The Secret World: Broken baby dolls

“I keep telling you, two candy canes is NOT an epidural!”

Yesterday’s playtime was devoted 100% to The Secret World, with no regrets.  The shotgun/blades build is really working for me, and I easily finished up the main Egyptian storyline (however, I still have plenty of Egypt quests left).

Following Egypt is an intermission quest called Virgula Divina, which MMO Gamer Chick has been relentless in promoting as “THE CREEPIEST THING EVER!” every time we’ve spoken.  I think it scarred a deep part of her soul and it’s only through the sharing of that pain that she’ll be able to recover.  In any case, my mind started working this up to be the most terrifying experience of my young life, eventually lapping the actual fright factor three or four times.  It was a bit creepy, I’ll give you, but nothing I couldn’t handle.  If sadistic dolls, the girl from the Ring, and Carrie get to you, then this probably won’t be the most comfortable half-hour or so of gaming you’ll ever have.

I did like a moment at the end when you’re perusing some case files and come across Carter, the nuclear-prone teen from Innsmouth Academy.  I don’t know if you can call Carter the mascot of the game, but I definitely like her character and feel quite protective toward her.  Just finding that case file made me realize (once again) just how interconnected Funcom’s built this world to be, and how critical each NPC is.  These aren’t disposable quest-givers, but real three-dimensional characters in an ongoing story.

Later on when the guild was online, we talked a bit about just how crazy-good some of the writing and characters are in the game — and how unfortunate it is that many people haven’t picked it up or stuck with it for a good length of time.  There are rich rewards in store for those who do.

Group night was doing a 10-part (!) investigation quest in the City of the Sun God.  Thank goodness we did it as a group, because there was so much running around and trial and error that it would’ve been a nightmare to solo.  Investigation quests are great on their own, but if you’re with friends, there’s an added component of figuring things out together that shows you how special these quests are.  My continued complaint with them is that they all seem to end so anticlimactically.  Considering the amount of work you put into these quests and how intricate they are, a closing cutscene isn’t too much to ask.

Since my build is more or less working out for me right now, I’m saving my SP and AP for this month’s chainsaw auxiliary weapon.  I’ve seen a video showing off the moves, and all I can say is that it’s a shame this isn’t a regular weapon that you can skill out.  Picking only one action is going to be tough.

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3 thoughts on “The Secret World: Broken baby dolls

  1. “I did like a moment at the end when you’re perusing some case files and come across Carter, the nuclear-prone teen from Innsmouth Academy. I don’t know if you can call Carter the mascot of the game, but I definitely like her character and feel quite protective toward her. Just finding that case file made me realize (once again) just how interconnected Funcom’s built this world to be, and how critical each NPC is. These aren’t disposable quest-givers, but real three-dimensional characters in an ongoing story.”

    There’s also a reference to one Emma Smith in the Virgula Divina mission. You won’t have met her yet, but it proves your point about the intricate plotting and how connected everything is, even better than the Carter example.

    Nice write up. I agree Investigations quests done as a group are special. It’s basically the best PvE questing experience I’ve had in an MMO. Our cabal gets together to do roleplay group Investigations every time a new one is released, and it’s brilliant fun.

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