2 launches. Within 2012, because their story alludes to it being the year 2012.

Personally, I put up with Age of Conan’s bugginess and unfinished nature for about 3 months while marking time for Warhammer’s launch (which also lasted about 3 months, but that’s another story) and I’m having trouble convincing myself that paying for lack of polish is okay, especially when there are more polished and/or free (just less new) options available on the market.

On First Logging In

The program jittered and stuttered on the movies that played the logos but they played, and I got all the way to the log-in screen. Then I tried to pick a server, and found out I couldn’t create a character on a single one. Kept throwing me back and saying the slots were all full. WTF? I don’t have a single character made, there’s three slots sitting right there, how can they be full?

Quit, did some forums searching, turns out that behavior occurs if there’s been a patch/update in between that you missed. (Well, I was downloading a huge 20+ gb client for over 24 hours, so it’s no wonder that I must have missed a patch.)

Want a good laugh? This was the client downloader midway through. I looked at that progress bar poking out onto my desktop and said, “Lol, this calls for a screenshot.”

On the bright side, it did stop before it hit 25 gb, and it later expanded itself into a 30gb folder on my hard disk. (I shoved Aion onto a spare external hard disk to make room. Copy it back later when I feel like trying out the game again, assuming the NCsoft launcher doesn’t have issues with me doing that. But that’s another story.)

Started the game for the second time after downloading the necessary missing patch, and promptly crashed because I was trying to click away or bang on Esc to skip the corporate logo movies. Hrm. (For the record, subsequent times have allowed me to skip them just fine by pressing Esc once. I have no idea why it was being so temperamental just then. But I’m pointing out the my exact first impressions flow of events, good and bad alike.)

Third time lucky. Started the program again, logged in, selected a server and made it to the character creation screen. Yay, I can actually make a character now!

On the Character Screen and TSW’s Graphics

It’s about this point that I first started running into an issue that sits like a big plague-monkey on my back. At certain points, like in the character screen and certain cutscenes, my graphics lag and typically take 15-60 seconds to load in, coming in layers, low resolution textures at first and then smoothing to higher resolution stuff. Not all the time, but enough to be annoying.

It’s most obvious on the character load screen. This is what it looks like for me right on starting up (after having made my first Illuminati character, that is.)

That’s just not normal. Most other MMOs will show you your character, right?

Turns out, so does The Secret World. If I wait for a good minute or so, then this eventually fills in around the brown-grey spaces.

Now I’ll quantify right off that I’m not playing The Secret World at the ideal recommended uber-graphics card 64-bit Windows 7 DirectX11 settings. I am completely well aware of the fact that I’ll never get as awesomely gorgeous lighting and shadows and beautiful textures as the media screenshots on their website.

Considering the negative rumor mill and me running a 32-bit Windows XP DirectX9 machine with an ATI 4870 card (ATI cards being somewhat notorious for having issues where Nvidia doesn’t, now and then), I was already pleasantly surprised to find that the game loaded at all. The starting resolution and graphics quality was extremely low on the default setting, and I was able to crank it up to somewhere between medium-high on a 1680 x 1050 full screen – the client automatically restricts the draw distance and other advanced settings due to memory limitations on 32-bit Windows.

Decently pretty.

However, I’m always aware of and made to feel slightly like a second class citizen because of this graphics lag issue. Even the graphics setting never misses a beat to tell me this.

The impression I get is that you don’t care about me as a potential audience. That you can’t really be bothered to optimize for lower performing systems. That accessibility of your game is not a factor. Whereas games like World of Warcraft and Star Wars: The Old Republic go for stylized graphics precisely because they want the game to work well on lower-end systems, while Guild Wars 2 tests the look of their game on antiquated graphics cards that can’t even be bought off the shelves anymore because they want the game to still look good for the average gamer.

It’s weird because I do think you -are- working on optimizing for lower end systems too, as and when you can. My load times have been speeding up over this last beta weekend. And the game -is- playable, on the whole, for me.

Monitoring FPS, I get anywhere from a playable 25-40 FPS most times, going up to 45 FPS in solo instances and dropping to 5-20 FPS for a couple seconds in the rare crowded locales before going up again. It’s better performance than I got with Age of Conan, where I could hit 1-5 FPS in the cities. (Ironically, it was AoC which made me feel like I needed to upgrade my graphics card about 4-5 years ago. I did, and it improved somewhat, but not by much.)

