A decent game, with some strange user interface design choices and what
feels like a very repetitive gameplay experience.
My younger
brother has been playing City of Heroes since it was in beta testing, I
believe. He has spent countless hours building up his superheroes and
battling evildoers in Paragon City. When NCSoft offered existing players
the opportunity to have their friends try the game for two weeks at no
charge, he sent me the information to check it out.
Over last
weekend, I spent probably 12 hours or more playing CoH. I think I have a
pretty good feel for the game now, at least enough to provide my
impressions of it based on a couple of solid days' worth of playing.
There is a lot I can say that's good about the game.
The graphics are impressive for a MMORPG. They're certainly better than
my favorite MMORPG, Ultima Online. But it takes a bit more than graphics
to hold my interest. The sounds, too, are good and not overdone. There
is not a constant music track, but there are musical queues at
"generally appropriate" points (though sometimes those cues
flared up on me and I had no idea why - I wasn't in combat or about to
engage in any). The controls are responsive and I didn't notice any
network lag to speak of. It's a fairly easy game to just sit down and
start with.
But there were quite a few things I didn't
like about the game. For instance, you don't use the mouse to turn the
character left/right like you would in a typical first-person shooter.
You use the keyboard. There are in fact 9 movement keys arranged under
your left-hand (QWE, ASD, etc.). What does the right hand do? Not much,
in the default configuration. Firing your powers/weapons is not done
with keys on the right hand, but with 1, 2, 3, etc. That means you have
to take your hand off the movement keys to fire. This is especially
frustrating when you are fighting an enemy that backs away from you or
runs off. You can mitigate this somewhat by "queing up" a
power to use while running at the enemy, but that's not ideal. While you
can indeed re-map the keys used to control the character, in my
experience the response to the re-mapped keys is markedly slower than
the default control keys. I wound up living with this delayed response
because it was more useful to me than having to stop moving to attack.
Another thing I didn't particularly like was some of
the inconsistency in the game's interface for other things. For example,
moving from one area of the city to another (in some cases) involves
only walking through a doorway or opening. In other cases, which look
more or less the same, you have to click on something or someone to get
through. In the case of the mass-transit system, the doors open but you
can't walk into the train. Instead, you have to click on the train,
select your destination from a list, and wait. I found myself often
asking people how to get from where I was to where I needed to be. It
wasn't easy to sort out on my own.
While the designers
keep a fledgling superhero out of areas where death is a practical
certainty, I did find myself on a couple of occasions as a level 8
player in an area where groups of level 16+ enemies were congregating.
It might have been nice getting a warning going in to the effect that
"Hey, you do know the average mob on the other side of this doorway
is a level 18?" I didn't find this out until I was pretty far into
the map, far enough that I decided to go on, only to find that the next
area was level 22+...