This does sound dire, especially if Guild Wars 2 can actually pull this off!
To be fair, should discuss GW2 stuff in a GW2 thread
Funcom have always had their own ways when innovating in mmo's, for good or bad
The Secret World Game Director Interview | IncGamerswe feel we've found a good balance between the level-and-classless system and a distinct and very visual advancement through the ranks.
mmorpg.com said:The Secret World Dev Journals: Unveiling The Templars
MMORPG.com and Funcom have partnered to bring our readers an exclusive first look at the Templars, where they've come from and who they are. Templars are one of the three secret societies coming with The Secret World. Keep reading to find out some of the back story about this ancient society. Let us know what you think in the comments.By Guest Writer on November 16, 2011
There is no purpose greater than ours. The world will founder without structure and discipline.
Having been approached by one of their agents, players who join the Templars will soon find themselves in a secluded part of London, blocked off for normal citizens and only available to those with close ties to the Templars. A strange set of circumstances will see the player experience not only a travel through space, but one in time as well when they enter London. From there, players will meet Richard Sonnac of the Templars order, who will give them their first taste of what the Templars are all about.
Well chronicled in legend and history as well as popular culture, the Templars is perhaps the most recognisable secret society of modern time. But their public image as the righteous knights of the Crusades and clandestine Masonic lodges only tells part of the story.
The organisation today known as the Templars is far older then the Crusades, and while their rise at the time threatened to soar into heaven, their fall was greatly exaggerated.
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The true origin of the Templars is still unknown, but some claim they can be traced back as far as the land between the two rivers and the rise of the Mesopotamian city-states, through Babylon and the Persian Empire, even to the marble floor of the Roman Senate. From there they spread their all-encompassing wings over Europe where they sat comfortably with kings, generals and popes. Their rise and arrogance was so great that the other secret societies conspired to bring them down. And they almost succeeded in the 1300s.
But despite centuries of open conflict with their arch-enemies, the Illuminati and the Dragon patiently waiting in the shadows to strike they are still the rulers of the old world, and by far the strongest secret society of Europe.
And after thousands of years, the one true goal of the Templars still hasn't changed; to rid the world of evil and rule without compromise.
New Templars recruits are sent to London, to the capital of the secret world, and a secret neighbourhood nestled safely in the shadow of Temple Hall, the Templars' global headquarters. This is the world of the Templars; history and heritage, loyalty and conviction, ruled by a strict hierarchy with a fabled Grand Master at the top, pulling the strings.
As an initiate of the Templars, players will feel the weight of thousands of years of history in the great arches of Temple Hall.
Where angels fear to tread, the Templars kick down doors.
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Rogue Agent A Templars Ranking Mission
In the Secret World, players will progress through the ranks of their secret society, accumulating power and rewards as they earn an increasingly higher standing within their chosen society. In order to move up the ranks, players will complete missions that are unique to their secret society.
The Backstory
Laws. Tradition. Blood. These are our core values, our pillars. Without these, we are nothing. To betray what we are and what we stand for is the greatest crime an agent of the Templars can commit.
The Templars are currently going through a period of transition. There is a schism dividing the so called new blood and the old blood , and there is a certain amount of distrust between the various factions within the society. The one thing that they all agree upon, however, is the absolute persecution of any agent who betrays the Templars.
The Templars Perspective
Someone has recently been discovered trading Templars secrets on the occult web. The Templars systems have tracked the informant to a dingy PC bang in Seoul, deep in the heart of known Dragon territory.
The player must locate the PC Bang, and hack a computer there, setting themselves up with a fake account and pretending to be interested in buying information from the agent. With a little trickery the player is able to determine that the agent is in fact a rogue Templars operative!
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Receiving further instructions from HQ, the player is directed to deal with the rogue agent permanently. However, when confronted by the player, the rogue agent flees into Agartha.
Thus begins an epic, world spanning chase, as the player follows the agent who hops from portal to portal. Glimpses of the past, the future and of worlds beyond our own flash past as the player pursues their prey.
Finally, the player corners the enemy in a small pocket of the hell dimension ready to deliver the justice that the Templars crave.
And that is where we will leave it, to avoid spoilers.
Article By: Guest Writer
Created On: November 16, 2011
IGN said:The Secret World: A Look at The Templars
This ain't your Dan Brown secret society.
