Funcom's The Secret World Announces Early Access This Friday

Written by: (Twitter @WadeDMcGinnis - ) | June 25, 2012 3:00 pm

60 Comments

Funcom just announced that come this Friday, June 29, gamers that pre-order their newest upcoming MMO The Secret World will get early access, while everyone else will have to wait till July 3rd.

In addition to early access, the pre-order will get you a name reservation, the Screaming Demon (which will give you an experience boost early in the game), a t-shirt showing off to everyone that you were there before day one, and finally a pet that will grant you a buff in the early levels of the game.

If you have been on the fence about pre-order and have changed your mind, there’s no need to worry, as you still have time to head over to Funcom’s site and get in on the early access goodness.

Early access is just days away and soon thousands will pour into this cursed-ridden darkness-harboring pit to battle everything that goes bump in the night! Are you ready to battle these forces this weekend? Leave a comment below and let us know.

Funcom's The Secret World Announces Early Access This Friday

  • http://twitter.com/SilverTaurusPL SilverTaurus

    Secret World would be great subject for Under/Over topic .. how long it will last =P
    This game plays sooo bad x.x Everything good about this game is in the quest text ,, which people will stop reading soon

    • http://twitter.com/Mantose Leo P

      The music and atmosphere of tsw is great as well.

      • http://twitter.com/RussellGusto Russell Hunt

        Agree it has some def positivies.  I don’t think it’s nearly as bad as Old Ben is saying.  Also it’s an mmo so things change according to customer demand so who knows what they may do. 

        .

        • http://www.facebook.com/profile.php?id=1260066056 Steven Diaz

          I would love to know what MMOs you’ve been playing.  Balancing changes, the core of the game stays the same.  The only thing they put work into (from what people commented on) were animations.  No MMO changes so drastically that it becomes a new game.  SWG being the ONLY exception, WoW doesn’t count as it still has the same core mechanics.  Whoever didn’t like it before, wont like it now.  

  • neur

    Adverts that have massively increased volumne is incredibly annoying.

    It has been banned in the UK. This site is riddled with such adverts.

    Adverts on the right also autoplay with sound with no method of pausing them / stopping them from auto playing. As they go in a rotation whilst watching something, sudden spurge of sound happens at overly inflated volume..

  • neur

    Overinflated volumnes on the adverts…..

  • http://www.facebook.com/people/Dustin-Brookens/100003510262900 Dustin Brookens

    Im absolutely in love with this game. Its different without trying too hard to be different. If there are 500k preorders I would say another 250k people will buy it.

    • loki4687

      I really like this game too! I played gw2, and I wasn’t so in love with it. I just like the system and setting here more.

      I can safely say, I will enjoy this game!

  • http://www.facebook.com/people/Dustin-Brookens/100003510262900 Dustin Brookens

    It is also illegal in America on television, but has not yet spread to the internet as far as I know.

  • http://profile.yahoo.com/YSVAPKVBUPTX6YS3W2DLPOBNN4 AlokP

    After playing the beta, I’d definitely play this game if it wasn’t a sub game. If it was buy the box, here’s a cash shop like GW2 – I’d be all over it.

  • http://www.facebook.com/fernando.ribeiro.9085 Fernando Ribeiro

    The game is a very nice change to the usual mmo on the market, Its not perfect on animations, but the quests are awosome, investigations, puzzles and the whole modern world enviroment is very cool.

    It will be free to play soon i think, but i have made my pre-order and will sub for some time.. lets see how it works, but i loved the beta. very nice indeed.

    • http://twitter.com/Mantose Leo P

      If tsw was buy to play or free to play. I would play it just for the questing even though the combat leaves a lot to be desired.

      • http://twitter.com/WadeDMcGinnis Wade D McGinnis

         If they went F2P or B2P I would jump on the game right now but the sub is pushing me away.

        Waiting on the first official content patch to see what they do before I drop any coin down.

