| Pros |
| Cons |
When Champions Online first came out, it strove to be the premier action-RPG superhero MMO. Like many MMORPGs that have come out during the last few years, Champions Online was met with a difficult launch and a rough first few months. Since that time, Cryptic Studios has worked hard to improve the game and add more content, making significant improvements in many areas. The biggest change, which popped out immediately upon login, was that the game has switched to a free-to-play system, with perks being given to premium subscribers. The difference isn’t major if you take out cosmetic perks; free-to-play subscribers are able to play the whole game, aside from the adventure packs, which are purchasable.
Champions Online keeps with its theme of being an action based RPG, which places the player instantly in a role where they feel they make a difference as a super powered hero. From first login, the player gets a sense that they’re something special in the world, and that’s without even leaving the character creation screen. But is this true if everyone is special in that world?
Gameplay: 8/10
From what started as an already robust character creation system, changes and improvements have been made to make it even better. Back when Champions Online first came out, making a character, in terms of gameplay, was very hit or miss. The “class” system allowed players to do pretty much whatever they wanted, which led to a few very overpowered builds and a lot of broken ones. Upon switching to a F2P system, Cryptic added a variety of pre-built classes at the creation screen, with a “freeform” build available to paying subscribers. The prebuilt classes are made up of the various power sets available, and have been organized into tank, healing and support, melee or ranged DPS, and a few mix and match classes being able to fill multiple roles. Since they’re already pre-built by Cryptic, balance issues among these classes are much less of an issue, at least in PVE (I’ll get to PVP later).
Moving from class selection to the costume maker, changes have been made here, as well. The C-Store costumes available for purchase have been streamlined into the costume creator, allowing the player to see all options available to them instead of just things they’ve already bought. Un-purchased costume items can be bought directly from the character creator, which is either convenient or an annoyance depending on how you view the C-Store in general.
Upon finishing my character and moving into the tutorial, I can see that not much has changed. Though the tutorial has been changed to be more user friendly in a learning sense, combat plays roughly the same, with fights starting and ending quickly, which is desirable for such an action focused game. Powers worked roughly the same as my last visit to Champions Online, though there had been some tweaks to make them more viable in combat.
I saw the most significant difference with melee power sets; power sets that were extremely hard to play at launch. With melee power sets you had to be close to your enemy in order to use your energy builder and gain the energy you needed to use powers. This, however, was often difficult as enemies would try and get out of melee range. The change now lets the energy builder give energy, even if you’re outside of melee range, allowing for powers to be used even if your target is fleeing.
Aesthetics: 7/10
The tutorial zone also really gives a feel for the game in terms of aesthetics. Since launch, nothing has really changed in terms of appearance or sound. Some menus have been redone to be more visually appealing and the UI has gone through some minor tweaks to make it easier to use. Other than that, the game still has a cartoon-y feel to it, giving a sense that the player is actually in a comic book rather than a the real world; I, personally, enjoy the comic book feel, but it comes down to a matter of preference.
Innovation: 7/10
Outside the tutorial, zone progression has been changed in order to allow for easier leveling. Players are now dropped into Millennium City instead of a crisis zone where they spend their first few levels outside the tutorial to gain a better understanding of their character. After milling around the city fighting various gangs, players are sent to the various crisis zones around level 15 where petty gangs are replaced by monsters and evil organizations. This type of progression continues in a tier-like fashion, with the player’s nemesis coming in at level 25, Monster Island, a large overland zone, at 27, Lemuria, a mass underwater zone, at 31, and Vibora Bay, a voodoo-esque city zone, at 34, and finally UNITY missions, which are epic dungeons, at 40. This makes sure that players always have something to do, which was an issue at launch with players frequently running out of level appropriate quests. The class-building system, the personal nemesis, and the combat system are all nice new takes on standards in the industry. But the rest of the game feels very much like Everquest in tights.
Polish: 7/10
With all the new quests, new progression, and a new zone all being added in such a short time, bugs popped up somewhat frequently and with great annoyance. Heavy lag, graphic glitches, and even server disconnects proved to be mildly irritating at best and made the game unplayable for hours at a time at worst. While Cryptic is working on these issues, it’s a slow-going process, and since they’re still trying to add more content, resources are spread thin to work out all the kinks that tend to arise in these types of games.
