conspiracy

Latest

  • Chaos Theory: Nine of The Secret World's best videos

    by 
    Jef Reahard
    Jef Reahard
    09.13.2012

    What say you to the idea of a feature film based on The Secret World? It's a pretty cool thought, however unlikely, amirite? Yesterday, someone linked me to one of those mash-up YouTube fan trailers that purported to be a teaser for a Secret World movie, and it was so well done that I spent portions of the day collecting as many pro-quality TSW trailers as I could find. Most of these I'd seen already. Some are fairly obscure, though, and given the bad news swirling around the game these last few weeks, I figured that today's Chaos Theory ought to take a step back and celebrate some of the awesome that stems from the TSW's chewy narrative center.

  • Chaos Theory: The Secret World's bright (player-driven?) future

    by 
    Jef Reahard
    Jef Reahard
    09.06.2012

    Apologies for not following through with part three of my crafting guide this week. I fully intended to do so, but a couple of interesting things happened over the past few days that merit some discussion. First off, Ragnar Tornquist published what can only be called a defiant state of the game letter. The Secret World's creative director engaged in some rabble-rousing penmanship that managed to inspire a metaphorical fist-pump from yours truly, even though I've been covering games long enough to cast a cynical eye toward similar rally-the-troops developer rhetoric. Tornquist admitted that TSW's competition is stiff, in particular new releases like Guild Wars 2 and Mists of Pandaria, but he didn't shy away from singing his game's praises. More importantly, he reiterated what early adopters have known for a while now: The Secret World is that increasingly rare MMO horse of a different color, and despite financial and personnel losses, Funcom knows it has a winner on its hands and is fighting to keep it.

  • Chaos Theory: Understanding The Secret World's crafting, part two

    by 
    Jef Reahard
    Jef Reahard
    08.30.2012

    So last week we tested the waters of The Secret World's crafting system, and we learned the basics of material acquisition, how material quality level works, and how to assemble and disassemble basic items. This week we'll go into more detail on the assembly process. Whereas last time we stopped after creating a simple weapon, today we'll look at crafting talismans (TSW's answer to traditional MMO armor) and glyphs (which are basically talisman upgrades and the primary way to customize your gear).

  • The Road to Mordor: Delay, delay, delay

    by 
    Justin Olivetti
    Justin Olivetti
    08.25.2012

    Earlier this week, I was working on this column with the title "Preparing for Riders of Rohan." What a change a day or two makes because the body of that article quickly got changed to "Sit on your thumbs." Yes, the LotRO community got thrown for a loop this week, as Turbine announced that Riders of Rohan has been shoved back a month and a half for additional work. So we've gone from a mere two-week countdown to nearly two months, and that takes a bit of mental adjustment. On top of all that, the studio demolished the NDA wall, which sort of seems like a risky move when you've just disappointed players with news of a delay. I think we should talk about it, don't you? I'll say this up front: It's actually a very good thing.

  • Chaos Theory: Understanding The Secret World's crafting, part one

    by 
    Jef Reahard
    Jef Reahard
    08.23.2012

    The Secret World's crafting system, much like the rest of the game, is deeper and more complex than it first appears. On the surface, it's a matter of arranging stacks of materials into Minecraft-like visual patterns and pushing your assemble button. Underneath that, though, there's an elaborate game-within-the-game that's one of the more enjoyable MMO tradeskill systems I've experienced to date. Is it strictly necessary? Well, no. The Secret World is not a pure sandbox, so players can simply use drops and auctioned items to equip their characters. Rune-, glyph-, signet-, and gear-crafting offers an absurd amount of customization, though, and those of you who want full control over your decks and your play experience will want to have a look through my two-part crafting guide.

