Friday, August 28, 2015

City of Heroes: Still Missing It

In just a few days from now, it would be the 3-year anniversary for the announcement for 'City of Heroes's closure as an MMORPG. This was very surprising, considering that the game had managed to stay afloat even during 'World of Warcraft''s dominance thanks to a dedicated fanbase. It was a difficult blow to handle, especially for myself. It was one of the first MMOs I've ever played, if not the first. Seeing it close down like it did without much care by its publishers (NCSoft, not Paragon Studios) looked like a slap in the face for its consumers.

But I'm not here to talk about shifty business practices. I want to talk about 'City of Heroes' and the kind of impact it left on the MMO community.

Yep, definitely a big fanbase.

The one word that can sum up a game like 'City of Heroes' is customization.

Seriously, there was a lot one person can do when it comes to creating their own character and even stories. Right from the get go, you can determine the kind of powers you'd want your character to have, deciding on an archetype for a certain playstyle. You wanted to blast people from long range? Go 'Blaster'. Okay, but how about that and with some more buffing and debuffing? 'Corruptor' it is. Like having minions? Go 'Mastermind'. Stealthy? The 'Stalker' archetype then. Course, this was after the 'City of Villains' expansion, but my point still stands. Aside from the usual sets, you can pick from 'Epic Archetypes' for a more select powerset, like heroic alien 'Peacebringers' and 'Warshades' or even former 'Soldiers of Arachnos'. 

With an archetype selected comes the origins (which sort of phased out of importance outside of upgrades and some missions) and the powers. Each of the basic archetypes have powers in their primary and secondary sets. Primary are your main powers that make up your character, while secondary powers compliment them. For example: 'Blasters' get long range power sets like 'Energy Blast' or 'Assault Rifle' for their primary, while they can also pick powers like 'Energy Manipulation' or 'Devices' to provide close range or buffs in combat. 'Stalkers' get close range powers like 'Martial Arts' or 'Spines' for close range stealth kills, with 'Super Reflexes' or 'Willpower' helping them stay alive while out hunting. 

While some powers may cross over into the basic archetypes, they usually offer the same kind of abilities as expected from their type (i.e. 'Fire Blasts' and 'Fire Melee' deal fire damage as expected). 

Then comes the costume editor...

Trust me, this pic undersells it.

There is a lot you can do in given your character its own identity. Options range from normal clothing to street hero attire, warriors from different eras and cultures, robots and cybternetics, mystic cloaks, variety of different capes and colors and even auras that surround your character. There is a lot of potential for you character to become. Ingame, you can unlock more costume slots for your character to wear, allowing them to change looks in between missions. You can go from an average joe into an unbearable monster with a simple click. Even your powers can look different from others as well. Whether it be changing colors or changing models (like those who wield the 'Katana' powerset can have different looking blades).

Again, pic cannot do it justice.

The creative depth is staggering, with the chance of your character looking like someone else mostly coming down to 'trying to look like pop culture icons like Superman and Spider-Man'. You really got to try hard in order to look like someone else intentionally.

Also to note, as you gain more levels, not only do you unlock more of your powers, but also other, supplementary powers like 'Flight', 'Teleportation' and 'Leaping', which not only provide new combat abilities, but also allow for faster travel through a city and landscape.

The gameplay is a bit standard for MMOs at the time, relying on cooldowns and repeatedly clicking powers to use them (much like spells and abilities in World of Warcraft). At times, you get 'Inspirations', which allow you to increase your power temporarily, recover health and even come back after being killed on the spot. 

The enemies differ depending on your character (hero or villain) and location, but its pretty cool to see how they change as you level up. You start out with low gangs like the Hellions and Skulls. Before long, you're taking on the cybernetic Freakshow and mystical Carnival of Shadows. Some enemies stick with you through the long run, like the Circle of Thorns magic group and the calculating Council forces. What's the saying? 'The more things change, the more they stay the same"?