So then the final impression I get is that of bugginess and lack of polish and optimization. Bits work here, and parts don’t work there. For 90% of the cutscenes, they play perfectly fine and look pretty okay, if not spectacular because my system isn’t high-end…

…and then I get this view of a van that dashes in for 1-2 seconds, which is too fast for my computer to apply a good high-res texture to.

And it kinda shatters the immersion that is being built up.

(Unless, hmm, maybe I can pretend that I’m playing in a big Matrix-computer-style set up, so there are occasions where the quality of the graphics becomes digitized as the world fails to render properly!)

On Character Creation

It’s not terrible. I’ll say that much. There’s a decent range of options and colors and head, hair, clothing types. Enough to create fairly unique and distinct characters that don’t all look like clones on first entering the game.

That is, if you could actually see your character.

It’s that graphics bugaboo I mentioned earlier. I don’t get it. For practically any other MMO I play, it doesn’t take 3-5 seconds to pause and first load the background in bits and pieces, then slowly load and display the character. In The Secret World’s character creation screen, it does.

When it does finally load in, it isn’t half bad at all.

At least, if the sliders worked properly. For some reason, they’re acting clunky in character creation. I can’t click on the knob and drag. The pixel location is off, or something.

At first, I was wondering if it was a lag issue from having to load in the different styles and textures, but my computer doesn’t grind or in any way act like it’s trying to load anything.

What I have to do is somehow click away at each slider, up and around and down until it suddenly registers as active, and my mouse wheel can suddenly work to scroll up and down through the selections with nary a pause at all. If I get really lucky and pick the perfect pixel location, then I can drag the knobs left and right as you’d expect.

And then I go through the same thing per bar I select. And if I need to backtrack on an option, same problem with the knobs. It’s really weird because the color selection has no issues. Click and everything changes with nary a pause. The drop down box has no issues. The knobs make me want to tear out my hair.

My only possible conclusion? Buggy.

On Names

Here’s one thing about the Secret World that I do like. Quite a bit.

You have to fill in three names. First name, nickname, and a last name. So everyone goes around being identified as John/Jane “Moniker” Doe and it adds a bit to the immersive aspect of the setting. The naming policy encourages most people to use pretty immersive names too, pretty much the worst I’ve seen are those that run around in all lowercase. Even those that just have a few numbers tacked on the end of their nickname kind of resemble Internet monikers.

What’s less nice, that I found out on my second character made, is that the nickname has to be unique. And no spaces are allowed.

It’s a bit of a shame, considering that if you used all three names in combination, we might get more flexibility and freedom in naming, similar to City of Heroes or Guild Wars 1. Now instead what we’re going to end up with is people warring for the best sexy superhero or hacker-style nickname and lots of good options being taken up very very soon. It’s already a pain on City of Heroes to get good names, and we get the option of spaces there. Here, all we get are hyphens and a shorter character limit, which does not bode well for the future.

I also foresee that people are going to be hard pressed to tell the difference between Nightshadow and Night-shadow (both names are naturally taken by this time.) Hopefully they don’t end up playing or talking together at the same time.

On Group and Combat Mechanics

Speaking of playing together, I’m a little disappointed. Just a bit.

Bear in mind the last beta I was just playing was Guild Wars 2, so when I first started the game and got to Kingsmouth, I saw people fighting zombies in a setting that looks like it was cut out from Left 4 Dead… what’s the first thing I’m going to do? Run in and help blow zombies up, of course!

Then I noticed that:

a) I generally wasn’t getting any xp from helping kill mobs other players were already fighting (or just a smidgen, normally from untagged mobs)

and

b) when some other well-meaning player helped me on my zombies, the amount of experience I got was dramatically decreased

Oh.

I guess we’re back to traditional MMO mechanics where you have to officially form a group first. I better stop “helping” before someone shouts at me for killstealing them. Sad panda.

From then on, I stopped caring about other players and treated them as essentially a big faceless crowd of moving distractions that are all following the same story path.

It’s especially sad because the tutorial mission has you helping out three NPCs with a shotgun, fighting multiple mobs, fer goodness sake’s. In action combat. Where running and dodging and firing as you ran was important. It felt so modern and enlightened. Yet we still have a reminder of old MMO roots simply because the reward scheme still feels oldfashioned.

Combat on the whole reminds me of a good mix between Guild Wars 2, Guild Wars 1 and City of Heroes. That’s a good thing. A really really good thing.