  • Damir Miric

    If I was a lot youger and I never played wow or any other mmo I would be their client. Then again maybe I wouldnt have money to pay sub fee. 

    Just for the love of God why does the combat need to be so bad. Its bad looking bad sounding and floaty. They should of removed the combat and just make you run away from stuff and hide in some kind of safe zone.

    Like you go to do the quest you get bunch of zombies on you. You have to kite them and hide somewhere where you are safe. That would make the game far more fun. 

    • http://www.facebook.com/people/Robert-Caliolo/100003765889295 Robert Caliolo

      There is a quest that you do run and hide. But that is so you don’t get hit by the aoe lol

      • http://twitter.com/WadeDMcGinnis Wade D McGinnis

        Please tell me there is a boss that says something like “come out come out wherever you are”?

        • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

          The guy haunting the rollercoaster does… :)

          • http://twitter.com/WadeDMcGinnis Wade D McGinnis

            lol nice

  • Draclobo

    over
     

  • http://profile.yahoo.com/Z36GPOU3Q2QIQYBIDVNQAVGNGE Raul

    over,but barely. 

    the polishing this game still needs will keep some of us from buying it right on release day.

    I blame Swtor and D3 for my trepidation, tbh.
    I was actualy digging the heavy vibe more than GW2′s vibe, 
    but that’s my fault for playing wow for 61/2 years.

    I’ll be buying it once the first patch hits, probably.

  • http://www.facebook.com/lord.ashar Lord Steve ‘Ashar’ Spain

    I think over but I also think that is probably double what they actually need to maintain the game.

  • http://twitter.com/MrSunrock Sunrock

    I can’t really say how this will pan out… I never really been into Horror, especially not zombies and the likes.

    But having to first buy the game then pay subs and on top of that having a a cash shop is too mush for me. I’m 100% against any type of cash shops. But seeing they use subs with cash shops makes me hate it even more.

  • Old Ben

    Interesting setting, great writing and voice acting, very nice environments, some cool creatures, but the gameplay feels more repetitive than WoW. 

    Follow the arrow, click the highlighted thing, kill 10 zombies, repeat a million times. Sigh.

    Only one quest out of every ten involves any “investigation”, and it’s usually more about eliminating red herrings (ex., a small town where half the streets have the same name, so you’re forced to check them all) than actually figuring out any complex hints. And those have zero replayability, of course, because the “right” clue is always the same one. In fact, even if you figure out the final answer straight away, the game still forces you to follow the arrow and click on the thing that completes each step. It’s like being on rails.

    Also, combat feels robotic and floaty (which wouldn’t be so bad if it wasn’t the fundamental element of most quests).

    It’s really depressing to see such great locations (ex., the amusement park) wasted with such simplistic and repetitive gameplay.

    • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

      I almost feel like you played a different game than what I experienced.  Sure, there’s some standard MMO “kill 10 rats” fare, but I found TSW to be considerably more varied than WoW.

      It’s essentially impossible to “figure out” the final answer of investigation missions from the start.  Sure, if you’ve solved the puzzle once it’s not going to be a puzzle a second time unless you suffer from Alzheimer’s.  But there’s quite a bit of thought invovled in solving them the first time around and if you felt it was mostly about eliminating red herrings I daresay you were doing it wrong.

      The sabotage class of missions are explicitly designed to force you to avoid combat by sneaking past guards, avoiding traps, cameras and laser tripwires.  Other missions give you a scanner and have you play a game of hot & cold to track down hidden items in the environment.  Overall I found the mission variety and puzzle solving to be one of TSW’s major strong points.  I’m sorry you somehow missed out on that.

      I will agree that the combat could use some work.  It’s not awful, but it’s nothing to write home about either.  It does get better as get further on past Kingsmouth (and you get more AP to build interesting deck synergies) and there are some rather excellent solo boss battles, but on the whole combat could use to be more engaging.

      An MMO that doesn’t treat you like an idiot child and hold your hand every step of the way is quite refreshing though.