It certainly changed as they added in new features, such as the expansion 'Going Rogue', which can allow heroes and villains to switch alignments through select missions. New powers, missions and enemies were added in over time, but the biggest addition to the game was the creation of 'Mission Architect'.

Simply put, the players are able to make their own missions and storylines to share with others in the game. They're given maps, enemy groups, and even the chance to make their own characters within the same story. It was the kind of customization that hadn't been done in any MMO before and since (as far as I know). It also helped to gain XP through created missions rather than just the normal ones.

Still,you might miss out on some fun content going through that way.

To me, 'City of Heroes' gave me a lot more choice in how I wanted to go about an MMO, more so than most other games in the genre like 'Champions Online' and 'DC Universe Online'. They certainly had their fanbase as well, which no doubt grew after the shut down of the City. With news of a new IP 'City of Titans', we might see the return of 'City of Heroes' in some manner.

Here's hoping it is pulled off.

Friday, August 21, 2015

The Secret World: Combining Urban Fantasy with Horror in the Best of Ways


I'm starting things off a bit differently with this post, because something like this deserves a different kind of introduction. My experience with MMORPGs can be summed up by ten different games, in no particular order:


  1. World of Warcraft
  2. City of Heroes/City of Villains
  3. Champions Online
  4. Dungeon Fighters Online
  5. Final Fantasy 14
  6. TERA
  7. Wildstar
  8. Guild Wars 2
  9. Star Wars: The Old Republic
  10. The Secret World
Out of just this list, I can say without a doubt, that 'The Secret World' stands out as one of the most unique MMORPGs that I've every played. The story, characters, even the setting stand out in a way unlike any MMO before or after it.

You know why? Its the real world. Funcom had the idea to develop their setting like our Earth, at least in so far as a certain couple of levels. It all seems so recognizable, doesn't it? Even if you haven't been to places the game sends you, like London, Korea or Egypt, you certainly have a good idea of what it could be and what it is. 

I'm getting a bit off track. Lets try and start this from the beginning...somewhat.

You play as a character who has been given special abilities by 'The Bees', a mysterious race , that allow you to respawn  and use abilities through the source 'Anima'. From there, you can use a select set of weapons to channel that power, like a hammer, gun (they don't use normal bullets, just the Anima') and even items that allow you to use 'magic' like elementalism. You can actually use all of them, though each on has abilities that help heal others, defending against attacks or just plain supporting the group. Its up to you to decide which path you want to take first, though you can master them all in due time.

Pretty soon, you end up getting shang-highed by one of the secret societies that work in the shadows of the game. There are three to choose from at the start: The Illuminati based in New York, The Templars in London, and the Dragon in Seoul, Korea. Each one has a distinct image, attire, method and color to their organization.
You can figure out which is which.


  • The Illuminati: For them, power is everything. They broker and barter with deals on this plane of existence and multiple others. They treat their organization like a business: aim high and shoot for higher. Any failure would meet with unfortunate responses. They aren't afraid of doing dirty jobs so long as they get to come out ahead. In fact, it is very much their preferred method. They won't mind sending someone like you out into the field to gather information, but there is a reason they prefer to remain a 'secret society'.
  • The Templars: Don't get them confused for the religious faction that was centuries ago. Their main bond is through tradition, not religion. Still, don't mistaken them for the true 'good guys' here. In the past, they were willing to burn down an entire village if it meant going after one demon and that attitude hasn't change so much as been modernized. They fully believe to protect the world from things that go bump in the night. Humanity first seems to be their primary goal, after all.
  • The Dragon: This is the only society out of the trio that is truly mysterious. They prefer to employ chaos and manipulate events to their own advantage. They do not seek to control the world, only change it to their ways. Predictive models based on 'random data' help them decide on which paths to take and which paths to prevent occurring. It is not a perfect system, but that is why they employ agents like you onto the field. It is a very strange group to be a part of, as you truly do not know your entire role in it all.
That is a big thing about this game. You aren't exactly a 'good guy'. You are simply doing a job that fits your new capabilities. Comes with free travel via the 'Hollow Earth' Agartha, which can transport you to anywhere in the world. A good health plan where you can be brought back through the Anima and the Bees. Safety, however, cannot be guaranteed.

