I originally wrote this 4/6/2013.
I really love Solomon Island as a quest-chain, even though I have a lot of complaints about it.
At
the beginning of the Secret World you discover that your character has
somehow swallowed a super-power bestowing bee whilst sleeping and wakes
up discovering that they have the power to wreck their apartment over
the course of a week. You're quickly whisked away to one of three
factions representing a covert power struggle. They all essentially do
the same thing: tell you that you're now super awesome, that there's
some evil something that needs to be dealt with, and that you as an
unwitting newbie have to go sort that shit out. Not much motivation
given, but eh that's what you've got to go on.
You're immediately
shoved off to Solomon Island, a "small" island off the coast of Maine,
where a mysterious fog is terrorizing the place The Mist style complete
with zombies, Cthulu-esque horrors, an evil cosmic life-eating
infectious force, a convenient rift between the dimensions of Earth and
Hell, ghosts, evil giant burrowing insects, and a few other varieties of
supernatural terrors.
So here's the full back story, it comes in
a few parts (if you're the sort of person who cares about spoilers and
think you might want to play the Secret World someday, you're probably
not going to want to read the rest of this):
-At some point a
thousand years ago, a contingent of Mayans escorted by some dark evil
god invaded Solomon Island looking for...something. Unfortunately the
island was then occupied by a tribe of native Americans called the
Wabanaki. The Mayans proceed to slaughter the Wabanaki, who do their
best to fight back, and are in danger of being eradicated when,
conveniently, a group of Norse explorers wielding a powerful light
artifact show up and join the battle on the side of the Wabanaki to push
back the Mayan expedition. The Norsemen and Wabanaki together set up
powerful wards to protect the even bigger even more powerfuler artifact
that the Mayans were after before the Norsemen depart and are summarily
sunk some distance out by what can be assumed is some remnant of the
dark god's power.
--As a silly aside, the powerful light artifact
which is the focus of the Solomon Island quest, is never directly named,
is the source of my favorite line from the Darkness War
("TheNorsemenhadbroughtwiththemthepoweroftheirgodsandthiswassomethingtheMayanswerenotpreparedfor."),
and is heavily implied to be the source of all of Solomon Island's
troubles, is Excalibur (if you check the Verangian's buff when he uses
it during the Darkness War, it refers to the sword by name).
-Flash
forward to modern times, a fishing boat from the island goes missing for
some time but eventually returns sans part of its crew and with the
rest suffering from some insidious hallucinations. They're followed
very shortly by an abandoned shipping barge that had disappeared from
the same area several years before which is itself accompanied by a
dense fog that covers the island. The people who escape the fog
(perhaps by hiding in a supermarket), eventually find the rest of the
town empty but for a few days until the missing contingent of citizens
return for a mini zombie apocalypse. Also, there's Cthulu-inspired sea
horrors invading.
-It's also established in the introduction of the
game that there's an overarching malevolent force called the Filth that
has been popping up (and promptly covered up) all over the world.
Somehow, and at the same time, they also choose this exact moment to pop
up on Solomon Island. I think at the time that the game was released
it was meant to be surmised that the Filth were the harbingers of the
2012 Mayan apocalypse and that shit was getting worse as time marched
towards December. The link is less apparent now that December 2012 has
come and gone, but it's alluded to a couple times early on and promptly
forgotten as though it was perhaps something that would be more
present-in-mind if played parallel to 2012 IRL.
--It's implied that
the shipping barge had discovered the wreck of the Norse ships and had
recovered Excalibur. From here it's not clear if the dark powers behind
the fog were attached to the sword (I thought it was implied in a few
places that the fog was a direct result of the sword's power being
brought back to the island) or simply following in an attempt to claim
it...somehow.
---A man who has been pursuing the means to open a
portal to Hell so he can become Hell-Stalin and liberate the everyday
working demon, conveniently succeeds in doing so RIGHT on Solomon Island
AND at the same time as the fog, which also opens a ton of related
unstable portals in one whole corner of the place.
---The local
secretly-Illuminati-controlled college has a sudden alumni ghost flare
up at the same time. Also, there's a haunted amusement park and
mansion, but it can possibly be assumed they were haunted before the fog
rolled in.
---A race of evil insects who had apparently burrowed
under the island for some time (I think it's implied that the Mayans
brought them over but I can't quite recall) suddenly decide its time to
set up shop on the surface.
---Also, every local legend about angry
spirits or backwoods creatures? Yeah, they're all true now. Bigfoots,
wendigos, angry hauntings, evil possessed scarecrows, even the village
idiot who oversees the junkyard is now building giant trash heap golems.
While
all of these are basically convenient explanations for a variety of
quests, it starts to get comically out of control while you're on your
tour of the single most supernaturally unlucky island in the world.
There's a very convoluted transition from where you go from
investigating the cause of the Draug's invasion to stopping the Filth
from getting their filthy hands on the Gaia Engine. The first part of
the island is the strongest, narratively speaking, especially since it's
focused only on the sea monster invasion, but by the time you move on
to the second part of the island everything else starts kicking into
overdrive. The entire thing kind of overstays its welcome too even from
a gameplay standpoint; by the time you're done with Blue Mountain, if
you've done everything there is to do, your character progression (which
is tracked by an approximation based on the number of skill points
you've spent and the abilities you've unlocked) should be somewhere
around QL7 out of a max of QL10.
I kind of wish the Filth subplot
would have played a backseat, maybe as a subtle behind-the-scenes
manipulator, to the Cthuluey Draug plot, for no other reason than that
the sea monster invasion was an infinitely more interesting thing to
explore in an MMO than garden variety corruption #53. Actually, now
that I think about it, it could perhaps be argued that the first part of
the island, Kingsmouth Town, reaches a climax when you defeat the
Ur-Draug at the wreck of the Polaris, which might explain why the Draug
are suddenly second-string villains by the time you reach the Savage
Coast on the other side of the island.
Anyways, I applaud The
Vanishing of Tyler Freeborn for at least attempting to tie things
together, even if its conclusion is rather weak. The link between the
sea creatures and the Filth is extremely not clear in the base story.
Issue 5 attempts to tie them together by coming to the implied
conclusion that the ancient Norse ship was sunk by the Filth, which
"evolved" along its own, separate path to the Cthulu-type horrors with
zombies con queso we see in Kingsmouth Town et al. In my opinion it
cheapens the Draug as primary villains, but at least the effort was made
to tie up that loose end.
To top off my complaints, Solomon
Island ends on a horrendous cliffhanger that's not resolved in the
current content. There's another minor kick-to-the-balls moment in the
inter-mission transition for the Illuminati where it's implied that
there's dozens of other weapon-artifacts that you may-or-may-not get to
see, but that's maybe more forgivable.
No comments:
Post a Comment