  • Chaos Theory: The (F2P) future of The Secret World [Updated]

    by 
    Jef Reahard
    Jef Reahard
    08.16.2012

    [Ed: Look for an official Funcom statement regarding the anon tipster email at the end of the article.] Scott Jennings ended a blog entry about The Secret World with a telling phrase this past week. "This is why we can't have nice things," he said. This was preceded by what can only be called a lament, as Jennings laid out how Funcom did something that most MMO developers are loath to do these days: It made an original game. And the reward for such was a dismal quarterly report and a round of layoffs. That The Secret World attempts to break from the putrid post-World of Warcraft MMO mold is not up for debate. What is debatable is whether breaking from said mold can be profitable.

  • Chaos Theory: How The Secret World has spoiled an MMO vet

    by 
    Jef Reahard
    Jef Reahard
    08.09.2012

    Well ladies and gents, The Secret World has basically done the impossible: It's turned me into a one-game guy (for the moment, at least). I've been an unfaithful game-hopping MMO tourist for longer than I care to remember, and while F2P has made that gaming lifestyle more affordable than it used to be, it hasn't made it any more fun. Oh sure, I'll dabble in PlanetSide 2 and Guild Wars 2, but as far as my MMO home goes, it's The Secret World by a landslide (at least until ArcheAge heads west). Why is that? Well, plenty of reasons, more than I can relate in this week's column, in fact. I will say this, though: The Secret World's launch feature set has made me a bit pickier in terms of what I'll put up with in competing games.

  • Chaos Theory: The Secret World's one-month checkup

    by 
    Jef Reahard
    Jef Reahard
    08.02.2012

    Huh, has it been a month already? Time flies when you're having fun, I guess, and yep, I'm still having quite a bit of it in The Secret World. Yesterday brought us the big 1.1 patch, the one patch to rule them all (thus far), and the first post-launch content drop. Funcom has famously promised updates like this on a monthly basis, and as first starts go, this was a good'un. We got seven new story missions (five of which were the meaty investigation variety), all of them chock-full of interesting stuff to do and interesting cutscenes to ogle. All of that said, the one-month mark is also when subscription MMOs find out whether they've got staying power or whether they're going to bleed, and if Funcom wants The Secret World to fall into the former category, it's still got a bit of work to do.

  • Chaos Theory: Four essential Secret World tips

    by 
    Jef Reahard
    Jef Reahard
    07.26.2012

    So you've been playing The Secret World for a couple of weeks now, possibly longer. Maybe you're well into Blue Mountain, or heck, possibly even Transylvania if you're a really efficient type. On the other hand, maybe you just picked up the game last weekend and are overwhelmed with ability points, decks, and investigation missions. Whatever your comfort level with Funcom's new MMO, there's always room for a few off-the-wall tips, wouldn't you agree? Join me after a break for a few things I wish I'd known earlier.

  • Chaos Theory: The Secret World's single-server tech

    by 
    Jef Reahard
    Jef Reahard
    07.19.2012

    Something went missing during this month's launch of The Secret World. Do you know what it was? No, snarkonauts, it wasn't "fun." The game is certainly an acquired taste, but it's nonetheless doing pretty well for itself in terms of word-of-mouth and happy early adopters. No, what was missing was a parade of lengthy launch-week queues (and QQs for that matter). I've been present for every AAA MMO kickoff since Star Wars Galaxies in 2003, and The Secret World marks the first time I've been able to log in when (and where) I wanted to log in on day one. RIFT, Star Wars: The Old Republic, Aion, Lord of the Rings Online -- all of these were "polished" launches by most accounts, and yet all of them featured horrendous launch queues that often stretched from minutes to hours. Why was The Secret World so different?

  • Chaos Theory: The Secret World was worth the wait

    by 
    Jef Reahard
    Jef Reahard
    07.12.2012

    Folks, I have to be brutally honest: I'm old. I have a family, two jobs, and more time-consuming hobbies than one man should. And yet it pains me to log out of The Secret World. Last Saturday I slew demons (and Illuminati) in Funcom's new MMORPG for 10 hours straight. Actually, I took a 30-minute dinner break, so I guess it was more like nine-and-a-half. The point is that I looked up at my clock, said holy crap when it told me that the sun was about to rise, and scratched my head trying to remember the last time that happened. I've been playing MMOs since the late 1990s, and when I say that I've pretty much played them all, that's not hyperbole. Right now, TSW is running a close second to Star Wars Galaxies as the most enjoyable title I've experienced to date. And keep in mind that it's been live for two weeks.