There are only a few locations you can travel to, but they aren't certainly the safest places to be...

...like Solomon Island in northeast america, where a strange rolled in and starting bring the dead to life...

...Egypt, which has become a hotbed of occult activity that is trying to bring about the end of the world...

...and Transylvania, where a war is being waged between all sorts of monsters, like vampires and werewolves, all in the name of survival...

...it doesn't seem like a lot of places to go, but the areas are far larger than you would've expected. 

The dangers, however...

There is a tagline to this game; 'Everything is true'. In a way, that is both right and wrong. Everything is true but few of them are accurate. The monsters you face are much like you expect from the stories, but somehow far worse than you can imagine...

...undead warriors from the era of Vikings...
...interdimensional locusts...
...bogeymen that haunt the living world and nightmares...
...creatures born of those that eat the flesh of man, the wendigo...
...your vampires and werewolves without the glitz and glamour...
...the Old Ones...

I'm pretty much scratching the surface of what lies in 'The Secret World' when it comes to its monsters and menaces. It isn't for the feint of heart to travel to them undefended. You might encounter those that have survived them, but thrived? Unless they've had the prior experience for it, I doubt they are actually 'thriving'. Then again, I'm only referencing the monsters that could exist in folk lore and pop culture.

Humanity can be monsters as well, should they try hard enough.

The three secret societies I've mentioned before aren't the only ones trying to grab power. There are some out there who make this trio look like the healthier option by a mile. 

There are the Phoenicians, who are more along the lines of smugglers and thieves for their interest in collecting information and powerful artifacts. However, they are willing to perform any deeds to get what they want, making the reputation even more horrid compared to the other societies like the Dragon and Illuminati.

The Morninglight, despite coming across like a 'New Age hippie movement', have more sinister machinations as you journey deeper into the game. Do not be fooled by much of their kindness and gratitude; many of their members are more interested in assembling power for a darker master than you'd first believe. Just be sure to figure out who is sooner than later.

Finally, there is the Orochi Group. You can already imagine them as the 'big evil corporation' just by the name and placement. Good, you're picking up quick. You might find safety with a few who haven't be driven mad working for the place, but they are quite spread out across the world. Those that do find you often have a bigger plan in store for their leaders, something that the other societies take note and are afraid of.

So, come join 'The Secret World' if you dare. It is buy to play, so you don't have to worry about subscriptions. You can still buy some fun goodies on the side should you prefer that instead.

The door is open now.

Would you like to step through?

Until next time...

Friday, August 14, 2015

Heroes of the Storm: The 'Hero Brawler'

It is starting to become a thing for this month, right? I guess last post had me thinking more about MMOs than I usually do and I decided to jump into it more with my experience on the matter. This time, I'll be focusing on a MOBA game (multiplayer online battle arena).More specifically, as said in the title, 'Heroes of the Storm'.

Yep, it gets that crazy.

'Heroes of the Storm' is a Blizzard-made MOBA (or Hero Brawler, as some people like to say) that cross promotes and plays with characters from across Blizzard's library. This includes Warcraft (fantasy adventure), Starcraft (sci-fi strategy), Diablo (dark fantasy adventure) and a variety of Classic Blizzard games (which, as of this posting, only includes the Lost Vikings). It recently launched in June of 2015, having gone through several months of beta testing. 

At the start, you can choose from a selection of heroes (despite some clearly being villains) from a simplified set of classes: Assassins for lots of damage, Warriors that can take that damage with dying as much, Supports that help benefit the team, and Specialists that help taking objectives. Once you select a hero, you can jump into a game through the matchmaking system and be put into a team with other players. Nobody can have the same hero on the same team, so don't worry about an entire team deciding to play as one hero. Once two teams have been selected, they are dropped into a random map where the goal is to destroy the opposing team's nexus point to claim victory. Certain objectives on each map, like mercenaries and watchtowers, can be captured to help gain an edge. Each battleground also has a certain, unique objective that can also help, but often requires the whole team to even complete. After a game, you gain experience (for both your profile and chosen hero) and some ingame currency to buy new heroes and the like based on your performance and standings. 