You didn't really touch much on the PvP unbalances, which are huge glaring mistakes that made me quit playing the game at launch. PvP, 2 years after release, is still completely broken in this player's opinion. There is no crowd control immunity whatsoever. You can be chain rooted, held, snared, knocked up, knocked back, all of it. Back to back, non stop. Like, from full life to dead without having any control of your character.
The PvP in the game is just all about getting 1-2 overpowered huge spike damage abilities, and spamming your crowd control on people so you can lock them down long enough to use your I-Win button. At this point, I've pretty much given up all hope for the PvP in Champions, which is disappointing because there are so many different sets and powers in the game that could lead to truely fun experiences in the PvP system, and yet it all boils down to who gets their CC off first wins.
That being said, I am enjoying my return to CO as well, and as a premium player, having the ability to mix and match powersets to my liking rather than being set in stone classes, enhances the game's fun and replayability. For those who don't kow, with the Freeform premium characters, you can visit the Powerhouse to test out ALL the powers of the game that you have access to, to really see how you like them. Also while in the Powerhouse, any respeccing of your powers is free of charge, to any changes you make while in the Powerhouse. And one new thing I've seen since coming back with this feature, is they added a Battle Station where you can choose to fight between 3 different enemy factions that all pertain to your level content, whether to fight them one level lower than you, equal, or one level higher, and last, you can choose to spawn them for a solo player, or all the way up to a team of 5. This is all so you can actually get a feel for how your current setup would fair out in the actual zones.
All this said, CO has been an enjoyable return for me so far, other than the PvP system being broken, in my opinion, beyond repair without some major overhauls that I don't see happening. But, for those just looking for the super hero feeling, Champions Online is definitely worth checking out.
Almost 2 years since launch, I can say the game had some tough times since STO, released barely 6 month after CO release, stole a lot of the post launch development for Champions, critical(imho) for the early success of a new game. Besides, Atari was not allowing to put much investment into the game so the dev team was without much resources.
Taking that into account, Cryptic has done a decent job keeping the game not only alive but also improving things over the last year. Hopefully with the new owner, we can see some more investment to new features.
If CO could get a user generated content tool like the foundry or CoX architech, the main issue of content would be much solved. Then they can work on endgame progression.
I agree, the PVP system is pretty messed up. The reason I didn't really touch on it is I felt that it hasn't really changed that much since launch; it was broken then and is broken now lol The only thing that I saw really change in PVP was the additional map. The set-in-stone power sets do make it a tad bit more balanced, but not really since freeforms can still grab a FTM built and own everyone :p
I agree CO would benefit massively from it's own Foundry, and not just for the content (which is reasonably plentiful now anyway).
As I understand it, Cryptic are currently working on a version of the Foundry for Neverwinter Nights and once they've got it working in that then they're planning on bringing to to CO too. I remember them saying something about a lot of under-the-hood stuff needing to be done with CO before the Foundry can be slotted in, but I'm not sure if they're doing that as part of the regular update patches or whether they'll do it once they've got NWN Foundry-ready.
Anyway, tl;dr - the Foundry is definitely coming to CO but it'll be a while yet.
I personaly like Champions. There is not much grinding because of the large number of quests, it is a good game both for social or solo playing, the graphics are good, special powers are fun, and overall it's a good game!
Hi folks,
Old-time CoX afficionado, went to CO beta, subbed for 6 months but only stayed for 2.
I would come back there if 2 things have been fixed:
1) At around level 12-15, I looked down some (Western type) zone and noted with regret that about 9 out of 11 quests I had were 'kill x of y' or 'find x of y'. Streethunting...not 'content' by any stretch of my imagination. I had *great* fun until I found out there were virtually no dungeons anymore, nothing to look forward to until the very-much-too-late-in-the-game Nemesis system (which I never got to see).
2) I have *never* made a more interesting-looking, fantastically beautiful and weird toon - not even in CoX. CO also allowed me to take a really interesting 'road' to evolving my avatar). But...and this is the big one...whenever I tried to hit things (also started around level 10) I noticed about 2 out of 3 opponent types kept on withdrawing; retreating. Now a melee type toon (with melee as umm...bleh I forget...the thing you have to do to gain 'power') needs to be in the vicinity of baddies to get their bar filled. At around level 10, even my support class friends (not to mention ranged) were out-damaging me at about 200-300%. I am *not* suggesting to nerf anything! I am saying as a melee toon, I could only keep on stepping ahead, while my opponents kept stepping back. One of the most frustrating game experiences ever in my 75+ MMORPG ;).
