Some of this stuff looks decent. Before anyone accuses me of being a shill, yes I am playing Coh/Cov again. I feel the need for superspeed once again, but imagine I will cancel in a month or so, when I realize there is still no endgame (just two raids), no itemization and no use for pvp.
So you can earn a BattleTech type robot/tank to control? Doesn't sound so bad if implemented right. We will be able to fight, and it will have an impact on zone geography and landmark? Again not bad. And there will be zones where you can go on a Hulk-like rampage and destroy cars and buildings? I have always thought that the ability to interact with the environment is something that should be in MMO's. If I want to smash a building, a bookshelf, or whatever, let me do it. Again, not bad. Too bad only the villains will get to do this.
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"My first stop after arriving at the Game Developer's Conference in San Jose was to drop by NCSoft for a preview of Issue 7: Destiny Manifest, the update for their game, City of Villains, the stand-alone, follow-up, to their superhero MMORPG, City of Heroes. Issue 7 is going to bring us a number of changes that add to the immersive aspect of the game, and address one of the biggest complaints that players had about this game, the fact that, up until now, the characters have been villains in name and story only, rather than in deed. Issue 7 also brings us a number of cosmetic and game play changes that aim to improve an already popular game. As an avid player of the game, I can't help but add my two cents about what I saw, so at the end of each section, I'll share my opinions, good and bad, of each feature.
advertisement One of the things that stood out most for me was the addition of "Mayhem Missions". This new mission-type will allow players to be truly villainous in action for the first time. Want to wreck those cars that are parked on the side of the road? You can. Want to see what really happens after you set those bombs in that building? You can. Want to teach those once-immune citizens that you are someone to be feared, not just another person to be ignored on the street? You can.
Mayhem missions will be incorporated into the quests that are generated randomly for players through the game's newspaper. Not only do these missions give players a chance to interact with their surroundings in a way that was impossible before, but they are also a new and unique challenge that must be overcome. First of all, the missions are timed. The original countdown is short, giving players very little time to complete the mission. Bonus time can be earned by completing side-quests that encourage players to make use of their new abilities, wrecking the environment, defeating the newly introduced Paragon City Police Department, and causing general havoc. These new missions add to the immersion factor and make it far more believable that your character is indeed the paragon of evil that the game's storyline would have you believe. Watching the character on the big screen, smash cars, phone booths, barrels and fire hydrants and then play with the pieces made it feel less to me like a second City of Heroes, and more like a real City of Villains.
Jon's Opinion: Flat out, I can't wait to try these things. For me, it's this kind of mission that finally sets City of Villains apart from its predecessor. I also think that any time that a game introduces a new type of mission, something that we haven't seen before, and puts it out for free, it's a plus. I should also mention that I like to smash things, it just feels good. The one down side to these newfound evil powers are that while you can attack and manipulate the citizens, you can't flat-out kill them. There are a thousand reasons why NCSoft could have made this decision, and I can understand that, but having them run away in fear just isn't the same.
Another highlight of the presentation was the new areas that players can explore. Most notable for me was Grandville, home to Lord Recluse. This new area is described by the developers as "a vertical zone". Basically, rather than simply spanning on and out like the other maps, this one, through the use of towers, goes up. "This way," said one of the developers, "as you work your way up through the ranks of Lord Recluse, you're actually physically going up." This new area was our first real look at the way that Issue 7 is put together visually, and the thought that was put into the planning of this. The area actually looks like a zone controlled and owned by a super villain. The developers clearly took the time to plan out the area in a way that is both visually appealing, with statuary and architecture dedicated to Lord Recluse, and from a game play point of view, easily navigable by players as well as being vertical. In order to help non-flying villains, elevators have been put in place which we are told will be work in throughout the game to give players easier access to certain high-up places that flyers have been accessing.
Jon's Opinion: I was impressed with the look of the new zone, and feel like they combine the elements of game play with the ongoing character story. This is something that I've been a bit concerned about with this game up until this point. The look, while impressive, just hasn't seemed to be all that it should have been. It's not that it wasn't nice. Something just didn't ring true for me in terms of an area populated by villains.
One of the selling features of City of Villains and City of Heroes has always been the ability to fight the super-powered players on the other side. Issue 7 will see another layer added to that. A battleground has been added that gives a real purpose to the fighting. Players on both sides will now be competing for waypoint pillboxes, the goal being for your side to possess six of the seven valued points. As one side or the other takes a waypoint, the visuals of the area will change to reflect the new owners. Let's take a statue of Atlas as an example. If the villains happen to take the pillbox near to the statue, the image will morph and show Lord Recluse holding the world on his shoulders. Flyers can also gain control of "heavies" that will follow them around, jugernaughts of destruction that you can fully control. The goal of this area and the new and exciting mini-game is to "keep players immersed in the game play". Rewards can be earned in these areas that players can carry outside of the zone and into their regular gaming.
To add another layer of interest to the game, the developers have introduced the addition of NPC re-enforcements. When one side gains an advantage, this will trigger the spawning of not just heroes, but the Freedom Phalanx itself, big tough superheroes that will battle against you for their side. This gives players a chance to kill those notable NPCs from the story. The developers tell us that once these guys appear, it will take between 8 and 12 players to take down just one of them. This feature works in reverse for the Heroes side, as major villains will appear.
Jon's Opinion: I'm a fan of real, competitive PvP. I like to have a reason though. I don't like to go out and randomly kill people. This feature gives me a reason to try out the game's PvP, and I honestly can't wait to take down my first Phalanx member.
