Secret World Legends Adds Orochi Tower


Funcom today released the latest update to Secret World Legends, introducing the Orochi Tower and bringing the Tokyo story to a close. Players have been keeping an eye on the so far inaccessible tower since Tokyo became available earlier this year.

Now that the area is accessible, players will finally be able to bring the story arc to an end.

“This final chapter of the Tokyo saga features hours of new story and gameplay content,” says Executive Producer Scott Junior. “Players get to explore over 20 sections of the massive tower, fighting their way to the top to uncover dark secrets behind the Orochi Corporation’s experiments. This concludes the Tokyo storyline and brings Secret World Legends up to date with the content of The Secret World. From here on out it will be unexplored territory for everyone and we are very excited about the future.”

More details on the update can be found on the official website.

Nontroversial: Secret World Legends and the Unsurprising Subscription


Subscribing to Secret World Legends is a subscription that automatically renews like a subscription. This statement may be obvious to anyone who has subscribed to a game, a newspaper, or television service, but for some reason it needs to be reiterated when talking about Secret World Legends. The community has been in a bit of a tizzy this week, which may have origins in trolling, over some misconceptions regarding the game’s subscription.

First, let’s discuss the claim that Secret World Legends signs you up for a recurring payment without explaining this. It isn’t true. The button to subscribe says “subscribe,” and when signing up with your payment details it explicitly states that you are signing up for a recurring payment. This is standard for virtually every video game with a subscription on the market and is made clear when checking out.

Second, there are statements floating around that the game sets you up for a one year subscription through Paypal when signing up. This is another falsehood. When you sign up with Paypal, you authorize Funcom to charge you the subscription fee every month as long as you’re still subscribed. The authorization lasts for a year, a limitation imposed by Paypal, but does not constitute a year-long subscription. It basically means that you won’t have to log into paypal and authorize Funcom every month. In a way, this subscription system is more restrictive as other games won’t stop after a year and will keep billing as long as the card is good.

In short, a subscriptions constitute subscribing to a service, and setting up a recurring payment means a payment that occurs more than once. It does not, incidentally, allow Funcom to take money whenever they feel like, for whatever sum they feel like.

 

Funcom Celebrates Traffic Surge, Plans Roadmap


This may come as little surprise to gamers, but Funcom today is celebrating the initial success for Secret World Legends, boasting that the game is at the highest player activity in years.

We are very encouraged by the initial success of Secret World Legends; it has been years since we last saw a surge in player activity like this in the Secret World universe and it is a very good start leading up to Steam launch on July 31st,” says Funcom CEO Rui Casais

For players more interested in seeing what content Funcom has in store, you’re in luck. Along with the news of the population surge, Funcom released its roadmap for the months to come. This week marks the launch of elite dungeons with scaling difficulty.

Later this month will see the release of the Transylvania story missions with the special event to unlock Tokyo either in July or August and related world content. You can check out the roadmap at the link below, which goes through to next year.

(Source: Roadmap)

MMOments: Secret World Legends and the Power Of Second Impressions


The Secret World will go down in history as one of the few games to put some of its executives in actual, physical prison, a strong connection considering that the game itself didn’t exactly leave much of a splash on the genre when it launched in 2012. It’s disappointing but true, while critics were praising the title for its intelligent missions and players were getting through the launch ARG, the game initially tanked Funcom’s stock value and never really garnered the kind of following it deserved or really needed. It was no failure by any means, don’t get me wrong, but five years later, the game is in some dire need of a reboot.

For those who haven’t given The Secret World a look, Secret World Legends is a not-exactly-horror game set on modern day Earth with a lore steeped in conspiracy. To picture the world you will inhabit, imagine that every conspiracy theory you’ve ever heard is true. The Illuminati exist but they don’t really control everything, there is a town in Solomon Island, Maine that has been besieged by zombies, the Egyptian gods were real, and Transylvania actually does have vampires living in it. Who knows, Bigfoot probably also exists. You start the game by choosing one of three factions to join: The Illuminati, the Dragon, and the Templars. Who you join basically determines your faction quest line and your choice of faction specific outfits, otherwise you’re pretty much going through the same zones and missions.

The absolute strongest aspect of Secret World Legends carries over from The Secret World: Its story telling. While the animations are about as stiff and lifeless as you’d expect from a Funcom game, the missions themselves are quite a bit of fun to go on. Best of all are the investigation missions, bits that have you solving rather difficult puzzles that require outside reading and research. Normally this is where I’d joke and say “grab your bible, because you’re going to need it,” but you’re actually going to need access to a bible if you don’t want to cheat and look up the answers. A number of the puzzles in Secret World Legends involved cracking open a bible and reading passages to find clues. Crazy, right?