In short: if the 'non street hunting' content has increased, and the melee toon has a better chance of 'charging up', I would love to re-sub.
Any and all info appreciated.
Until then I'm in the (infinitely improved over beta times) DDO thing; having a ball with around 8 friends that I keep dragging along to new titles :)
Lucas
First, shouldn't the Monthly Fee be $15 since it is a Freemium game not just F2P. N/A makes it seem like there isn't a subscription and there is with Gold.
Second, what killed CO post FFA for me is that once I stop subscribing EVERYTHING that is "Free for Gold" is revoked. So, post subscription, all subscribers have been doing is exchanging their $15 for 400 CP each month. Since $6.25 gets you 500 CP, this means you'll ultimatelty have been giving around $10 for the delusion that you're getting it "Free for Gold". I'm a HUGELY practical person; so, I would prefer to exchange my $18.75 for 1500CP, and permanently buy the items I want rather than subscribe. This leads me to being a permanent Silver player, and I feel that archetypes are TOO restrictive giving us too little ability to choose our powers in a game that's all about designing your character. Plus, I feel that, all this time, they could've been making and selling new Powers, new Character Focuses, and new Innate Characteristics instead of wasting their time trying to entice players to subscribe to Gold with ATs. Finally, they've lost me in purchasing ANYTHING like Hideouts, Bank Slots, etc. as I have NO interest in spending MY money on a "cookie cutter", "dime-a-dozen" AT.
@Morpgeus:
I was also in CO beta, and didn't see much of what you saw. Streethunting was always an option, but never a necessity. I will say that the mission "stream" has improved significantly; at no time have I had to sit there wondering what to do or where to go next. In fact, at times, I've had to neglect missions & contacts because my mission queue was too damn full!
RE: What everyone (including the reviewer) seems to be saying about Melee ATs--umm, what? Every attack you make has a certain amount of Aggression (think "taunt") built into it. This is readily visible in the Tutorial. Some of the Qularr (bug-like aliens) can fly, and will shoot you from on high. Target them & activate your main "energy builder" power. If the enemy is out of range, your character will do a "hey-you-c'mere" emote, the enemy will respond appropriately--and hey presto, come over to you! Granted, I prefer ranged to melee, but every melee AT I've played, I haven't had a single issue with enemies refusing to enter melee range--or retreating, for that matter. That's right: Not one single retreat. So honestly...I have no idea what you're talking about. Also, one of the earliest powers you get as a Melee AT is one that allows you to leap a fair distance directly into melee combat with an enemy; if you leap from far enough, they're stunned for several seconds. I've used this power to "hop" from foe to foe, which is very kinetic & just feels like a lot of fun!
Oh, and Khaine007--the Battle Station inside the Powerhouse has been there since beta. Might've been called something else then, but it's always been there. And yes, it is one of the best things CO has as far as character building goes. Pick a power, then go try it out. Doesn't matter if you get your ass kicked, because defeat in the Battle Station doesn't cost anything. And if you decide you don't like that power, no sweat--just check in with one of the trainers again, and shazam--drop that power for free & pick a new one, rinse & repeat. Now, if you leave the Powerhouse, you'll lock in your selections--which means if you want to drop a power, it'll cost you (not real money, just IG currency), so pay attention.
CO has definitely become more RP friendly. The Nemesis system (which I only just recently got to start experiencing) is a tremendous outlet for creativity, allowing you to generate your own custom villain & select his/her minions. These minions will ambush you from time to time out in the world, as you're going around & doing your own thing; occasionally, one of these minions will drop a "clue"--zomg, your Nemesis is over here doing something, go get 'im! Much fun.
So yeah...CO has improved dramatically since I was last here shortly after launch. Sure, I'm only playing it until TOR launches, but even so--it costs nothing and is definitely worth your time.
this review is totally false. There's no issues with graphics AT ALL in this game or server problems. The games polished and then some. It seems like there is some funny business going on with Paragon studios working their lies into "critics" here to slam a game that is 1000x better than CoH. I'm putting this on twitter and my site saved as is so doesn't matter if you delete my post. I've archived a big file of lies paragon studios tells.
Champions is 100% fine and you can level to the end game without some lame incarnate trials. Level 6 or 11 powers are bigger and better in Champs then the incarnate powers you get at the end-game of CoH/V.
