I'm a big fan of modern fantasy/horror settings of various sorts, from Kim Harrison's "Hollows" stories to Jim Butcher's "Dresdon" books, to all kinds of horror written randing from mainstream Steven King/Clive Barker type stuff down to cultish splatterpunk sex/gorefests by guys like Edward Lee, and bizzaro stuff by guys like Wrath James White and Carlton Mellick III.
The Secret World made me think of a lot of that stuff, along with my many hours spent GMing (or more rarely playing) horror games like Call Of Cthulhu, or conspiricy games like GURPS Illuminati or Warehouse 23 (which come to think of it makes me wonder how both the SCP site.. of which I'm a fan, and the Warehouse 13, TV show haven't gotten calls from Steve Jackson or given him an acknowlegement).
My big problem with this game is that it's Funcom, and really Funcom has always been high on the ideas, and low on the implementation. Whether they improved later or not the bottom line is that I expect a game to be decent out of the gate, and really I found both Anarchy Online and Age Of Conan to be train wrecks beyond the problematic launches. Speaking for Age Of Conan because it was more recent, I was singing the praises of that game for years before it's launch but as time went on more and more of what it was supposed to be was stripped away. When the game was released I felt like we had a tutorial that showed the potential, but the game itself was a mere shadow of what it should have been. Rather than cities built out in a huge, spawling world like SWG, we had the "guild towns" segregated into seperate, instanced zones. PVP was on a pretty typical scale, and still had people running around like maniacs bunny hopping and circle strafing to play LOS games rather than fighting in formation like the original plan. Rather than the 40+ character classes promised, we wound up with a handfull. Some of the hybrids that seemed to inherit the abillities of various classes seemed a bit weak to me, an example would be "The Tempest Of Set", gone was the idea of a snake priest that attacked with venom and poison and other snake themed abillities, replaced by an offense set that seemed to be taken from another planned character (stormcaller or whatever). Lich and Necromancer got folded into each other, and things I thought would have been cool like playing an Assasin for the Lotus cartels (which fits right into Conan) seemed to be removed entirely.
As a result I'm taking a very "wait and see" attitude here. To be honest this seems to be following a very typical funcom pattern. I never played the original ARG, but when I started following it, it seemed like Funcom was selling the game as allowing for very versatile characters who could do a lot of things at once. That kind of fits with the genere, as your typical modern fantasy protaganist is usually pretty good with hand to hand combat, guns, and magic all at the same time, with lots of options on making your guy a bit differant. Recently we've been finding out that while there are a couple hundred skills still, your expected to build "decks" and create specialized characters, and while you can change skills, you really can't play a polymath, but are going to have to specialize in something similar to existing MMO roles, especially in teams. The approach seeming to have become more like that of super hero games, where you might have a ton of powers availible, but at the end of the day you wind up with a build that makes you a tank, DPS, controller, or healer. Sure one guy might tank with martial arts, and another guy might turn into rock, but it generally winds up with the same basic functionality. Equipment being entirely visual from the way it sounds reinforces the hero game analogy in my mind. It remains to be seen if your able to obtain any gear (occult artifacts, etc...) at all.
Don't misunderstand, I'm not knocking the game, just saying that I feel like I've been burned by Funcom before, and this seems to follow their typical pattern. To me, a lot of what I'm hearing about the "deck" system is a disappointment and makes the game seem a lot more limiting and stereotypical than what I thought it was going to be. I suppose there are realities to game design that have to be worked within and Funcom hadn't come up with a way to do the polymath thing without making every polymath identical or the game playable with characters set up that way like it seemed (to me) that they did.
Money permitting I'll probably try it, I'm on their news list, but I'm not going to get excited ahead of time. I fully expect when Secret World comes out to be let down again, and stick with ToR and the handfull of FTP games I've invested in/tinker with. I think it will be a while before another single game lights the fire that WoW did in me for a similar amount of time... as much as I miss that, it can't be forced.
At any rate three times is a charm, maybe Funcom will surprise me (shrugs).