      • Old Ben

        > It’s essentially impossible to “figure out” the final
        > answer of investigation missions from the start. 

        Only because the game artificially blocks you from interacting with objects unless you are on the right stage of the mission. The object is there, you can see it, but you can’t “use” it. Once you’re on the right step, the object becomes usable and it’s even highlighted (which makes most solutions completely obvious).

        Why not let people interact with any object whenever they want to? Because the designers decided to put everyone on rails.

        > The sabotage class of missions are explicitly designed
        > to force you to avoid combat by sneaking past guards,
        > avoiding traps, cameras and laser tripwires. 

        “Sabotage missions” is a very grandiose term for “remember to jump over the laser beams” (which in reality would be invisible, BTW) and “stay out of the spotlight on the floor” (as if security cameras could only cover a couple of square yards at a time and had a spotlight showing their field of view). Those “missions” feel like an arcade game and, if anything, spoil the sense of immersion that the game’s realistic environment manages to create.

        > Other missions give you a scanner and have you
        > play a game of hot & cold to track down hidden
        > items in the environment. 

        Follow the arrow, walk around the highlighted area, portal appears, kill monster. Repeat 5 times. Why 5 times? Nobody knows! What impact do your actions have on the game world? None! Are those invisible portals ever mentioned again? Of course not!

        >  I’m sorry you somehow missed out on that.

        I didn’t. I played two characters (one Templar, one Dragon) up to QL3 and did pretty much every single mission in Kingsmouth and about half the missions in the Savage Coast.

        I gave up when it became obvious that it wasn’t just the “starter quests” that were on rails; the game was really going to be like that all the way. 

        In fact, the missions in the Savage Coast became even more nonsensical, with the various “tiers” bearing no relation to the original mission briefing. Just random “orders” that appear on the right of your screen. Go to the beach (why? what am I looking for?). Kill 10 zombies (why? no idea). Now go to the ship (what ship? no one had mentioned a ship until this point; who knew there would be a ship behind that rock, and how do I magically have an arrow pointing to it?). Now read the book that is near the ship (huh, a book? what sense does this make?). Now kill 15 zombies (oh for fuck’s sake… why? the book didn’t say anything about killing zombies!).

        Is this reverse role-playing? Instead of me controlling my avatar and deciding what to do, I’m the brainless avatar of whoever is sending me those orders?

        > An MMO that doesn’t treat you like an idiot child and hold
        > your hand every step of the way is quite refreshing though.

        You must indeed have been playing a different game. Or perhaps you missed the arrow pointing to the objectives, the text on the right side of your screen telling you exactly what to do next and updating after you complete each step, and the fact that everything you had to “use” had a bright yellow outline…?

        It’s really depressing to see so much potential ruined by such simplistic, linear and repetitive quest design.

        • http://twitter.com/RussellGusto Russell Hunt

          Is this your first mmo?  MMO’s can adapt and change so would not judge the first few “lvls” so harshly.  I for one found some of the investigation missions very entertaining and thought provoking.

          • Tom Hayward

             Agreed. I played all of Kingsmouth and almost every quest was fun and interesting, especially so for the investigation missions. This game has it all but combat on its side and that’s enough to keep me playing at least for the first month.

          • Old Ben

            > that’s enough to keep me playing
            > at least for the first month.

            I see you’re setting the bar pretty high.

          • Old Ben

            > Is this your first mmo?

            Considering I specifically compared TSW to at least another MMO in the post you replied to (and mentioned several others on other posts), I’ll assume that was a rhetorical question.

            > MMO’s can adapt and change so would
            > not judge the first few “lvls” so harshly. 

            I don’t see what’s harsh about my “judgment”. I played them, they were extremely linear, with a fixed sequence of steps and extreme hand-holding (arrow pointing to the objectives, interactive objects highlighted, etc.), and the combat was robotic and floaty.