Overall a great review, very fair look at CO as it is today. I would however love to see reviewers quit listing Repetitive as a Con. ALL MMOs are repetitive and that is a simple fact. The basic mission structure all follows the same forumla and varients there of.
Is buggy, have the worst support ever, real crap, .... but yes, is fun, very fun. :-)) And have little improved since start.
Of course this IS false ... but game is fun. And maybe somebody having problem with terrible lag with graphics even with good computer will find usefull my finding: have discovered that lag is minimal if i set graphics to windowed desktop mode, zoomed to max so full screen experience is not ruined. Before in some areas game was unplayable ... now no problem.
[quote]Originally posted by MorpgeusIn short: if the 'non street hunting' content has increased, and the melee toon has a better chance of 'charging up', I would love to re-sub.Any and all info appreciated.Until then I'm in the (infinitely improved over beta times) DDO thing; having a ball with around 8 friends that I keep dragging along to new titles :)Lucas[/b][/quote]
There are still some street hunting missions but they are either small number and easily blasted through except some big kill 150 ones - if you just pick up the mission and clear all the other ones in the area you're usually only 10 off finishing that one anyway.
You can skip about 40% of the missions and still hit cap before you run out of story missions. One friend consistently ignores two whole zones with any problems.
I am going to go check out this game now. I will probably sub since I seldom do the f2p thing .I hate restrictions besides I can easily pay for two games monthly so this and DDO and I am subbed to DDO too will be my game till SWTOR.
Hey folks,
Thanks for the info!
So far I conclude:
1) melee issue has been fixed
2) there is more content
Now I have a question left:
How are things with guilds? I recall distinctly trying to make a guild (and needing something like 6 or 8 peeps to do so - prediculous :p), and then also *reading* (never got to test it since a guild starts small usually; I never will understand what moved them to make it impossible to start a guild with a small group) that a guild/supergroup really did not have any bonusesusus.
So...I am curious about the 'state of the supergroup' and the existence of guild halls, or bases, or whatever they are named (if they exist - I think I read something to that effect?).
Mostly, despite the fact I think they still do not have housing, I am now sufficiently interested again to sub, if there is such a thing as a *functtonal* SG base (teleporters; crafting; whatevuh).
It's the last hurdle for me. My friends want to have something to build together. Is it there?
Again, my thanks in advance,
Lucas
I didn't join a supergroup personally, so I can't really comment on how they function. I found that i ran into the same toons quite frequently in game, so I still got a guild-esque feel from interacting with the same people, even if just by coincidence, over and over.
Since you're looking into building something with your friends, though, like Ashen_x said it doesn't take too many people to start a SG, so you could build whatever they can do if you could get a few friends in with you.
I never said it was a bad game, in fact I had a lot of fun with it. Perhaps they were computer issues with the client crashing or internet issues with disconnects, but the character getting stuck during certain animations leaves me to believe that there are some glitches in the game.
I don't know how you guys do it being a reviewer on this site is absoultely brutal. I can't disagree with the review as it is pretty spot on about the games experience.
Unfortunately I find the writing and overall feel of the game world to be a total turn off like most of what Cryptic does and wasn't too enthused about the general look or feel of the game.
For a free to play game though how can we really complain anymore?
I have been a lurker here for a long time. I've been playing different MMO's recently trying to see the pro's and con's of them all. Rift had by far been my favorite thus far, and then I tried Champions Online durning the Hot Fix Trion had last week. I fell in love. I haven't felt this much fun and awe towards a game since my first MMO many years ago. I've taken it from reading the comments on this site, many wish they could have that feeling back. Champions Online has given me that feeling back. This game might not be for everyone, but I love it. The PvE is fun, the storylines& RP possibilites are fun, the costumes are fun, Club Caprice is fun, you can FLY, you have amazing powers, PvP is a blast and original imho. Zombies Apocolypse anyone?There is a built in music player to control winamp. It's Free. I'm currently a silver member and have played 71 hours of the game and I'm at Level 17. I haven't had to pay a dime yet (though I did buy two flight powers because I love being able to customize my looks). Today I'll become a gold member, and plan on staying for a long time. I can't see ever getting bored or grinding in this game (so far). I really hope it continues to be this much fun. Here's a link to a video of my character's progression of Power and Costumes. The amount of customization allowed and the graphics are amazing to me. Give it a try. Ignore the negative crap. Four Thumbs Up!! http://youtu.be/4PQOFD_UzqY