  • Chaos Theory: Tornquist on The Secret World's launch, future

    by 
    Jef Reahard
    Jef Reahard
    07.10.2012

    You know, this is probably obvious if you've read my coverage of The Secret World thus far, but I'll just go ahead and fess up: I dig the game, and watching Funcom knock the cover off the ball is gratifying in a strange sort of way. That's why I didn't get too upset when my opportunity to interview creative director Ragnar Tornquist was upstaged by the firm's huge news dump this afternoon. The company shocked gamers and industry watchers by promising monthly content updates and a whole bunch of other stuff, some of which I had asked about in a series of questions we sent Funcom earlier in the week. The resulting answers are still worth a read, though, particularly if you're pinching yourself over TSW's successful launch and its rosy future.

  • Chaos Theory: Early access to The Secret World

    by 
    Jef Reahard
    Jef Reahard
    07.02.2012

    Dark days aren't just coming, folks -- they're already here. And they're glorious. As you've probably surmised, Chaos Theory is a new column all about The Secret World. What you might not realize, however, is that this addition to Massively's feature roster was a little bit last-minute. Don't get me wrong; I've been looking forward to this game for a number of years now (heck, I signed up on DarkDemonsCryGaia.com waaaaay back in May of 2007, before Massively even existed!). Up until very recently, though, we had no plans to cover the game on a recurring basis. That changed over the early release weekend as I spammed our editors with zomg-I'm-having-a-blast-and-you-should-totally-let-me-write-about-this emails. Sure, I played the press beta and largely enjoyed it for what it was, but now that I'm in the game proper, tooling around on my own characters and taking the time to soak up the stories, the lore, and the mechanics, well... let's just say that we'll have plenty to talk about for the foreseeable future.

  • A Mild-Mannered Reporter: How City of Heroes almost died

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.09.2012

    If it hasn't become clear over the past two and a half years, I really enjoy speculation. I like crazy theories, I like exploring possibilities, I like thought exercises, and so forth. There's some speculation that I find particularly ill-informed or lacking in some fundamental point of logic, but that doesn't mean I don't learn about them first. Why am I making a point out of this? Because I've developed a theory about the state of City of Heroes, and I want to make it clear before I launch into this somewhat grim theory that I'm basing this entirely on outside observations. I want it to be clear that I could, in fact, be totally wrong, and when I say that City of Heroes nearly committed unintentional suicide a couple of years ago, I don't want that to be seen as some grand behind-the-scenes revelation. And if it weren't obvious from that line, yes, that's where I'm going. I think Going Rogue nearly gutted City of Heroes and burned the whole game to the ground. And I think everything the game has done since can be directly traced back to that expansion.

  • Some Assembly Required: Is The Secret World a sandbox?

    by 
    Jef Reahard
    Jef Reahard
    03.16.2012

    I'm more excited than I thought I would be for The Secret World. After playing it at last week's Game Developer's Conference and getting a preview of the game's crafting system, I think it's safe to say my anticipation went up a few notches. The real-world setting and horror-fantasy elements have always been appealing, but a general lack of info throughout 2011 -- coupled with Funcom's decision to add a cash shop to a subscription game -- conspired to knock The Secret World down a few pegs. Now I'm almost willing to forgive the business model faux pas because it seems like the game will feature significant sandbox elements. Is it a sandbox, though?