There are lots of other things that stand out about Issue 7. Supergroups will be given new base features that will allow a level of customization and interactivity that we haven't seen from the game as of yet. New classes will become available, new costumes are coming, and they are also introducing something called "patron powers" that will allow players to choose a specific major villain and gain some of their unique powers. Also, as a treat for players who play both CoH and CoV, costumes will be fully interchangeable between the games as hero costumes and elements will appear on villains and vice-versa.
Issue 7 is an extremely in-depth updates to the game. It's no wonder that players are excited about the new challenges, and new abilities that their characters will gain. The developers, in my opinion, seem to be making the game, both inside and outside of instanced mission, more immersive for the villains that will play it.
Jon's Opinion: This battleground-type "mini-game" certainly has my interest"
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"We've been salivating over the Issue 7 free expansion due out in April / May for the City of Heroes / City of Villains series for weeks now. If you haven't, first check out this visual goodness:
"Destiny Manifest" Screenshots / Movie
"Grandville" Screenshots
"Base Features" Screenshots
NCSoft / Cryptic invited the press to check out Issue 7 live and in-person at GDC 2006, to which we said, "Hellz yea!" If you were under the impression this is just another kitchy free expansion, let me just say that I've seen retail expansions for major games that don't offer nearly as much. We've tacked the feature-packed "final" fact sheet onto the bottom of this sheet, but let me add my awestruck tenor to the fray.
City of Villains / City of Heroes has always been one of the few MMOs I could play in front of my non-gamer friends and get comments like "Whoa... that's a really cool costume! You can fly?" (instead of the more usual "how long do you spend playing this game each day?"). And speaking of costumes: Issue 7 adds more of that sweet bling, including a tuxedo costume that (I believe) you can unlock as a Hero. Not a Hero? Want a tuxedo? All Hero costumes can be shared by Villain characters and vice versa if you've purchased both games, a very cool "thank you" to those who've bought both games (a thank you on top of the original expression of Cryptic's gratitude and a marketing coup de grace: one subscription fee to play both games!).
The demo started with Grandville - a vertical zone (and we mean vertical zone - it's frikkin tall!) that houses Arachnos headquarters and some of Lord Recluse's failed experiments. As your villainous stature increases, you can (literally) climb the corporate ladder, moving up the vertical zone. To prevent players with flight / jump abilities from getting into areas they shouldn't be in, there's plenty of guards (including a few "beehives" that, when triggered, spawn sentry drones) that aren't shy about offering you a couple damage-laced reasons to leave. With Issue 7, you'll have the opportunity to choose one of the archvillains to be your patron - a one-time choice that can't be undone, so careful study is needed to determine which "patron powers" you want. These patrons also offer exclusive mission content, and if you have a well-organized level 50 supergroup handy, you can even become part of Lord Recluse's strike force- what the devs described as the repeatable, incredibly tough endgame which pits a slew of Villains against all the righteous fury of the Freedom Phalanx. The devs also pointed out a UI enhancement - tabs instead of long, scrolling dialogue boxes. But hold tight, we haven't gotten to the coolest stuff yet...
Recluse's Victory, or what the Heroes know as Atlas Park, is the first PvP zone for the series. Heroes and Villains will vie for 7 strongpoints, called "pillboxes" places around the map. Waypoints to these pillboxes are always one click away (no fullscreen map fiddle-faddling needed) and have 4 heavy turrets a piece, which must be destroyed before the pillbox can be captured (and don't forget that you'll have to deal with PvP aggression in the meantime!). And when the pillbox is captured... I hope you're sitting down for this.... a "temporal anchor" is placed, and the buildings around you dynamically re-skin to fit the faction's vision- reskin not just for you, but for everyone in the zone! In Villain areas, drabness, dead trees, proganda posters, and other signs of Recluse's influence is everywhere to be seen. Even the large Atlas statue turns to, you guessed it, Lord Recluse with arachnid legs wrapped tightly around the world. In Hero areas, it's goody two-shoes cheerful cleanliness, flora and fauna, and Justice League banners. When one side captures all the pillboxes, they get five minutes of victory time to try to gain 1,000 PvP points as everyone jockeys for postion. Doing so yields you temporal enhancements that you can take out of the instance, such as a robotic tank. But the real show stopped is this zone-wide dynamic reskinning. It's never been done before in any MMO, and it's at least as cool as it sounds.
Finally, one of my original, comparatively meager complaints against City of Villains was the lack of truly villainous content. All that changes with Mayhem Missions. Whereas you used to get a bank or casino heist mission after completing five newspaper (randomly generated) missions. These special missions will go into the regular rotation, and Mayhem Missions will take their place. Basically, you grab a team of villains, enter a special instance, and wreak as much havoc as you can within a given timeframe. Commit federal no-nos like destroying mailboxes, municipal no-nos like fire hydrant destruction, and those innocent civilians wandering around... heh. It ain't GTA, and you can't defeat them, but you can sure make them run scared. Discrete thresholds based on how much damage you do award bonus time. Just about everything is destructible, including buildings! Set them on fire through setting bombs in side missions, or (in another side mission) raid a local shop for the phat loot. Sneak past roving cameras (which, when activated, spawn waves of the newly formed local police force) and break into vaults and secure areas. The rewards and loot you earn are considerable for the minimal time investment (20-30 min, though features like this are still being fine-tunes), and you'll want friends to gang up for your raids so you'll be invited to their Mayhem Missions.
Also in the line of cool announcements: City of Villains will soon support the AGEIA physics acceleration in both its hardware and software forms, so expect to see a lot of gravity-aware effects coming soon. These enhancements will be available to every gamer meeting the current minimum specs, so don't go buy one of those sweet Dell XPS desktops on CoV's account!
The TenTonHammer final word: if all goes as planned, this is easily the coolest free expansion we've ever seen."