Seems pretty straight forward now, doesn't it? Well, nothing is without faults and I could point some out without too much difficulty. Especially considering all the time I've played the game. I'll start with what it does wrong before going into what its doing right.

The Bad

Matchmaking in any kind of MOBA and/or Hero Brawler is always going to be flawed. It is hard to accurately gauge a fair balance despite so many trying to do so. It is a human element that can't exactly be fixed in a computer. With 'Heroes of the Storm', that flaw seems to be amplified. Thanks to being randomly placed in a set team, often times you'll end up with an imbalanced force. You might end up with too many Warriors, too few Assassins, or nothing but Supports and Specialists. Unless you call your friends and allies to form your own teams, chances are you'll get a team that seems unfair regardless of winning or losing.

On the top of heroes, despite being organized into simpler groupings, it is pretty clear that all don't play like their class description says. For example, there are mages in the 'Assassins' grouping, a paladin playing 'Support' that could easily go 'Warrior', as with another 'Assassin' and there is also a 'Warrior' who plays more like an 'Assassin' despite what they are grouped in. Really, it throws the newer players off moreso than the experienced, but it does come off as an annoyance.

Speaking of annoyances...

The bug in the room, as it were.

For those unfamiliar with 'Starcraft', Abathur is a space bug from the Zerg alien raise that functions like a doctor/blacksmith that upgrades the Swarm with DNA sequences and augmentations. In HOTS (Heroes of the Storm), he is a specialist who spends most of his time sitting in base that helps their own team without too much fear of being killed. Even compared to other games like 'League of Legends' and 'Smite', he is a unique character in gameplay that has caused more frustrations for both teams whenever brought into a game. Really should've let this hero on the cutting room floor before releasing him. 

Whoo, glad to get that out of my system. Now, lets move onto the positives.

The Good

The different battlegrounds is probably one of my favorite functions of the game. While each one has the same set up with matching lanes, towers, forts and minions, the theming and helpful objectives in each place help make each match intense in its own way. For example, in the 'Cursed Hollow' map, your team needs to collect three raven tributes to curse the opposing team why weakening their structures and minions. In 'Blackheart's Bay', your team needs to collect doubloons to donate to Captain Blackheart himself, so that he can bombard the enemy's defenses with his cannons. The latest battleground, 'Battlefield for Eternity', requires heroes to fight an immortal of the opposing team while defending their own, as having an immortal still standing helps push a lane. Really, each battleground has an objective that shouldn't be underestimated and ignored. It really helps in making the game go faster too.

With battlefields like this, it certainly doesn't get boring.

Actually, the speed on completing each match is a big plus too. Part of the development of the game was to make matches not last too long, with the most go for about 20 to 30 minutes at max. That way, you'd be able to finish up multiple matches in a day without feeling too tired or can quickly squeeze a match in before needing to head off somewhere. The goal of making this game seems to be simplifying things.

Speaking of that, their heroes are simplified but also radically different. Teams of character gain experience and levels at the same time, but instead of just upgrading a single ability each level, the focus is instead upgrading or acquiring abilities to use in a match. Some of these abilities are specific to certain characters, like 'Promote', which can buff an ally minion, is usually set to Specialists. This makes the heroes easier to play with and build, sometimes switching up a bit when a character is capable of being more than just their given role.

Final Verdict

At the very least, 'Heroes of the Storm' shows how the MOBA/Hero Brawler genre isn't going away anytime soon. The main thing to do is to make sure to stand apart from the competition and HOTS has done a good job of that. If you are looking for a faster take on the genre with Blizzard characters with simpler build and unique battlegrounds, I certainly suggest giving the game a look-see.

Until next time...