            All those are pretty objective facts. Now, some people might enjoy that kind of gameplay; I don’t (that part is a matter of opinion). 

            I’m obviously not going to buy a game, pay a subscription and play through 50 or 100 missions where maybe 4 or 5 are enjoyable, in the hopes that the game might “adapt and change” after that (which would be a betrayal of the people who do enjoy the linear gameplay, and bought the game expecting more of that).

          • http://twitter.com/RussellGusto Russell Hunt

            Yes Old Ben I was just being rhetorical…I’m sure you have played many mmo’s.  I think we just differ in opinion with TSW, which is fine.  I personally thought some of the investigative missions were pretty tough and actually had to “cheat” a bit on some.  I also found the Polaris dungeon to be challenging and fun. 

            Overall I’m happy with where it is and will take her for a spin for sure. 

          • Old Ben

            The only investigation mission I had a problem with was “The Kingsmouth Code”, in the previous beta weekend, because all the paintings in the town hall were completely black with the default “ultra quality” graphics settings. But I guess that was a bug; it seemed to be fixed in this last beta.

            Well, and there was the last clue in “The Vision”, which doesn’t make any sense unless you’ve already visited the location and read the plaque. It wouldn’t surprise me if they actually change the last location to one that makes more sense after release (I read that some clues / locations were just placeholders, so that people who solve the missions during the beta won’t know the solution after release).

            Investigation missions are indeed the best ones, but there are very few of them. The combat missions would be more bearable if the combat animations weren’t so robotic and if the enemies actually reacted to your blows. Most of the time I felt like my sword was just passing through their bodies without hitting anything.

        • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

          “Only because the game artificially blocks you from interacting with objects unless you are on the right stage of the mission.”
           
          Ok, some of what you’re saying elsewhere is opinion and I can respect that, but that statement is just patently false.  You mean to tell me that for Norma Creed’s investigation mission about the murders in ’02 you figured out who the murderer was and would have gone to directly confront him if it weren’t for all those pesky clues?  Or that it was obvious where the hidden Illuminati vault was for the Kingsmouth Code?  Unless you have some supernatural ability to forsee the future it *is* impossible to know what the end of an investigation mission entails without working through the clues.  To claim otherwise is just ridiculous.
           
          I do wish you had just summed up your opinions with “I don’t like themepark MMO’s”.  TSW is not a sandbox MMO and it never claimed to be, but that seems to be what you expect.  If you want a nonlinear experience that isn’t on rails where your actions have a noticeable effect on the world around you go play… well… Eve.  To complain that a themepark MMO has features of a themepark MMO is like taking a car for a test drive and then bitching that it has four wheels, uses gasoline and doesn’t fly.  The fact is, TSW does a better job than most themeparks of mixing up what you’re doing with investigation and sabotage missions (yeah, I know you disapprove of Funcom’s word choice).
           
          I know the mission in Savage Coast that had you so confused.  You were confused because you weren’t paying attention.  I don’t know if you skipped over the cutscenes or didn’t bother to actually read the portions of his novels but everything you do there makes perfect sense in the context of the story.  Again, I’m sorry you missed out on that because it was quite cool.  And yes, you *did* miss out on quite a bit in TSW.  Perhaps if you had paid closer attention to what was going on and took some time to think about it, you might have enjoyed it more.

          • Old Ben

            > Or that it was obvious where the hidden
            > Illuminati vault was for the Kingsmouth Code?  

            Well, I went there as soon as I suspected the priest was a member of the Illuminati. My suspicions about it became even stronger when I saw that the plaque at the harbor mentioned “the sleeping priest” (where does the priest sleep, if not in the house next to the church clearly labeled “Priest House”…?). But I couldn’t actually interact with anything there until I did all the previous steps.

            In fact, I couldn’t even read the plaque before doing the step before that. The plaque is there, I can see its low-resolution version in the game world, but it’s “unreadable” unless I’m on the “right” mission step. 

