Today marks City of Heroes‘ first aniversary so I figure this is a good time to sing its praises.
Like many CoH players, I’ve never played a MMO (Massively Multiplayer Online) game before. The monthly fee was a pretty big hurdle for me. However, those City of Heroes ads I’d frequently see stirred that bit of intuition that I get when I see something good (I trust that feeling, it brought me to pick up Electric Girl among other very cool comics) and I quickly started hearing good things about the game. I heard good things about Freedom Force, too, but I didn’t like the interface when I played the demo version and the Kirby style art was a big turn-off for me. Still, I was pretty cautious about CoH’s monthy fee, and ordered my copy of the game with a 2-month subscription card so I could start playing without giving them my credit card number. It’s been almost a year since then and I haven’t stuck with a game this long since The Sims.
City of Heroes looks like a first person shooter, but the lack of aiming and the use of tactics bring it into a different class of game. (Perhaps that’s my lack of gaming expertise speaking.) The game design amazes me for its depth and complexity… as well as its simplicity. The game’s five archetypes are similar to RPG character classes — they offer five roles for a hero to make use of
in crimefighting efforts (for example the blaster does high damage from
a distance, but can’t take a hit well, while a tanker can take a
beating at the sacrifice of damage). The path of each archetype isn’t strictly defined, however. Within each archetype there are different powersets that emphasise play out each archetype differently and the game’s character customization system, enhancements, allows for even more unique twists.
The roles of the archetypes can become really interesting, justifying the online aspect. When you form teams with other players, that’s when you run into some challenging dynamics. Unlike other MMO games where (from what I understand) you have to spend time trying to form that one ideal team, any mix of characters can make a good team if the players understand how their archetypes can synergize. Smart tactics can make unusual team formations more successful than a cookie cutter "ideal" team, an aspect of the game that heavily increases its replayability.
Another great aspect of the game’s design lies in how characters progress. When new powers are gained, they’re usually not more powerful versions of what you already have, but abilities that add more depth to the character’s arsenal. Starting powers often remain relevant throughout the game and in some cases they become more useful later in the game, when they can compliment later powers. It nicely resembles the way heroes learn new applications for their powers in the comics.
The game’s great design also shows up in the costume creation system, strong story and its intruiging villain groups. The game’s backstory is a well thought out one that doesn’t come off as a pastiche of other comic universes’ histories. The backstory nicely manages to pay homage to the genre’s history without turning into a game of spot the reference, similar to how the powersets recall character types but not particular charactrers. I feel similarly about the game’s villains, who get really interesting as the game progresses (the stories also get bigger as you level up).
The costume creator is often mentioned in reviews and it does stand out. As it’s often noted, you rarely see the character designs that look the same, except when done intentionally. Like much of the game, it uses a simple interface that allows for some very complex results.
The game has also soared in its development. Each new issues brings a plenty of new content to explore as well as improved interfaces and gameplay. The development team has shown themselves to be pretty attentive to player’s comments, which has helped make the game work better as it goes along. It was pretty breathtaking to look back at all of the changes made to the game in each new "issue" and how many of those "quality of life" changes I’ve incorporated into my game play.
Probably the game’s most winning accomplishment is how it’s avoided many of the pitfalls that are often said about MMOs. Parts of the game can be played solo, so there no need to login and wait to play. There is little "loot" to be found in the game, eliminating an avenue where bad behavior becomes tempting. Most importantly, the initial game started without player vs player play, eliminating another area that has made "greifing" a temptation in other MMOs. PVP will be introduced to the game soon and the development team seems to be treading carefully to make sure that abusive gameplay continues not to happen.
When it debuted a year ago, City of Heroes had plenty to offer to differentiate it from its MMO competition. It had a unique genre that had rarely been managed in computer RPGs, it did not require the kind of time commitments that happened with most MMOs and was, generally, more welcoming to players new to MMO gaming. Since its debut it’s also offered very responsive customer support, continuous development and
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