Friday, August 7, 2015

Things I Enjoy in...MMOs

I think the start of a new series to help get me typing again would be 'Things I Enjoy', which will focus a lot on on different subjects that I've taken a liking to. While some of the topics to pop up might deal in a area too wide to fully talk about, it will just be a couple of bullet points.

With that said, the focus of this post will be on MMOs, or Massively Multiplayer Online, games. Of course they are still around, and are still going, especially with many starting to drop the 'pay to play' subscription that was required each month. I've already played my fair share of them over the years and with more on the way, I think the time is right to bring up some tags that helped me get hooked in.
The fact that at least one of the MMOs in this pic is not available anymore should not divert you. Just make you scratch your head in figuring out which one it is.

There is certainly a lot to talk about just there, but I can narrow down to a set of ideas that grabbed my attention whenever I try to boot up a MMO myself. So, lets start at the beginning with...

The Player Character

This is the obvious one. They are, after all, you. What I mean in this is how the player character is supposed to fit in the gameworld. You can't exactly be a knight wielding a sword and shield in a space western setting unless you start tweaking things. It has got to be a character that makes sense to you and can fit into the game without much difficulty. Part of that is creating the character from classes to races to even powers.

For example, the now-defunct 'City of Heroes' series allowed you to create your superpowered character through an intense customization layout. You choose your origin, your powers and your costume. The variety alone there allows you to create different heroes and villains to fit your playstyle. If you wanted to create a superhero with blinding colors that can wield fire, go ahead. How about a villain covered in spikes that can control the earth? Done.

Or you can be lazy and try to copy an existing character. It has happened before.

Despite the crazy creative options, it makes sense for the game. After all, the crazy and absurd tend to run parallel to superhero stories, so it all starts to make sense (somehow). You are a character with abilities far beyond that of normal people, so you do have the chance to wear gaudy colors clashing with one another without worry (at least in the gameworld). When you start busting our your powers, you certainly feel like it.

How about a game which limits the customization to a degree? In 'World of Warcraft', you can only select from races in either the Alliance or Horde factions, and then just the limited classes in each race. Still, you are able to change some looks around (in one form and another), plus decide on the playstyle of your character. If you decide to go warrior, you can play as a Protective tank (with board and sword), a mad Berzerker (duel wielding) or take up Arms with a two-handed weapon. Again, you are still given a choice as to how you'd like to play.
Except for how clothing fits you. You don't get that choice.

Really, it helps to find a character that helps make you...you. Which works into my next point.

Connecting the Story and You

There needs to be a purpose for your character to go about as they do. I don't just mean doing quests for the sake of achievements (in game, anyway. If that is your thing, don't let me stop you). I just mean that your character needs to have a role to play as they move from place to place, usually with an overarching storyline.

In 'Star Wars: The Old Republic', each class has a large storyline that connects over a set of acts that deal with your character working from the ground up to get in standing with your own faction. For example, by playing as a Jedi Knight, you get to progress from Padawan (new recruit) to full Jedi to even Jedi Master. In the same faction, you can play as a Trooper who rises in the ranks and command your own squad of soldiers.
Sith just get awesome lightning powers.

As your character progresses through the story of the gameworld, there should be a rise in recognition from non-player characters for their work. It shows that your character has grown and that all of the time put into them is paying off. 

In 'The Secret World', you start out as a character that joins a secret society in the modern world to fight and investigate locals for strange happenings. As you progress, you end up rising through the ranks and becoming someone of an importance to that society, even if you don't notice it at first. 

Also getting team uniforms helps

Really, your online character is an extension of yourself, so shouldn't you be treated with the same respect like they have been? At least in the game world. Speaking of...

The World Setting and Atmosphere

Game styles usually fall into the 'escapist variety'. Even if you set them in the modern world, the crazy stuff you end up doing in the game itself will show how crazy it actually is.

Like getting hijacked by pigeons

It also isn't a factor to just make the world pretty through graphics. It just has to make sense for the overall story. You can't exactly be a world filled with chocolate castles and flying cuttle fish that goes by the name "MMO Horror". Then again, that might just depend on personal tastes. 