            It’s unrealistic and patronizing, as if they’re afraid the players will panic if they’re given freedom to read things that aren’t relevant to the exact step of the exact mission they happen to be tracking. It turns the concept of “investigation” into “follow the instructions we give you, one step at a time”.

            > that statement is just patently false.

            The statement is pretty easy to test. Go to Priest’s House and try to interact with the keypad before clicking the painting to complete the previous quest step. Nothing happens.

            Complete the previous quest step and the keypad not only becomes interactive, but actually becomes highlighted, making it completely obvious.

            > To complain that a themepark MMO has features of
            > a themepark MMO is like taking a car for a test drive
            > and then bitching that it has four wheels

            Bad comparison. It’s more like taking a car on a test drive and then having the salesman tell you exactly where to go, which route to follow, and what to look at along the way. 

            > read the portions of his novels but everything you
            > do there makes perfect sense in the context of the story.

            Really? So which portion of his novel said that I had to kill 10 zombies of one kind, then walk to a boat (that was magically pinpointed on my map after killing the 10th zombie), and then kill 15 zombies of a slightly different kind?

            > Perhaps if you had paid closer attention to
            > what was going on and took some time to
            > think about it, you might have enjoyed it more.

            Or perhaps if you had done a few more missions you would have realized how repetitive and linear they are. Or perhaps you did notice but enjoy that kind of “gameplay”, where you just follow a list of instructions that you’re fed, one at a time. I don’t.

            > TSW is not a sandbox MMO and it never claimed to be,

            I don’t think the game ever “claimed” anything, one way or the other. There were certainly articles saying the game would have “strong sandbox elements”, before the open betas. 

            > but that seems to be what you expect. 

            I don’t “expect” anything. I _hoped_ the game would be more interesting and would give players more freedom to interact with the world and more ways to achieve the goals.

            But it isn’t, so I’ll save my money and do something more enjoyable with my free time.

            If you like TSW, then great for you. I really wanted to like it, and I really think it had potential. Which only makes the final product more disappointing.

          • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

            So say you were able to click on keypad earlier… what then?  You still need the code which you get from other clues along the way.  I wasn’t saying it was false that certain elements are locked out until you’re at the right stage.  Where your statement was just plain false was that that was the *only* thing keeping you from solving an investigation quest.  And mostly about eliminating red herrings?  Just no, they’re not.

            “It’s more like taking a car on a test drive and then having the salesman tell you exactly where to go, which route to follow, and what to look at along the way.”  No.  That’s an awful metaphor.  We’re talking about a product’s features and what it’s capable of doing.  Also, salesmen don’t produce cars.

            The author’s novels are essentially visions of what is to come.  As for the specific # of draugr you have to kill, welcome to themepark MMOs.  Surprise, there’s questing!  I’ve played in the closed beta, so I’ve seen more of the game than you and I’m in no way saying that the individual missions aren’t linear.  I *am* saying that for a themepark MMO, TSW does a better job than most of giving you a variety of missions to do including ones that require some real thought and puzzle solving.  It also allows you to pick up whatever missions you want in almost whatever order you want.  Is that clearer now?  You seem to be arguing against points I’m not making.

            “I don’t think the game ever “claimed” anything, one way or the other.”  Actually, there’s an interview on Massively with Funcom’s Joel Bylos where he explicitly calls it a themepark.  Is that official enough?  So why are you still crying that the car isn’t a plane?

            And really?  You’re going to play the semantic game of “expect” vs “hope”?  Should I take that as a cue to walk away because you’ve run out of legitimate things to say?

          • Old Ben

            > So say you were able to click
            > on keypad earlier… what then?

            Then I would go talk to the priest, looking for clues as to what kind of code he could have picked. Or maybe try the numbers on the hymn board in his church. Or maybe I would have looked for other Illuminati symbols around the city, and found the painting at the Town Hall. Or maybe I would try to crack the code by brute force.

            You know, like in an actual investigation.

