Review: Secret World Legends


Secret World Legends is a reboot in the sense that the second verse to a song is a reboot to the first. Functionally it follows the same ebb and flow, but it feels like somewhere along the way the lead singer/manager died, only to be replaced by the studio label’s brand manager who doesn’t so much care about playing sick tunes at the next small gig as he does monetizing the band to death. The end result reminds me a lot of City of Steam, a fun game that didn’t do so well in revenue and as such was resurrected as a shambling money zombie to the detriment of the community and ultimately the game’s viability as people left for greener pastures.

After heavily considering whether I want to review a game that is now several months old and rebooted from a five year old title, I guess you can already tell my answer.

1. Let’s Talk Praise, Before I Tear It Apart

I’ll be the first to admit that my memories of The Secret World are as biased as they can get, owing to the 2012 launch and accompanying alternate reality games that were ridiculously cool. I can still remember sitting at my computer with a few thousand people watching CCTV camera footage of a park in Montreal where one of the chat members met up with secret agents (actors) and was given the next piece of the puzzle as we all tried to crowdsource this intricate puzzle.

Since the meat of Secret World Legends is pretty much on par with The Secret World, I think it’s safe to start with its two big draws; questing and the world. The secret world of the Secret World is one of myths, legends, and conspiracies. Imagine that everything you read on the internet is true, from living mummies in Egypt to vampires in Transylvania, swamp zombies in New England and filth in Tokyo. The Illuminati, the Dragon, and the Templars are very powerful entities unlike in the real world where contractual obligations require me to state that the Illuminati is certainly not controlling your everyday life via radio waves. You once again don the uniform of and join one of the three factions in their bid to stop the end of the world, mostly to forward their own purposes.

Missions vary greatly in length and complexity, from the simple “kill x creatures” jobs to 29 tier journeys that can take more than an hour to complete. Because a lot of the puzzles involve knowledge of Morse code, bible scripture, and 18th century musicians, the game has helpfully built in a web browser to assist you in looking up the answers. As well as aiding in learning about the world in which you inhabit, missions also go far into establishing the plot and actors that you’ll be encountering along the way. I’m not lying about that knowledge of bible scripture by the by, a fair amount of puzzles early on will require you to source from the Good Book.

One of my favorite parts of the story is in the scorched desert which features a series of quests that are basically stripped right out of an Indiana Jones movie. You even get to have a prolonged series of fights on a moving train. Many of the quests start and end with fully voiced cutscenes, and while the voice acting and animations aren’t always so great, it’s a nice change from the walls of quest text that still permeate most games in the medium.

Combat is, and I know this is something of an unpopular opinion, better than the average traditional MMO, and I can give me sound reasoning. While combat does devolve into the usual MMO repetition of the same five buttons in specific orders, each fight tends to last just long enough that you don’t feel like you’re grinding out, and short enough that each trash mob doesn’t feel like busywork. The game encourages you to keep moving by giving most enemies some form of powerful area-effecting attack, so Secret World Legends basically drip feeds you enough adrenaline to keep it from getting World of Warcraft quest-grind level boring.

But now that I’ve talked about my two favorite parts of Secret World Legends, let’s get the rest of this over with.

2. The Sheer Incompetence Of It

If you want to understand the criminal incompetence of handling in regards to The Secret World, all you have to do is look at the fact that people from Funcom went to actual, physical prison over fraud and corruption related to this game. Criminal incompetence is a term that I’ve used for a long time in regards to The Secret World, and it is still applicable to Secret World Legends, but worse. If The Secret World was held together with duct tape and chewing gum, Secret World Legends feels like the dry gum was hastily covered in a sign that says “nothing broken here.”

To further explain my point, I hit a spot while leveling where the story mode had become completely impossible to progress. I leveled up my character and managed to reach the Scorched Desert, the first desert area. At one point, the main story tells you to complete a quest called “A Time to Every Purpose” for your contact Said before he will let you continue. Funny story, though: This mission is bugged and has been so since long before the relaunch in July. At one point in the mission, you have to craft two items in succession in order to progress, and sometimes the second just won’t craft. At all, for no reason. It also doesn’t help that this quest highlights some of the user interface chunks that are no longer functioning but remain in the game anyway.