It has active moving combat pretty similar to GW2, especially when active dodge is operational. I am especially pleased by the clarity of the enemy’s attacks and AoE effects (I’ve complained before about some other games) but TSW is as good as Rift in that respect.

You see the clarity of that circle? That’s cool. It’s clear and it is fair and it gives you time to move the hell away.

You’re a split second too late to see the spinning backflip I did to get out of the way of his AoE attack. But trust me, it was cool.

Double tapping W, A, S, D works well to dodge about. An active dodge bar appears as a countdown timer to indicate that you can’t do another dodge until it expires.

Here’s another nice one. This cone gradually shrinks in size, acting as a timer to indicate that he’s going to do a cone attack in the vicinity. Get outta the way now. Very nice.

It’s similar to Guild Wars 1 in the sense that you have to pick skills from a potentially large pool, and the choices of that selection indicate your combat options and role in battle. TSW gives you 7 active skills and 7 passive skills at any time, and the trick is to find stuff that synergizes well together and add on other utility skills as desired.

And it’s similar to GW and City of Heroes in that you’re generally a profession/profession. TSW has three melee weapons, fists, blade and hammer. Three ranged weapons, assault rifle, pistols and shotgun. And three magic weapons, chaos, blood and elemental. When you’re just starting out with limited AP and SP to buy skills and abilities, it’s generally a good idea to focus on a two weapon combat synergy style at first, before branching out later.

These two weapon synergy styles have suggested ‘decks,’ sort of a characteristic class of certain factions, which provide some nice structured guidance for people coming in cold and new to the entire system. No doubt some people will find that certain combinations are more uber than others as time goes on, but a nice balancing point is that everyone should be able to eventually pick up everything they want in a leveless, classless system. I just don’t know how much grind that would involve, though.

The holy trinity also still seems to be in operation in this game. Perhaps a little looser as there is quite a lot of option for hybrids and there’s flexibility to switch roles, but time will tell.

I actually think grouping might be quite fun in this game, if there is leeway for synergies to naturally develop, but I fear that if the dungeon difficulties are too high and too challenging, then we’ll see people being forced into very cookie cutter ‘expected’ heal/tank/dps roles for simplicity’s sake. I suspect the latter will happen, though I much prefer the former.

On Loadscreens

They’re there. On my computer, they take anywhere from 1-3 minutes to load, sooner for small cutscenes. People who dislike loading screens for immersion disruption reasons will not be happy.

Me, I don’t mind them. And I put up with worse loadscreens in Age of Conan, that literally took 5 minutes or more to struggle to load a very small zone. In TSW, the zone of Kingsmouth looks fairly big and open by comparison, so if I have to put up with short loadscreens to get the zone to a playable unlaggy state, that’s fine by me. It’s nice art and a helpful tip on those screens anyway.

On Missions and Quest Flow

On the whole, I approve. Investigation missions were turned off in this beta, which make me very curious about them because I think I will like them.

Regardless, the missions I played had a smooth flow, some involved a bit of thinking and looking around (much to some people’s exasperation as that provides a constant flow of repeated dumb questions and spoilers flying about on General chat – me, I stopped reading it in order not to spoil myself), and had a good mix of combat and story.

I like the designed difference in mission flow. TSW Search explains it here in a comprehensive guide, I’ll just paste the relevant explanation in a picture here for completeness:

Turns out it is actually designed in such a way that as one of your quests ends, you should be able to find another mission to pick up within 50m or so. Some interesting item should be obvious.

I like it. It’s a nice blend of exploration and achievement. While on the mission, you have clarity of direction and intent. But you can follow the thread to its end, then pick up another and another and be wandering all over the place without feeling obliged to report back in to quest hub central.

They’ve also taken the idea of cell phones from City of Heroes and taken it one step further. Mission reports can be sent in from your location once you finish the quest, and you get the rewards beamed to you instantly and painlessly. (Being part of an ancient occult technomagical faction has its perks, I guess.)

On Cutscenes

The voice acting is very good. The quality of writing in the stories is top notch. Granted, you have to like the setting and the rambling high-falutin’ prose that comes with that sort of urban fantastic occulto-technomagic ‘everything is a secret conspiracy’ genre. There are a lot of interesting characters and stories that I want to know more about.

The animation quality is only so-so. A bit disappointing and uncanny valley at times, but generally acceptable.

What’s extremely fucking weird is that your character doesn’t ever speak at all, and has the strangest robot face in most of the cutscenes.