            In other words, “then” I would have actually made a decision about how I wanted to approach the problem, instead of being merely an intermediary between the instructions on the right side of the screen and the “send report” button at the end of the mission.

            > welcome to themepark MMOs.
            > Surprise, there’s questing!

            Are you trying to avoid the issue, or did you really not understand? The issue isn’t “questing”. When some NPC tells you “we’re being attacked by spiders, please help me by killing 10 of them”, that might be boring and grindy, but it’s honest. Same when they ask you “bring me 10 spider legs so I can make a stew”. You know your objective and your motivation.

            But when a quest tells you “locate a mass grave” and gives you a waypoint to the mass grave (in other words, the person telling you to locate it already knows where it is), then tells you to “kill 5 zombies” when you get there (without any explanation of what that’s supposed to achieve), and makes you repeat that five times, that’s not “questing”. That’s just being a puppet.

            > You’re going to play the semantic game of
            > “expect” vs “hope”? Should I take that as
            > a cue to walk away because you’ve run out
            > of legitimate things to say?

            I’m actually going to play the “semantic game” of explaining that when someone disagrees with you (and especially if that person presents the objective facts that underlie his or her opinion, as I did), that doesn’t mean that what they have to say is “illegitimate”.

            Oh, and I’m still waiting for you to tell me where do Sam Krieg’s novels say anything about killing a certain number of zombies or what is the connection between killing the 10th zombie and being given a waypoint to a rusty boat. The issue isn’t the specific number of zombies, the issue is the connection between the conversation with Krieg and the decision to go kill zombies, and the connection between killing (any number of) zombies and being given a waypoint to a rusty boat.

            You said “everything you do there makes perfect sense in the context of the story”, and accused me of “not paying attention”, so I expect you’ll have no trouble explaining the logic behind those connections.

          • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

            I give up, man.  You’re not listening to me just like you didn’t listen to the game.  The problem wasn’t TSW, it was you.  PEBKAC strikes again.  And with that, I’m done here.

          • Old Ben

            A truly devastating argument.

            Still waiting for you to tell me where do Sam Krieg’s novels say anything about killing a certain number of zombies or what is the connection between killing the 10th zombie and being given a waypoint to a rusty boat. 

            You said “everything you do there makes perfect sense in the context of the story”, and accused me of “not paying attention”, so I expect you’ll have no trouble explaining the logic behind those connections.

          • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

            lol… My god, you are absolutely insufferable.  I’ve already explained what you asked for, but you’ve chosen not to listen.  I’ll try one more time though, despite feeling like this is a lost cause.

            The novels actually describe each step in the mission before it happens.  When the books talk about killing draugr, you kill draugr.  When they talk about going to a junkjard, you go to a junkyard.  If your issue is that the game gives you waypoints, I don’t know what to tell you.  It’s a themepark MMO.  They all do that.  If they didn’t, people would cry that they can’t find what they need to complete the quest.  That’s pretty much what happens with the investigation missions where they *don’t* give you waypoints.

            You also seem to have an obsession with the # of mobs you need to kill for missions.  Yeah, it’s arbitrary.  But again, at the risk of flogging the dead horse, themepark MMO.  Killing 10 spiders for a quest is also an arbitrary #, but you seem to be ok with that.  So, as far as I can tell, your complaint is that TSW is too subtle about how it gives you mission objectives.  I find that to be a plus.  To each their own, I guess.

            Instead of griping that a themepark MMO relies on themepark elements for its questing, you should be celebrating the fact that TSW is actually *less* handholdy than most themeparks.  But then, you seem to be more ok with MMOs that’re far more explicit in telling you what to do and why.  So yeah, I give up.  Sorry you didn’t have the mindset to appreciate TSW.  It has some rather major problems, but the questing isn’t one of them (unless you really can’t stand themepark MMOs).

          • Old Ben

            I must be going blind, or something, because I still see no explanation for _why_ I’m told to kill zombies of a specific kind.