November 17, 2011
November 18, 2011
by Nick Kolan
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A few weeks ago we caught up with Funcom to talk about one of the factions in their upcoming MMO, The Secret World, a spooky, supernatural game set in the modern-day world. It has no classes, hundreds of skills and boasts three different playable factions -- the Dragon, the Templars and the Illuminati. Last time we talked about the chaotic and secretive Dragon faction. We're back once again, this time with information about the Templars, the oldest and perhaps most well known of the three playable societies. The Secret World's Senior Producer and Director Ragnar Tornquist and Lead Writer Dag Scheve filled us in on who the Templars are and why they should be feared and revered.
IGN: Where on the Dungeons and Dragons morality spectrum (from Lawful Good to Chaotic Evil) do the Templars sit? Why?
Ragnar Tornquist: The Templars would certainly frown at the reference, but would privately label themselves 'Lawful Good' -- if the law was written by the Templars. Crusaders against darkness, they've fought evil since the rise of modern civilization, and they still follow the rules and traditions laid down by their forefathers thousands of years ago. Recent events have given rise to what some are calling 'the New Templars', and a key figure in this revitalized organization is Richard Sonnac: the very example of a man who's not gotten to his station in life through blood alone, but also through hard work and a sharp mind. The old guard may be suspicious of all the newcomers without traditional ties to the Templars, but they do recognize the need for new blood.
The Secret World: The Templars
IGN: What is the main purpose of the Templars, and how does their focus differ from the other two factions (the Dragon and the Illuminati)?
Dag Scheve: The Templars have one main goal; to rule the world on their own premise and rid it of evil. All evil. And their definition of evil is scrupulous. They believe in justice and righteousness as defined by themselves, and they firmly believe that their actions are always justified and in the world's best interests. And this last point is probably where they differ the most; at least philosophically; from the other societies.
IGN: Who leads the Templar?
Dag Scheve: The Templars are governed by a strict hierarchy. The military operations are headed by a Force Marshal who is advised by a shadowy council of Masters, likely directed by one leader at the top; The Grand Master.
IGN: What is their home city of London like? What size is it? What is there to do there?
Dag Scheve: London is the "capital" of the secret world, and as such it's the biggest hub in the game. It houses the extravagant Temple Hall, the Templars' global headquarters, but it differs a bit from the other hubs in that it gets frequently visited by members of other factions. While Temple Hall and its adjoining Temple Club are off limits to anyone not flying under the Templar's banner, large areas of the hub are communal for all factions. There's a bar to hang out, dance and have drinks, there are stores and other useful amenities and there's a theatre hall where players can put on plays and shows. Additionally, if you venture into the underbelly of Darkside, there's a free-for-all PvP fightclub down there. Enjoy!
IGN: What techniques do the Templars employ to remain under the radar of the public?
Dag Scheve: While the entire secret world have a duty to prevent too much of the truth to get out, the Templars have historically been less concerned with having a public image as long as it's one of power and force. They are comfortable with the general misinformation that has been handed down through history, and the image of the Knights Templar is perfect for them, as it keeps attention away from what they're actually doing here and now. Additionally, in most European countries, the Templars have such a strong position that the governments and ruling parties help them preserve the common misconceptions.
The Secret World: The Dragon
IGN: Who are the Templar's biggest threats? Who are their greatest allies?
Ragnar Tornquist: The Templars and the Illuminati have been at each other's throats for thousands of years, and it didn't help that the Templars nearly eradicated their enemy during the Middle Ages in Europe, prompting the Illuminati's move to -- and eventual control over -- the New World. There is no love lost between the two factions, although Templars and Illuminati members do team up to fight the greater darkness. The Templars trust no one but their own, but consider anyone who takes up arms against evil to be allies of sorts unless they're wearing the Illuminati blue, of course.
IGN: Where do they get the resources to support their efforts? That armor looks expensive.
Dag Scheve: The Templars are a huge, global society and they have vast properties around the globe and have access to enormous treasures from millennia of activity. They are sitting on the wealth of Old Europe, and with interest the well shall never run dry.
IGN: They come across as much more rigid and organized than the Dragon faction. How does this play out in-game?
Ragnar Tornquist: While the Dragon suggests, the Templars demand. Players are given clear instructions about where to go and what to do, and the Templars higher-ups expect compliance and obedience. Questions are never encouraged, though the rapid emergence of the 'New Templars' is slowly changing the way things work. Still, with the Templars, players will always know where to go, what to do, and who to report to -- though they may not always know why.
IGN: What sorts of players should choose the Templar over the other two factions?
Ragnar Tornquist: Anyone who believes themselves to be crusaders against darkness and who want to stand firm in the war on evil should consider the Templars: their goals are clear, their brief simple. Those who oppose them will be swept aside. The Templars may be slightly rigid and old-fashioned, but the New Templars are taking big steps in creating a more open and inclusive organization. The Templars have the people, the firepower, the will and the way to fight their war, and they are not afraid to assert their dominance and to flaunt their power.