After reading through numerous conflicting theories on how to fix said glitch via Reddit and the official forums, I eventually found a method that worked for me. You craft the first item and then leave the area, log out, and come back which resets the quest but doesn’t remove the first item from your inventory. Get to the point where you craft the items and just craft the second item. Voila! Using a glitch to fix another glitch.

Like the pyramids that dot the Egyptian landscape, many of these bugs are old and decrepit. The fact that many of these bugs have been in the game for months and still haven’t been fixed is depressing, the idea that some have been around on and off since the original launch is downright pathetic. It’s indicative of a company that is either grossly incompetent or pitifully understaffed, but considering that Funcom’s history of MMOs seems to be one unmitigated disaster of a launch after another (Anarchy Online and Age of Conan, followed by The Secret World and Lego Minifigures), I’m inclined to believe that the answer lies in both theories.

The game just finished its Halloween event which is effectively just a reboot of an event from several years ago. The event had major, progression blocking bugs including one where a portal you had to step through to continue the quest just wouldn’t appear, for no reason.

3. R-E-C-Y-C-L-E Recycle! Make Gear Grinding Boring Again.

Let’s talk about loot and gear progression in Secret World Legends, more specifically how underwhelming both aspects of the game are. It’s important that we talk about both in the same section as they specifically go hand in hand.

Secret World Legends doesn’t much care about its loot, it knows that 9.9 times out of 10 you’re going to stick with what you have equipped and as such has no problem feeding you tons of junk with every completed mission. At the beginning of the game, you’ll pick your first primary and secondary weapons, a task that the game forces you to do before you even know what each weapon really does, and then locks the rest away behind some pretty aggressive currency grind. Rather than feed you a steady drip of increasingly fancy looking gear, Secret World Legends has you to level up your equipment by feeding it similar equipment, which are obtained via random bags given as rewards for completing missions. A mission might give you a weapon bag, a glyph bag, and a talisman bag, or some combination of the three.

While I like the idea of being able to upgrade your gear, the manner in which Secret World Legends seems to rely almost entirely on feeding garbage into your weapons in order to slowly level them seems to cut entire swaths of content out of the game. It isn’t like, well every single other MMO where part of the reason to play is the hopes that you’ll get some cool piece of gear. It makes completing quests feel less rewarding, not to mention raids/dungeons, as your best bet at sweet loot is some junk that you’ll recycle to incrementally boost your existing gear. Get used to staring at the same weapon for most of your time playing, because especially after the first few levels there isn’t much of a reason to start leveling up a new weapon.

So here you have an MMO with unsatisfying loot and virtually nonexistent gear progression. The more you level up and upgrade your gear to higher ranks, the longer it takes to get the pieces necessary to perform those upgrades. But hey, the cash shop is always there to speed that progression up, a sad reminder that certain elements of the game were functionally crippled in order for Funcom to try and make some extra moolah off of the free to play transition, at the expense of fun and, if it mimics The Secret World, long term financial stability and player loyalty.

4. Funcom’s Generosity With Loot boxes

One thing you may have noticed is that I’ve been talking about loot gained through mission rewards, and I haven’t said much about loot gained through monster drops. This is simple, monsters don’t drop loot. There are named boss creatures that roam around the map that will drop loot, usually just a random item bag, but monsters in Secret World Legends only drop one thing: Loot boxes. They drop a ton of loot boxes, and nothing else. According to the game, my character has 50 hours invested into it right now. In that time, I have managed to accumulate around 150 loot boxes.

Now that translates to one box on average every 20 minutes, which doesn’t sound so bad and also doesn’t take into account the amount of time spent not killing anything. In reality when you’re killing mobs, these things drop every few minutes. This still wouldn’t be a problem, after all I play Neverwinter and that game drops loot boxes like candy, but that’s coupled with the fact that mobs drop nothing else. Literally the only loot that drops from standard level mobs needs to be unlocked with real money.

It also doesn’t help that the loot box drops are nearly completely worthless. Barring the very rare cosmetic item, of which I have yet to obtain a single one from my daily patron keys, the loot boxes drop distillates and pretty much nothing else. Distillates are items that are used to further increase the experience on your gear, so one of the perks of a patron subscription is you get to boost your gear up every day by a certain amount.