Okay, I know the pro-argument for this. It’s extremely immersion-breaking if your character acts in ways that contradict your character concept. It’s sometimes better if the character just shuts up and lets your imagination write in the gaps.

But let me assure you it is also JUST as immersion-breaking if your character stands there silently for the entire cutscene, watching the NPC monologue, nicely voice acted out though it is. Especially if the NPC reacts like you said something, and you evidently didn’t.

Guild Wars 1 and 2 has dialogue. Your character says some generic hero stuff, but they say something. City of Heroes sometimes puts words in your character’s mouth when replying back to the mission text, and yes, they get it horribly wrong at times, but they do say something and imply some sort of motive or personality. I believe SWTOR also has your characters say something and react to the NPCs, though it may be generic Jedi or Bounty Hunter or Insert Class Here sort of reaction.

TSW is very very weird because in some cutscenes, they do assume some sort of reaction from your character (example, the NPC monloguing changes topic or subject because you presumably said or asked something) and then in this Dragon intro, you’re practically having a sexual encounter from the get go (I wasn’t expecting lesbian sex when I chose the female character option and that faction, but hey, bonus):

There’s -some- reaction animated on your character’s face – probably because it’s impossible not to. But your character remains MUTE throughout it all. It’s really a bit freaky.

It’s as if the best immersive option is to assume that your character is a mute telepath that can project their questions directly into the NPC’s minds. Perhaps the bug you ate that gave you magical superpowers also took away your powers of speech, along with bestowing fantastic combat ability and the link to a faction.

Viewed in that conspiracy theorist light, it all makes perfect sense.

On My See-Saw Conclusion

Despite the bugs and weird freakiness and general instability (on the plus side, I didn’t crash up to the training dojang even while print-screening and alt-tabbing out to paste screenshots – because the ingame screenshot key acts a little weird now and then – on the minus side, I was constantly crashing right after that when alt-tabbed), I am quite intrigued by the game.

I’m extremely fond of the setting TSW is set in. I’ve always wanted to experience the kind of Mage: The Ascension (or the newer, Awakening) or Unknown Armies occult underground conspiracy theory sort of world.

I approve of the combat system, the idea of a leveless and classless skill-based system, and the missions look quite playable and tell a good story. If you look at the gameplay features on The Secret World’s website, they deliver all of that. (Along with bugs.)

I would essentially be playing TSW as a singleplayer game in an MMO world to let the writers tell me their stories, and… this is where the doubt comes in, I’m not sure if I want to pay a box price, plus a sub fee, plus whatever else they decide to throw in their cash shop, for that.

The graphics are a key deciding factor for me. To be frank, if I was on a Windows 7 high powered graphics card kind of system that displays The Secret World well and in all its glory, I would be happy to put down for it right now and just play 3 months or so until I exhausted the content.

At the moment, my real world budget and priorities prohibit that. (My present computer is so put together AND old that I’ve decided instead of upgrading piecemeal, I will get a complete new system – new OS, new card, new hard disk, new power supply, new monitors, new everything, and bonus, I’ll have two machines to dual box with eventually. But budgetary and economic concerns indicate that’s not likely to come until Christmas or next year.)

So I’m stuck with pretty, but not awesomely spectacular graphics if I decide to play The Secret World within these six months. (And the bugs, and the second class citizenship thing.)

On one hand, if I wait until next year, it should look and feel really great. Funcom will no doubt have fixed more bugs by then, maybe even have an expansion in the works. The price will no doubt be cheaper.

Or there may not even be a Secret World next year, especially in the wake of Guild Wars 2, which I plan on playing fanatically. And all the spoilers would be out on all the storylines. And it would be quite impossible to find PUGs for dungeons then – whereas if I play with the starting crowd of any MMO, there’s always more group-ish excitement.

Then again, do I want group-ish excitement in this MMO, because it still has some ugly oldschool roots? I pay a lot more attention to players and supporting them in Guild Wars 2 because the mechanics support me doing so. In TSW, that’s not going to happen until they install some kind of public grouping button because I refuse to make and lead old style groups anymore, they’re just not my thing and other MMOs have demonstrated much easier ways for players to casually interact.

I dunno. It ultimately comes down to how much I feel the positive aspects are worth the box price (which is expensive at 50 euros with the exchange rate the way it is), while also taking the negative aspects into account.

And I’m still on a see-saw about that.

For what it’s worth, I’m a lot more interested in considering The Secret World -after- my beta weekend #4 experience than before.

So hey, that’s something.