IGN: Does the Templar faction favor a certain combat style over the others? If so, in what way and why?
Ragnar Tornquist: Players are free to choose any fighting style and weapon they want, and there's no advantage given to any of them, though the Templars have long been known to dabble in the occult Blood Magic. In their defense, they say that the enemy's weapon is best turned against them, and have sworn to destroy all tomes and spells once the war on evil is finally at an end.
IGN: Thanks for your time.
massively.com said:PAX East 2012: The Secret World demo
by Elisabeth Cardyon Apr 7th 2012 10:00PM![]()
Fantasy, Horror, Events, real-world, Opinion, Hands-on, The Secret World, Massively Hands-on, First Impressions, Massively Event Coverage
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Funcom's The Secret World has had a big weekend at PAX East with its first public chance for hands-on interaction! It's a game that's been stirring up quite a bit of interest; the classless, level-less progression system, secret societies, and sword-and-automatic-rifle genre-bending are just a few of its selling points. My ears tend to perk up when the game gets mentioned, so of course I was all but falling over myself to hop into the playable demo this weekend. Walking away from that experience, though, I'm unconvinced.
What I'm mostly unconvinced about is the idea that a stroll-up demo is really the best way to get a feel for The Secret World. A large part of the appeal of the game, in my estimation, comes from its story, and not just the character story, which you more or less miss out on by walking up to a demo station and finding yourself wherever the person before you left off when he or she wandered away, but the narrative of the world surrounding characters. The game setting is described as a world where every myth, conspiracy theory, and urban legend is true; players can travel around the world to cities both real and mythical and through time itself as they unravel the plot. Almost all of that is hard to impart in the span of a demo.
I am in no way blaming Funcom for the fact that I didn't get 15 hours to sit down with the game, craft a character with loving attention to detail, and then get lost in the nooks and crannies of in-game lore. It's just that in light of the relative absence for what might be the most compelling aspect of the game, it's difficult to talk in any definite way about the experience. The Secret World is in beta, and beta is beta, as the kids say. So the fact that jumping currently looks like an odd mixture of a pogo-dancing animation mixed with City of Heroes' Super Jump isn't something that bothers me. I assume that it, like unvoiced dialogue lines and other trimmings, will be fixed by the time Funcom deems the game ready for launch.
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The beta-testing state of things also leaves me wondering whether the oddly far-reaching mob audio was a sign that the game needs a little more polish or was an intentional addition to the surreal atmosphere (I could hear the breath-patterns of zombies scores of yards away from me as if they were crawling right behind me, and combat that was so far off as to be no more than a speck of lighting effects in the corner of my screen that sounded like a mini-apocalypse unfolding right next to me). These and other things that I assume are a matter of polish or my own philistine nature did nothing to take away from the fact that the environment design is truly lovely and the lighting effects are stunning.
In fact, there wasn't much anything that I'd point a finger at as being bad about the game. Combat was functional and mostly fun as both melee and ranged characters (a key exception being one hideous beastie who refused to either die or do any real damage to me; the fight offered neither challenge nor interest, so I just kept backing away and shooting round after round until he finally, grudgingly, gave in and collapsed into a splendidly twitchy death animation). The game encouraged mobility, and I ran into only a few rooting skill animations. The lack of a class system intrigues me, but I wasn't able to explore it much as the only time I looted up a weapon, I found that putting points into abilities for that weapon seemed to be locked for the demo.
I'm still eagerly awaiting The Secret World. I think it has wonderful potential, and I think everything I was able to see was on par with what I'm expecting in the long run from the game. I just wish there had been more to see. I think that when we're able to really dig into the meat of the story of the game, everything else will fall into place.
Massively's on the ground in Boston during the weekend of April 6-8, bringing you all the best news from PAX East 2012. Whether you're dying to know more about TERA or PlanetSide 2 or any MMO in between, we aim to have it covered!![]()
Tags: con, convention, demo, expo, faction, fantasy, featured, funcom, hands-on, horror, mythology, pax, pax-2012, pax-east, pax-east-2012, penny-arcade-expo, preview, previews, sci-fantasy, secret-world, skill-based, the-secret-world, tsw
The Secret World's PAX recap video talks PvP, progression
by Jef Reahardon Apr 9th 2012 3:00PMBetas, Fantasy, Horror, Video, Events, real-world, MMO industry, New titles, PvP, News items, The Secret World0
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If you couldn't make it to PAX on Easter sunday, you can at least catch up on the happenings around Funcom's The Secret World booth thanks to a new video that the firm recently uploaded to its YouTube portal.
