investigation-missions

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  • The Secret World's Sidestories: Further Analysis is now live

    by 
    Jef Reahard
    Jef Reahard
    04.08.2014

    Funcom's latest Secret World DLC is now available for purchase. Sidestories: Further Analysis marks a departure from the regular issue-based release structure and features four new investigation missions designed to test your puzzle-solving skills and deliver "four fresh stories spread throughout the game world." The DLC is available in the game's item store. It costs 960 Funcom points if you have a F2P account, with discounted rates applying to subscribers and lifetime members.

  • The Secret World's first mission pack announced for next week

    by 
    MJ Guthrie
    MJ Guthrie
    04.03.2014

    Those thirsting for new content in The Secret World are getting a little something to help tide them over until Tokyo is opened. In his latest Game Director Letter, Joel Bylos announced the game's first ever mission pack. Available in the item store next week, Sidestories: Further Analysis contains four new investigation missions spanning the TSW map and a new undisclosed feature. These missions will delve players deeper into the backstories and lives of various groups and characters like Dr. Aldini and the Draculesti. Bylos also gives more details on the AEGIS system, explaining that these items will be equipped in new gear slots and how the core of the system, controllers, come in three distinct types. On top of that, he noted that a few PvP fixes in patch 1.9 change the way relics are handled in El Dorado. You can catch all the details of these changes in the March letter.

  • Chaos Theory: How The Secret World makes you learn

    by 
    Justin Olivetti
    Justin Olivetti
    01.20.2014

    Maybe it's my age or maybe it's just a little bit of laziness about me, but I'm finding myself a little peeved whenever someone or something wants to make me learn a new system. I mean, I'll be the one constantly reading Wikipedia to all hours of the night because I like soaking up info, but if a game asks me to go through a two-minute tutorial, I'm like, "Forget that!" and upturn my computer desk while I go to the other room to calm down. It's not that I don't like learning -- I end up really enjoying myself when I do, in fact -- but that the energy and attention required to absorb a new lesson can often be a tad daunting. This is what drives me back into familiar gaming arms again and again, and why I'm more than a little apprehensive about all of the sandbox tools that will be coming to MMOs near us. That's why I have to hand it to The Secret World -- here's an MMO that pushed me out of my comfort bubble and made me learn, sometimes kicking and screaming, and sometimes with a giddy and joyful heart. This is an MMO that isn't content to spoon-feed you the same mush you've been downing for years; it's one that operates under a practical mission statement of teaching through gameplay.

  • Why I Play: The Secret World

    by 
    Matt Daniel
    Matt Daniel
    11.08.2012

    I'll be the first to admit that I've been one of The Secret World's biggest fanboys ever since Funcom first announced its horror-flavored entry to the MMO space. I spent many a conversation extolling the game's many virtues to my gaming friends. "It's like real life if the universe were written by horror authors," I enthused, rambling on and on about the innovative investigation missions, the unique skill wheel progression system, the fresh modern-day setting, and so on and so forth. Then finally the fateful day came that TSW went live, and I loved it... for a while. But for some reason, it just didn't click, and so TSW sat unloved, guilt-inducingly staring at me from my desktop. Last week, I finally gave into the guilt and hopped back into the game. I had kept my subscription running, as I knew that even if I wasn't actively playing, I still wanted to support Funcom's endeavors with what I felt was a remarkably refreshing entry into the stagnant MMO marketplace. Last I left my Illuminati agent Rouage, he had hit something of a brick wall in Blue Mountain thanks to a very short-sighted and subpar character build. I figured I'd probably be replaying Kingsmouth and/or Savage Coast just to get the AP to rectify my build anyway, so I scrapped him and started from the beginning. This time, it clicked. So here I am to tell you why it clicked, and of course, why I play The Secret World.

  • Choose My Adventure: TSW's investigation missions steal the show

    by 
    MJ Guthrie
    MJ Guthrie
    10.03.2012

    Though this be madness, yet there is method in 't... I hope! Sometimes you just have to go with what the director says, not because that's who's in charge but because that's who can see the performance as a whole. We mere actors must trust that the director knows what s/he is doing. That said, I had my doubts about your last set of directions for this next act of Choose My Adventure. Although some of you cautioned me to beef up before moving along to the Savage Coast in The Secret World, the actual vote steered me otherwise. The Savage Coast? That sounds so... well, savage! So after biding my time with missions, exploration, and Polaris while waiting for the final vote, I hoofed it on over to the edge of Kingsmouth and into the tunnel once the polls closed. Boy, it's a good thing you also voted for me to group up because those bugs can bite! Between my adventures in Kingsmouth and those in the new region, I gained a deeper appreciation for the intricacies and uniqueness of TSW. And I learned that I am not, in fact, the star of this show! Let's shine a spotlight on this week's adventures and see who really is.

  • Ragnar Tørnquist discusses TSW's skill system, investigations, and more

    by 
    Matt Daniel
    Matt Daniel
    09.27.2011

    Dark days are coming, my friends. All the myths are true, and evil lurks around every corner. Thankfully, we've gotten our hands on a new PC Gamer interview with The Secret World's creative director Ragnar Tørnquist, which should help to cast some light on these grim prophecies. It's already well-known that The Secret World won't hinge on classes and levels but instead will allow players to craft their own skill sets from a number of set categories. Ragnar expounds on this system, explaining that players will have access to something called a Base Gear Manager, which essentially provides a way for players to quickly swap between preset groups of abilities and equipment in order to adapt to the situation at hand. While players will likely find themselves falling into the traditional MMO archetypes of tanks, healers, DPS, and so forth, Tørnquist points out that The Secret World won't be as instance-heavy as other games and will provide a plethora of open-world events that will allow players to come together as an ad hoc group to, say, keep a police station from being overrun by the forces of evil. Perhaps most interesting, though, are the bits of information revealed about the game's unique Investigation Missions. Tørnquist provides two examples of what players can expect from the ARG-inspired missions. One involves hunting down an in-game location based on a fortune teller's visions, while the other is a bit more in-depth, requiring players to look up information on a famous painter in order to progress. He also hints that the team may put up websites regarding in-game information that players will have to hack into in order to progress the investigation. For the full interview, which is full of interesting nuggets and anecdotes from Tørnquist himself, just click on the link below.

  • GDC 2011: Funcom talks The Secret World's PvE, PvP, and ARG

    by 
    Jef Reahard
    Jef Reahard
    03.10.2011

    Many of you are no doubt as anxious as we are to get your hands on Funcom's new The Secret World MMORPG (with a new website!). The skill-based end-of-the-world riff has been shrouded in a good bit of mystery for a good long while, but we've finally managed to snag a few minutes of face time with the title. This year's GDC marked the first opportunity for anyone outside of Funcom's alpha team to lay eyes on the game, and we've got some pretty juicy details to pass on. Join us after the cut for the new trailer as well as a recap of Funcom's presentation, which was spearheaded by Ragnar Tornquist and featured designers Martin Bruusgaard and Joel Bylos. Discussion topics include PvP, PvE missions, and character progression.%Gallery-118804%