            “Because a book vaguely mentions killing zombies”…? Please, that’s not a reason to _do_ something; you _do_ something in order to _achieve_ some goal – what’s the _goal_ of killing those zombies?

            I also see no explanation for why killing a certain number of zombies results in being given a waypoint to a boat. What’s the connection between killing zombies and discovering boats?

            I guess your definition of “it makes perfect sense” is fundamentally different from the one used by the inhabitants of my universe.

            > you seem to
            > be more ok
            > with MMOs
            > that’re far more
            > explicit in
            > telling you
            > what to do
            > and why. 

            The key being that last word.

            > So, as far
            > as I can tell,
            > your complaint
            > is that TSW is
            > too subtle
            > about how it
            > gives you
            > mission
            > objectives.

            Yes, “too subtle”. It only tells you exactly where to go, exactly what to do, and exactly which intermediate steps you must follow.

            Yeah, really subtle…

          • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

            *sigh*  Goodbye Ben.

          • Old Ben

            Well, that was certainly as insightful as your previous explanation.

      • Tom Hayward

        I agree with Mike Boiwka. And it sounds like Old Ben just doesn’t like MMOs in general if he’s finding it so hard to get enjoyment out of The Secret World. It’s a great MMO compared to the trash we’ve been getting as of late.

    • http://www.facebook.com/profile.php?id=1260066056 Steven Diaz

      You stated exactly what I felt while playing.  It was so underwhelming but had such amazing potential.  Oh well, on to the next MMO.

  • Camzillasmom

    I actually planned to play it but now I’m not sure anymore. Old Ben’s right. Robotic fights, repetitive gameplay. The quests at the same locations can only be done together if you luckily picked them up at the same time. So running back and forth without ANY transport is just tiring. I mean normally in such a situation I would look for a bike or a skateboard even! Shame, since the art work looks amazing!

    And then I noticed that the game file was over 50 Gig? Too much for my 100 gig boot camp partition since there is still GW2 ;)

    • http://www.facebook.com/people/Mike-Boiwka/1167985586 Mike Boiwka

      There are sprint speed upgrades in place of “mounts”, so that covers the transport you were looking for.

    • Old Ben

      TSW takes up approximately 36 GB.

      • Camzillasmom

        must have been old beta files then. I’ll do a fresh install anyways just out of curiosity.

  • Jaxxy Video Game TV

    > Is this reverse role-playing?
    > Instead of me controlling my avatar and deciding what to do, I’m the brainless avatar of whoever is sending me those orders?

    This is exactly what you are. You are the puppet for your factions leader. This is a game where though you have some free will you are suppose to be a faction soldier taking orders.

    I have to agree though that being in the closed beta this game has some huge bugs, and poor combat that simply make it unready for launch. Unfortunately it seems that FunCom learned nothing from AoC’s launch and is doomed to repeat the same mistake. The sad part is this game could have really broke open a new and exciting genre of MMO.

    Jaxxy

    • Old Ben

      > This is exactly what you are. You are
      > the puppet for your factions leader.

      That would be bad enough, but it doesn’t even feel that way. Most of the time, the “orders” (which are often totally unrelated to the dialog or discovery that initiated the mission) reveal exact knowledge about the next “step” of the mission. Knowledge that my faction leaders couldn’t possibly have (or, if they had it, my participation wouldn’t be required).

      And that’s when they’re not simply random. “Find 5 mass graves. Kill 15 zombies.” Why? If the people giving me orders already know there are 5 mass graves and already know exactly where they are, what is the point of my actions? And why 5? Or why 15 zombies? What changes after I kill them? 

      Nah, you’re not a soldier. You’re just a puppet for the guy who laid down the rails (i.e., the mission designer).

      > The sad part is this game could have really
      > broke open a new and exciting genre of MMO.

      Indeed. 

  • QSatu

    500k pre-orders? I don’t think so.. based on Amazon and VGChartz.