The clip is about six minutes long, and it splices together random con-goer interviews with gameplay footage of The Secret World's ability wheel and progression system. Also featured is Funcom community manager Glen "Famine" Swan, who says that he is excited about the game's "persistent PvP, because [it's] doing a lot of grass-roots stuff that [he] grew up with in the MMO genre."
Famine also touches on the TSW's three-faction design as well as the fact that the PvP game is ever-changing and filled with progression-related rewards. If you're not so much into the PvP, don't fret, since you can still PvE with your friends regardless of which faction you choose. Check out the full clip after the break.
Tags: ability-wheel, con, convention, expo, faction, famine, fantasy, funcom, glen-swan, horror, mythology, pax, pax-2012, pax-east, pax-east-2012, penny-arcade-expo, progression, pvp, sci-fantasy, secret-world, skill-based, the-secret-world, tsw, video
- Source: YouTube
- More coverage: Official site
massively.com said:PAX East 2012: Exploring the dark corners of The Secret World
by Matt Danielon Apr 11th 2012 10:30AMFantasy, Horror, Previews, Opinion, Hands-on, The Secret World, Massively Hands-on, Massively Event Coverage0
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As anyone around the Massively offices can tell you, I am eagerly-bordering-on-obsessively awaiting the release of Funcom's latest entry into the MMO market, The Secret World. I'm all about the supernatural, occult, and paranormal, and The Secret World's "all the myths are true" philosophy is right up my alley, so when I heard that there would be a playable demo at PAX East 2012, it was all I could do not to squeal like a 12-year-old girl (and I may have done so anyway).
Of course, many people are hesitant about the title. Between The Secret World's subscription-cum-microtransactions business model and Funcom's track record of poor launches and bug-laden games, some gamers are finding themselves hesitant to get hyped up for the game's June 19th launch. Of course, I'd be lying if I said I weren't at least a bit cautious myself, regardless of my enthusiasm for the game. So how is the game shaping up? Well, sit down, grab yourself a drink, and let me tell you what I think.
First, let me give a quick primer for anyone who hasn't been following The Secret World up until now. The game is set in the modern day, and players join one of three secret societies: the Templars (not to be confused with their ancient predecessors, the Knights Templar), the Illuminati, and the Dragons. Each society has its own agenda, but even as they fight amongst themselves, they're united in the war against a rising evil that exists just beyond the periphery of the common world. Progression in the game is not class or level-based but instead players can forge their own unique ability set using the game's skill wheel system. Story is purported to play a large role in the game, which will introduce a type of quest called Investigation Missions. These missions will have players running around the in-game world as well as scouring the real-world (and the internet) for clues to solve numerous puzzles that will shed light on the story of The Secret World.
I will preface this preview by saying that I did not have a guided tour of the demo during my time at PAX. Funcom wasn't taking media appointments, so the entirety of my gameplay experience is based on what meager playtime I was able to squeeze in between the appointments that I did have. If I had to guess, I'd say I managed about 45 minutes to an hour of playtime total, and this didn't include character creation or much in the way of skill progression, so if those are your main draws for this game, I'm afraid I won't be of much use.
I did get to take part in the Templar starting experience as well as a bit of exploration in the Lovecraft-inspired New England town of Kingsmouth, and to be quite honest with you, I enjoyed every second of it. The first thing that really stood out to me about The Secret World was its atmosphere. The team has done a great job of setting an eerie vibe that keeps you just slightly on-edge, even in the relatively safe confines of London proper. But the ambiance really shone in Kingsmouth, where a terrible evil has taken grasp of the city in the midst of its Halloween celebrations. The attention to detail was really fantastic (I found myself navigating the city not via my map but rather by the town's street signs, which included such gems as Lovecraft Lane), and it truly gave the sense of a once-bustling, happy town that had undergone a sudden and horrible tragedy rather than a developer-constructed playground in which to go zombie-killing.