You won’t be doing any long division or physics problems for the puzzles, they’re more understanding references and taking a look at the scenery. Some are obscure, require you to really soak in the scenery, while others are simple “the answer is the length of this song.” Almost every mission starts and ends with a cutscene, and usually some sort of message from your faction offering some more information on the case.

Combat is the next big thing in Secret World Legends, because the one that existed in The Secret World wasn’t exactly what you’d call…well received. This time around, combat is more action oriented, with a reduced number of slots for actions along with each weapon having its own special ability. Combat isn’t great, but it is a step up from the floatiness of The Secret World.

I can appreciate that the game points out harder enemies on the map, not only because they are more engaging to fight than the random mobs roaming around but because this game is seriously stingy when it comes to drops. I imagine that Trond Aas must be getting more from his commissary than Funcom is willing to dole out in goods. The plus side is that you don’t have to spend much time comparing stats since your weapon/talisman drops will just be recycled to gear up your current weapon, so the lack of loot is sort of complimented by the fact that it is mostly useless for purposes other than feeding your current equipment regardless.

As someone who abandoned The Secret World early over its lack of players (understandably contributing to just that problem), I’m glad to see Funcom give the game another chance rather than letting it slide into a slow death. While you would be within your rights to be angry about having to start over,

More impressions to come.

Exploit Knocks Secret World Legends Into Extended Downtime


What originally began as a simple maintenance downtime has resulted in the Secret World Legends servers being offline for much of the day, with services now expected to resume at 5pm eastern. The downtime originates from an exploit discovered in the game that allowed players to generate mass quantities of currency. As a result, Funcom has taken the servers down for an extended period of time to figure out what to do about the exploit and to deal with the spread of bad currency being injected into the economy.

We’re terribly sorry for any inconvenience caused by today’s extended maintenance. As some of you may know by now, there was an issue discovered with the Exchange and it’ll take time to come up with a proper solution to both the underlying issue and the effects it may have caused. Today’s maintenance period has been extended until at least 17:00 EDT / 21:00 UTC (please correct me if the conversion is wrong somehow) and we’ll try to keep you in the loop on any other developments. Patch notes will be posted on the official website at www.secretworldlegends.com once the servers are back up.

While the exploit itself wasn’t dealt with until this downtime, Funcom reacted quickly after learning of its existence and was able to disable to auction house to avoid further complications. For now, the servers aren’t expected to come back up until 5pm at the earliest.

(Source: Reddit)

PSA: Don’t Update Your The Secret World Launcher, It’s Broken


If you were thinking of checking out The Secret World in defiance of the head start launch of Secret World Legends, you might want to tread lightly in allowing your patcher to update itself. Why? Well players are finding that the The Secret World client is automatically updating itself to the Secret World Legends client, a similar but wholly different game in terms of servers and support from Funcom.

Luckily, there is a solution:

You have to download the new patcher from http://register.thesecretworld.com and install it to a DIFFERENT folder. Then copy the files from that folder into your old TSW folder and run the patcher as usual.

BACKUP your settings from %localappdata%\Funcom\TSW FIRST. The installer overwrites some of them.

This just locked some of us out of our final raids. Thank you, Funcom!

(Source: Funcom Forums)

The Secret World Legends Hits In June


Funcom’s reboot of The Secret World, dubbed Secret World Legends, has been confirmed for a June 26 release date. The title is making the transition from buy-to-play fully fledged MMO to a free to play shared world experience with revamped combat, upgraded visuals, and more.

Secret World Legends plunges players into a shadowy war against the supernatural in an adventure that crosses our world with the realms of ancient myth and legend. As players traverse the globe unraveling complex investigations into the unknown, they’ll need to uncover clues and use their own wits as much as their characters’ abilities. A highly extensive and customizable arsenal of firearms, weapons, gear and otherworldly powers will give players the strength to battle the forces of darkness as they dig deeper into these vast and mysterious lands. Players can go at it alone and enjoy the over 100 hours of story at their own pace, or team up with others as they explore the world and unravel its mysteries.

Characters from the current The Secret World incarnation will not transfer over to the new game when it launches in June. For more information, check out the video below or head over to the official website.