  • http://twitter.com/alaskawinter923 Andrew F. Saxton

    3 faction 3-way? Sounds interesting.

    • http://twitter.com/WadeDMcGinnis Wade D McGinnis

       Sounds like a dream. Just saying.

  • joe stallion

    It is a no buy for me cos of Box + Subs + CS.Will only do B2P or F2P for this game.
    Safe bet is to wait 6 month after launch to check again on the combat gameplay and bugs.

  • Jediwolf

    The game is a breath of fresh air. ty Gamebreaker for this article=) good job

  • Sharuko

    I played this weekend beta and didn’t expect much but at the end I overall like the game.  Liked the setting, didn’t mind the combat at all, PvP especially the FvFvF was fun, class system was amazing loved mixing and matching to create my own class.  There are still bugs and lack of character customization that I can ignore.

    But the only reason I won’t be buying the game is when I saw that they make you pay $10 dollars for extra character slots and they have a massive cash shop.  No way I will support games like that when they have a subscription fee.

    I would say they sell about 250k first week, the game has zero hype and servers this weekend were not full with minimal servers.

    • http://www.facebook.com/hellando Øyvind Helland

      Too bad you are missing out for those reasons, because they are both dead wrong ;)

      10$ is only if you want to pre-order AND reserve MORE than 1 name for your future characters. The first reservation comes free with the pre-order, and any name/character not reserved is of course also free.

      And the cash shop is purely cosmetic. No xp boosts, no weapons, no nothing. If you dont want to play a game where people have the option of buying new clothes (to fund design of a lot more clothes instead of taking away from other development) that is your choice, lol ;)

      • Sharuko

        Actually it is $10 dollars if you want to make more than 3 characters, it isn’t just for reservations.  Even extra bag slots can be purchased using real cash.

        It is cosmetic and convenience and yes they do sell xp boosts with real money.

        Even the fact you can only buy hats/caps using real money doesn’t sit well with me.

  • stevmcw

    I tried the game out in the last BWE and it was fun for about 15 minutes then it got boring.The character models in this game look like crap, but that’s just my opinion The only reason I tried it was cause my guild was going there from SWTOR. I guess I’ll just play Day Z till GW2 comes out cause this game just wasn’t doing it for me.

    • http://www.facebook.com/thefunkymonkee Stan Ogden

      And yet you wont support “your guild” suck it up and see and play for the team ?

  • BobTheSCV

    I love the hell out of this game. Without competition the most enjoyable MMO I’ve ever played. It gets the RPG part of MMORPG right.

    Sadly, this means a lot of “hardcore” MMO players, used to WoW-style MMOs, will simply not understand the game. TSW has a ton of well-crafted content. The only reward for grinding or rushing to the end game like you would in other MMOs is missing out on said content, and getting bored.

RECOMMENDED FOR YOU
Monday
6 pst

The Republic

Star Wars The Old Republic

Tuesday
n/a

Monty's Minute

Have Questions? He Has Answers

9 pst

After Dark

Live Call In Show

Wednesday
6 pst

Guildcast

Guild Wars 2

Thursday
7 pst

Conspiracy Craft

World of WarCraft Lore

8 pst

Legendary

World of WarCraft

Friday
3 pst

TWIMMO

This Week In MMO

4 pst

Derpy Dragon

Free to Play Show



TOP GAMES
Guild Wars 2 MMO News
Genre: MMORPG Fantasy
Developer: Arenanet
Metacritic Score: 90
The Elder Scrolls Online MMORPG News
Genre: MMORPG Fantasy
Developer: Zenimax
Metacritic Score: n/a
World of Warcraft MMO News
Genre: MMORPG Fantasy
Developer: Blizzard
Metacritic Score: 82
SWTOR MMO News
Genre: MMORPG SciFi
Developer: Bioware
Metacritic Score: 85
League of Legends News
Genre: MOBA
Developer: Riot
Metacritic Score: 78