This generosity also expands to the game’s varied dungeons, where your limited daily keys can be used in dungeon lootboxes to obtain even more distillates and junk gear to feed your inventory.

5. Yet I Keep Coming Back

I have very little reason to believe that my time in Secret World Legends will extend beyond completing the story, frankly I have neither the intent nor the willpower to continue the endless grind via repeating missions to continue leveling various weapons and equipment pieces. My character just hit level 50, and is about the venture into the relatively unknown lands of Transylvania. Even then, I’m feeling my interest waning in continuing on with the story after making the arduous journey essentially back to where I left off from the abandoned The Secret World.

Verdict: 2.5/5 – Secret World Legends feels bad all around, from the enhanced combat system that doesn’t actually change much to forcing the existing community to either forgo their characters and in some instances purchases to start over or be left behind on the abandoned-yet-still-operating-until-Funcom-arbitrarily-kills-it-for-lack-of-players The Secret World, while ignoring issues that have been present in the game for years. It strips content from the original game, some for the better, while crippling other parts for the sake of the cash shop and loot boxes. While the missions are still engaging, gear progression is a mind-numbing snore and another function crippled for the sake of selling you lootboxes.

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)

[VIDEO] Secret World Legends’ New Combat System


The latest video from Secret World Legends is out, showcasing how the reticle-based combat will function and giving a sneak peek into new weapon mechanics. Secret World Legends opens to the public on June 26. As far as changes go, combat is shaping up to be the most dramatic shift from the current Secret World system.

Funcom Reports Most Profitable First Quarter In History


We’d like to picture that Funcom is having a huge money fight in their offices, with the announcement that the company has posted the highest profit in their history. Thanks to the runaway success of Conan Exiles, Funcom this quarter boasted a profit of $6.1 million USD, with total revenue nearing $11 million.

For upcoming Funcom games, players will have to wait until June 26 to get their hands on Secret World Legends, the free to play reboot of The Secret World, and July 31 in order to get said game on Steam. In their investor report, Funcom blames this on a competitive market in May/June with expansions for Final Fantasy XIV and The Elder Scrolls Online hitting Steam, as well as the Steam launch of Black Desert Online. Meanwhile, Dreamfall Chapters was released on May 5. Both Funcom Oslo and Funcom North Carolina are working on upcoming titles, one of which is based on the Conan IP.

(Source: Funcom)

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.

Funcom Announces The Secret World Legends


Last month during an investor call, Funcom announced a relaunch of The Secret World, to take place in the first half of the year, with the goal of revamping combat, enhancing the new user experience, and overall making the game more appealing to a wider audience. While The Secret World is fortunate enough to carry a very loyal fanbase, the game never exactly performed to Funcom’s standards and has been criticized for floaty combat, among other issues.

Secret World Legends appears to have dropped the “MMO” part of the equation and is instead billing itself as a shared world RPG. What this means for players and how they interact in the world is yet to be seen, however The Secret World as an MMO has always been on the smaller side. You generally don’t see more than a few people walking around at any given time and perhaps a dozen or so at most in hub areas, so we’ll have to see exactly how this change in branding affects the gameplay.

Funcom is excited to announce that their acclaimed story-driven game The Secret World will be relaunched this spring as Secret World Legends, a shared-world action RPG with completely revamped combat, a newly designed progression system, and updated visuals. The game’s full collection of missions and mysteries will be free to play, with over 100 hours of mature storytelling and surprises.

To the dismay of veteran players who have put hundreds, if not thousands of hours into their characters, this is what we know: This is not an update of The Secret World with a new name and brand, but a completely new spinoff (a relaunch of the content with new mechanics, if you will). While the old version of The Secret World will still be available to play and you can link your account to gain benefits in Legends, your characters will not transfer over.

They’ll continue to live on the old TSW servers, so you’ll still be able to log in and play them. You will not be able to play them on the new Secret World Legends server though. It’s a new experience and fresh start for everyone.

At launch, Secret World Legends will contain the original eight zones, with expansions from Tokyo, Nightmare Dungeons, Raids, etc coming at a later date. While all content will be available for free, you’ll be able to buy Aurum as a premium currency to give yourself extra bonuses:

Aurum is used to purchase a variety of in-game items and services in Secret World Legends. This includes but is not limited to: additional weapon pages, extra inventory space, additional characters, exclusive vanity items, and much more!

