It was
near the end of last year City of Heroes closed its doors. So I’d like
to take a bit of time to look at the game which held my attention for
around 6 years. For those who didn’t know, City of Heroes was a
Massively Multiplayer Online Role Play Game, or MMORPG based around
Super-Heroes. Initially the game only supported Heroes but eventually
expanded to include Villains. Create a character and go off to
fight/commit crime.
Off the bat I will say that Villainy wasn’t
all that great, however it did inadvertently give a very good reason why
the myriad of baddies never sweep over the heroes, quite frankly a good
chunk of your missions are in-fighting with other villainous factions.
Saying that while more raids on Paragon city would have been nice in
general the Villain faction was at least as well realised as the Hero.
One
of the ways City of Heroes stayed fresh was by constantly changing,
while City of Villains and the later Going Rogue were bought expansions
(Admittedly both were eventually merged in to the main game) subscribers
could still enjoy regular “Issues” which would add in game content,
from the minor, such as Power Spectrum which allowed players to change
the colouring on the effects of some powers, to others that opened up
whole new mission areas and game play systems like crafting. This was
usually enough to bring people who had let accounts lapse back into the
game if nothing else to check out new content.
One of the
biggest shakeups was when the game went free to play under the banner of
City of Heroes: Freedom. Arguably, one of the better executed free to
play systems. While most content was available on micropayment, and
features like new costumes and power sets were now bought add-ons, a VIP
member (One still paying a sub) got a monthly amount of in-game money
which covered most new additions, plus free VIP exclusive costumes
through veteran rewards. VIPs also got automatic access to the Going
Rogue expansion.
Going Rogue was very interesting, taking place
in Pretoria, what should be the “Evil” mirror universe of City of
Heroes. While undoubtedly the main heroes in Pretoria are definitely
more villainous, the choices you are given are much more morally
ambiguous. While your faction choices of Loyalist and Resistance sound
pretty straight forward the game included a “Power or Responsibility”
arc, basically you could be a Loyalist without being evil, instead you
try to keep order and help people but from within the confines of a
potentially corrupt system. Similarly a Rebel may be more like a rabid
terrorist than a noble freedom fighter, not caring too much about
civilian casualties. These shades were well realised and made for
interesting game play.
Similarly the alignment system released
with Going Rogue allowed your Hero to act more like a Vigilante or
villain less villainously and all this made the basic grind-emup game
play more textured. There were also attempts to make missions more
varied and interesting than merely kill all mooks, press a button etc.
For
me, while City of Heroes was definitely a grind at times the setting
and feel of the game usually made up for this, plus with my altitis
there were always new characters to create and new parts of the game to
explore and when all else failed, new costumes to create. In fact
arguably the strongest part of the game was costume creation. A part
that was further enhanced in freedom which took away the faction binding
to classes. While most classes were similar, there were subtle and
often not so subtle differences, for example a Scrapper and Stalker do
the same job in a group but are pretty different beasts. To be able to
create a heroic mastermind was a real bonus.
While Star Trek
Online has now filled the CoH hole in my free time I do miss roaming the
streets of Paragon City fighting the various forces of evil, it was my
first MMO, and while even playing STO has highlighted the flaws in COH I
still have a soft spot for the game play and plotting that kept my
attention all this time.
:squee:
16 years ago