The setting needs to match up with how the story is supposed to go. If you are in an area that is supposed to be depleted through continous warfare, making it all seem so clean and pristine doesn't cut it. Going back into 'The Secret World' the first real area you arrive in is an island in Northeastern America covered in a dark fog that causes the dead to rise and zombies to shamble out of the ocean. It is dark and dreary, with only a few holdouts of actual human life still defending themselves. Not to mention major features of the island like an abandoned amusement park and school for gifted youngsters.
No.

Close, but no.

Right at the moment you arrive, you know something is off. Especially not helped by the lore and stories you pick up on your travels. Really sets up the whole idea that the place was bad long before the fog rolled in. That is how you help set up the tone and atmosphere of a place. When it is supposed to be dark and dangerous, a little 'show' at the start helps set you in.

'World of Warcraft' also does this with a lot of its zones, usually setting up a specific story for each place. Sometimes it revolves around a certain faction or enemy group. Other times, the story involves a lot more than let on. Still doesn't stop making the place look a giant jigsaw with different pieces from different sets.
How quickly can it turn from arid savannah to forest to Mordor?

Eye-catchiness certainly helps, but there really needs to be a purpose behind it all.

Feeling like Combat

Finally getting into some gameplay, primarily combat. I like me a good video game fight as the next guy, but MMOs take on is has been less than stellar. A lot of it was just standing in one place and pressing some buttons. Effective, but doesn't really engage me that much. Effects certainly help, like people getting blasted away with an 'area of effect' ability or set on fire. There just needs to be more than just 'i set someone on fire, but they barely react to it even as it burns them'.

At best, it may feel like you are slow-cooking them.

Nowadays, the gameplay is starting to feel more dynamic. More often than not, you need to move more often to stay alive. Games like 'Wildstar' implement this kind of mechanic so that you don't feel bored in a fight. While some of your abilities are on cooldown, you can still hack away at them with your giant sword as a badass should.

It ain't gonna cut people by itself, ya know.

It may not interest a lot of other people, but I like to focus more on the combat of things than side dealies like item crafting. Just want to race around and go questing, is all.

Less of a Grind

This has been something MMOs have been notorious for. Taking so long to reach level to level, getting worse as you reach the cap to top it all off. Not to mention separate dealies like faction reputation, that require different methods to obtain. It is hard to avoid, unless developers figure out ways around it (and not just the easy 'pay money for quicker xp' way). 

A 'bonus week', where XP is doubled for everyone, is certainly a boon and can make things fly by a lot faster. Though it can be frustrating for those who want to play at the usual pace for the story or end up getting equipment underleveled by the next area. A few MMOs, like 'The Secret World', don't operate on the usual XP gain and manage to get through it by allowing for more points to be put into stats as the method of 'improving' a character.

It certainly helps in getting some new clothes.

Others go about by offering alternative mission types within the game, like 'space missions' in 'Wildstar'. In short, your character is sent off into space (no duh) to a different terrain with zero gravity, different enemies, and a more intense experience depending on the enemies you face.

The view certainly helps.

Really, I'm not the one who wants to feel the grind so much when leveling. It is, unfortunately, avoidable for many cases, but that shouldn't stop people form at least trying to change it around.

That's about it from me. Maybe once I get the hang of this again, I'll be doing more articles like this.

Monday, August 3, 2015

Restarting an Old Work

Something I've been meaning to do for awhile, but never put forth the effort.

Been so focused on finding a proper job that I forgot to continue this again. Unfortunate, really. So I want to change that.

What exactly would be the focus for my new posts? Hard to say, too much out there to talk about, just not enough time to get it all in. Will keep a focus on stuff that I enjoy so I don't get board with it, mostly video games, film and cartoons. Even then, it gets a bit chaotic on a single subject.

Should definitely be doing a couple of posts each week to keep things interesting. May not all be on the same subject, but the variety should help.

Speaking of, any suggestions for topic to do one way is always appreciate, as is comments.

Thanks for reading and hope you see you again soon.