While Funcom has promised that your characters on The Secret World are safe, early concerns about plans to quietly sunset the title are quickly popping up. The Secret World is no longer available for purchase on Steam, coinciding with the Steam forums being completely wiped.

(Source: The Secret World)

Get Ready: Funcom Announces Secret World “Relaunch”


If you pay attention to the media, reboots are all the rage this season (this season itself being a reboot of a previous iteration of the universe). In their latest quarterly report, outside of congratulating Conan Exiles for hitting its 12 month sales target within a month, Funcom has a lot to say about its New World Order MMO, The Secret World. Funcom hopes to rekindle interest in the MMO by bringing in new players and ex-players alike, improving the combat system and new player experience.

The Secret World will be relaunched during the first half of 2017. The goal of the relaunch is to broaden the appeal of the game through:

  • Redesigned new player experience
  • Major improvements to gameplay including combat.
  • Introduction of new retention systems such as daily rewards.
  • Adjustments to the business model, including allowing access to the story content for free.

Relaunch activities for The Secret World are set to start in March with the relaunch to occur in the first half of the year. MMO Fallout will cover the details as they are revealed.

Video: The Secret World Museum of the Occult


Funcom has posted a new video showing off the Museum of the Occult, a cross between a place to display your achievements and The Secret World’s answer to player housing. The museum serves as a space to show off your progress and purchase rewards.

Waiting for players who complete the entire museum is a unique item that will “really turn the tides of battle,” according to the developer post.

The Museum of the Occult is a brand-new feature that allows you to collect, display, and customize exhibits of monsters in your own personal Museum.  The Museum allows you to customize displays based on your collected achievements and lore on The Secret World’s bestiary. It is a personalized space where you are able to place full-size exhibits of monsters you’ve encountered and learned about. Once you’ve set up your Museum, you can even invite your friends to visit and bask in your glory.

In addition to offering visual trophies, players also are able to purchase new rewards, including T-Shirts designed by members of our community, pets, Grim Glamours, and consumables that grant a chance to call upon monstrous guardians to assist you in combat!

Funcom Funding Fun: $6.3 Million Investment


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Funcom’s staff may not be popping the (reasonably priced) champagne, but the developer can breath a sigh of relief over its financial situation. In a press release sent out today, Funcom CEO Rui Casais has revealed a $6.3 million private investment in the Norwegian game developer.

In addition, Funcom has announced that it has reduced its debt by $7.7 million thanks to a debt conversion process.

“This investment is a major turning point for the company,” said Funcom CEO Rui Casais. “Funcom has been making great games for more than twenty-three years, but it is no secret that the company has had a strained financial situation in recent years that made it challenging to fully realize our new strategy and get back on the right track. This investment allows us to finally do that.”

Funcom has shifted strategy in recent months to developing multiple small to medium sized experimental projects. The Park, a horror game set in The Secret World, launched last year on PC and this year on PS4 and Xbox One. Funcom’s second experimental title, Conan Exiles, hits early access later this summer.

With offices in Oslo and North Carolina, Funcom holds one of the longest running portfolio of MMOs in the industry. The investment should come as good news to their player base and investors alike.

(Source: Funcom)

The Park Is A Decidedly Creepy Game Appetizer


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(Editor’s Note: The screenshots in this review are provided by Funcom to the press. While I wanted to provide my own shots, none of my screenshot grabbing tools or even Steam were able to capture screenshots for some unknown reason)

With all the news about Funcom’s death spiral, being one of the few game developers to actually be charged and convicted for misleading the public (specifically investors) about their game, the recent flop that was Lego Minifigures Online, and the company’s ongoing and increasingly seemingly desperate financial situation, it’s nice to finally be able to talk about the Funcom that you and I know and love most: The one that tells a really good story.

The Park is, as previously discussed, the first in a line of experimental products by Funcom to put out games on a very low budget, at higher frequency, and to allow the team to gauge community reactions and see what works. Funcom’s first dive into the experimental market comes in the form of a $10 atmospheric walking simulator along the lines of Dear Esther or The Stanley Parable. If I had to sum the game up solely by it’s functions, it would be this: You walk around, get spooked, read things, ride rides, and get spooked.