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The missions available were varied and considerably different than the usual "run here, kill this, and come back" quests you tend to see in many other MMOs, and I think this would be best explained by example. During my time exploring the city, I found my way into a back alley that contained a door leading down to a psychic's reading parlor. The medium had holed herself up down there, noting that it doesn't take a clairvoyant to see that the city's gone to hell. She told me about some visions she had been having in which the only unifying feature was a flock of ravens, so I was tasked with uncovering the meaning behind these haunting hallucinations. After a bit more exploration, I came upon a few ravens huddled together on the streets, but when I attempted to investigate, they flew off in a frenzy. The mission tracker then notified me that I should probably follow them, so I did. After a couple of minutes of chasing the flying rodents, I heard an unearthly roar coming from behind me (which may or may not have caused me to nearly jump out of my skin), and turned around to find a revenant rushing headlong in my direction, sword raised. In a panic, I pumped him full of shotgun shells faster than I could say "HOLYCRAPWHATISTHAT." Of course, that's not the entirety of the quest (which I didn't finish for fear of spoiling the conclusion), but it gives you a good idea of how Funcom is trying to build a sense of mystery and eerie atmosphere into the game's missions.
I also got the opportunity to dabble with the game's skill wheel a bit, and frankly it blew my mind. The sheer amount of customization options available to players are insane, and at times, a bit overwhelming. If you want to rock an assault rifle and a katana (and boy did I ever), you can. If you'd rather specialize in a single branch of magic, you can do that, too. The number of possible combinations I found was absolutely ludicrous, and I barely scratched the surface. To use another example, as I mentioned, I decided to go with an assault-rifle-plus-katana combination for the duration of my demo, but within that combination alone were a number of other possible combinations.
For instance, I could choose to focus on AoE attacks to take out the large hordes of zombies I found myself up against, or I could build myself in a way that provided high single-target damage so that I could hold my own against the monstrous draugr. Beyond that, I could have chosen to focus on debuffing attacks that slowed enemy movement speed and made them more vulnerable to my attacks, and I could even go the combat-medic route and pick up some heals. Keep in mind that all of these options were available within the blade and assault-rifle skill sections alone, and then take a moment to consider the fact that there are dozens upon dozens more available combinations in the myriad other segments of the skill wheel. I guess what I'm trying to say is that if you're the kind of person who likes to tailor his character until it's just so, The Secret World has got you covered.
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Combat itself is fast-paced and exciting with a high emphasis on mobility. Of the abilities I experimented with, I can only think of one or two that I couldn't use on the move. The game expects you to be very mindful of your surroundings, and collision detection makes it possible to utilize strategic bottlenecks to even the odds against larger groups of enemies. I don't know what else to say about combat, frankly, except that it's quite solid.
Of course, this is a beta build, and no game is perfect (and that goes double for games in the beta stage), so there are a few quirks and qualms I want to bring to light. For starters, many of the animations were dodgy at best and absolutely horrible at worst. The jumping animation right now makes it seem like your character uses his latent telekinetic powers to simply lift himself off the ground, and many of the sword ability animations involved the character's upper body swinging wildly while his feet remained anchored in place. The game also can't really seem to make up its mind about whether it wants you to target things. Many of my shotgun abilities were conal AoEs that I could simply fire off without targeting anything, but some would only affect a single target (and not necessarily the one that my character was visually aiming at at the time), which led to some frustrating instances of "No no no, I wanted to use my slow on the other one." Much of the voice acting is very obviously unfinished (or at least, hopefully unfinished), but the written dialogue itself was quite strong so that's a plus at any rate. I guess ultimately what I'm getting at is that the game is in desperate need of polish, and to be quite honest, I'm not entirely convinced that the team is going to be able to give it the polish it needs between now and June.
On the whole, though, The Secret World is shaping up to be a very solid entry into the MMO market. It's tackling a genre that has yet to be seen in a triple-A title, and the team has done a wonderful job of building a world brimming with atmosphere and detail. The investigation missions do a fantastic job of providing players with a more cerebral and lore-focused avenue of progression, and assuming that the bugs and kinks can be ironed out in time for launch, I believe The Secret World will provide gamers looking for something fresh with a fantastic universe to explore and discover. We'll see how the game turns out when it launches this June, but until then, folks, prepare yourselves. Dark days are coming.
Massively was on the ground in Boston during the weekend of April 6-8, bringing you all the best news from PAX East 2012. Whether you're dying to know more about TERA or PlanetSide 2 or any MMO in between, we have it covered!![]()
Tags: con, convention, expo, faction, fantasy, featured, funcom, hands-on, horror, kingsmouth, mythology, pax, pax-2012, pax-east, pax-east-2012, penny-arcade-expo, preview, previews, sci-fantasy, secret-world, skill-based, templar, templars, the-secret-world, tsw
Story is purported to play a large role in the game, which will introduce a type of quest called Investigation Missions. These missions will have players running around the in-game world as well as scouring the real-world (and the internet) for clues to solve numerous puzzles that will shed light on the story of The Secret World.
Would still force me to rely on the internet for "answers". It's bad enough in TOR so i'm not doing that crap again..