  • Funcom stock price could 'double or triple' depending on success of The Secret World

    by 
    Jef Reahard
    Jef Reahard
    03.07.2012

    Funcom has a lot riding on The Secret World, and a new piece at MCV outlines stock prospects for the company as the horror-conspiracy MMORPG's June 19th launch date draws nearer. Funcom stock has risen dramatically on the Norwegian Stock Exchange since last summer, and analysts expect further growth leading up to The Secret World's release. After that, though, the predictions aren't as clear given the significant fluctuations in Funcom's stock price since its 2005 introduction. MCV notes that shares peaked with 2008's Age of Conan release, but prices dropped significantly soon after as the game "didn't make the expected sales impact." Nonetheless, analysts are enthusiastic about prospects for post-Secret World performance. "Funcom is one of the stocks that could double or triple in value. If Funcom's next game is a success, they will definitely end up as the stock of the year," Carnegie's Espen Torgersen says.

  • Funcom launches official German and French websites for The Secret World

    by 
    Jef Reahard
    Jef Reahard
    03.02.2012

    Word of mouth is everything in today's crowded MMO market, and when it comes to AAA titles like The Secret World, localized fan support systems and information dissemination channels are high on the list of priorities for an international release. As such, Funcom has just announced the creation of two new websites for its French- and German-speaking fan communities. Both portals will be managed by dedicated community teams, and the new sites can be accessed at the direct links above or via the language selector on the main Secret World website. Funcom's horror-conspiracy MMO is scheduled to launch on June 19th. [Source: Funcom press release]

  • The Secret World launching June 19th

    by 
    Jef Reahard
    Jef Reahard
    02.21.2012

    Funcom has decided to push back The Secret World's launch by a couple of months. The Norwegian development firm originally intended its horror-conspiracy MMO to ship in April, but a new press release has targeted June 19th instead. Creative director Ragnar Tørnquist says the new launch window will allow Funcom to make the title that much more compelling. "Allowing for even more time to polish the game really shows just how much faith Funcom as a company has in The Secret World, and how committed we are to making it the best it can be," he explains. Tørnquist also hints at further beta opportunities for both fans and curiosity seekers. "The additional time will also allow us to carry out even more quality beta testing, and soon we will also be announcing several public beta events where hundreds of thousands of gamers will get to test the game prior to launch," he says. The Secret World is a skill-based MMO set in the modern age. It mixes traditional MMO progression with a unique skill deck system and story-driven questing. [Source: Funcom press release]

  • The Secret World's Blue Mountain revealed [Updated]

    by 
    Jef Reahard
    Jef Reahard
    01.25.2012

    Funcom has taken the wraps off another locale for The Secret World, and this time the focus is on an area called Blue Mountain (no, not those Blue Mountains, Tolkien fans). The location is just west of Kingsmouth, and it boasts a deep, dark history that includes some sort of "desperate battle fought [...] long ago." Presently, the mountain is home to the Wabanaki native American tribe, which has fallen on hard times due to the greed and machinations of the modern age. Funcom says that an ancient evil is sleeping beneath the rock, and draugs, wendigo, and golems are overrunning the surrounding areas as a result. There's also a substantial government/military presence in the area, and players will be tasked with helping various agencies as well as reliving the mountain's dark past through the powerful magic of the Wabanaki tribe. [Update]: Funcom released an accompanying video late yesterday evening, and you can view it after the cut.

  • The Secret World's Illuminati week reveals backstory, ranking mission

    by 
    Jef Reahard
    Jef Reahard
    01.10.2012

    Don't tell the Illuminati, but someone's been whispering its secrets in a very public place. Funcom has revealed a bit of backstory on the secretive faction, which is only natural since it's Illuminati week at The Secret World website. Funcom says that prospective Illuminati players will need to find the group's secret headquarters in New York City, as well as undergo "rigorous psychological tests." The group then molds its raw recruits into "focused and efficient Illuminati machinery," and the end goals are victory in the eternal war for influence, knowledge, and power. The article also hints at an Illuminati ranking mission that involves a young United States senator not yet under the group's thumb. Read all about that and more at MMORPG.com.