Players take the role of Lorraine, self professed worst mother ever, as she goes searching for her lost son Callum in the spooky Atlantic Island Park that will be very familiar to those who have played The Secret World. In order to uncover the truth behind Callum’s disappearance, you’re going to need to dive into the deepest recesses of Lorraine’s disturbed mind, not to mention dig into the bloody past of the park itself. Not only does the park have a lot of secrets to hide, so does Lorraine as it becomes evident from the start that your narrator isn’t exactly reliable.

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Like most good horror sets, The Park holds off on the spooky just long enough to lull you into a false sense of security, in the form of a long and (looking at the forums) divisive scene where the game tells the entire story of Hansel and Gretel while you ride through a spooky tunnel of love. It is at this point where the game starts to play the spooky dial like an instrument, turning it up and down at just the right moments before breaking the knob off at 11 for a final crescendo.

Now, those of you who know me are aware that I tend to be pretty hard on the horror genre, I regard a majority of horror media as lazy and uninspired, and have very little patience or regard for games/movies that consider sudden, loud screaming noises and spooky pictures as “scary.” Good horror involves getting into the player’s head, making them afraid to continue rather than simply being anxious in anticipation of the next loud noise/spooky image jump scare.

With that, I have to say that The Park has a lot of great, genuinely creepy scenes in it. Yes, the game does have a few jump scares and they are lame, easily spotted, and predictable, but they’re overshadowed by the park’s other attractions, each one given a fair amount of buildup and prolonged fright that is lacking even in other horror “walking simulator” games. I’d even go as far as comparing The Park to Amnesia: The Dark Descent.

One place where the game falls short, but not really, is in the danger zone, the fact that the game doesn’t have a fail state or any real threat to pile on to the player. Ultimately, it’s like a haunted house at a theme park. You’re spooked but there’s the lingering thought in the back of your mind that nothing you encounter will actually harm you. Hopefully.

The pendulum swings both ways, as going back to my previous comparison, while the monsters in Amnesia added heavily to the immersion and terror, hunting down the player and rattling endlessly, death also tended to break the flow that the game had taken so long to establish and build up. It’s an issue that has supporters on both sides, but The Park will play towards those that don’t want to worry about having to reload a level multiple times in order to progress.

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Where the game truly shines is in the voice acting of Lorraine, whose demeanor swiftly cycles through frightened, terrified, and downright deranged over the course of the game’s events. Her internal monologues err on the side of hit or miss, some offering useful missives about whatever is going on on-screen, the others apparently being the random thoughts of a questionable mind. The “right click to call Callum” function, as hyped as it was in the game’s advertising run, is functionally useless and serves no purpose to the game other than to break immersion. It does, however, highlight the relatively poor voice acting of Callum and probably spoil the ending for those of you steeped in horror tropes.

While Lorraine’s voice actress does an impeccable job, I simply couldn’t get involved in the story of the duo, and in this sense the story writers at Funcom might be insane geniuses. The entire plot revolves around Lorraine’s apparent desperate attempt to save her son, a narrative that doesn’t exactly work when you’re constantly stopping to play in the park. It doesn’t help that Callum immediately presents himself as a character worth hating, leaving me to wonder several times why anyone would bear this nightmare in order to save his useless and evidently ungrateful ass. As it turns out, that’s exactly what the game is going for, as Lorraine actually doesn’t seem to be in too much of a rush to save her son and even contemplates leaving him there.

And that’s where it all comes full circle into The Park being a narrative about the nightmare that is parenthood, sacrificing your life and sanity all for a being that isn’t grateful and is never satisfied. I’ve seen a lot of comparisons to Silent Hill and I get it, the two share a lot in common thematically. The Park, like Silent Hill, isn’t centered on the spooky location, that’s basically a side character in the whole plot. The real plot is in the head of the protagonist, and how the world changes to mirror their experiences.

While The Park is a pretty full experience, those who haven’t played The Secret World will be let down by an ending that doesn’t wrap things up as much as it should. In order to fully understand the plot, you’ll need to play through the area as it exists in the MMO.

For a one hour, $10 game, I found The Park to be well worth its money. It looks good, plays decently, and makes me look forward to Funcom’s next experiment.