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Reader Comments (12)

Posted: Aug 25th 2010 1:42PM Snorii said

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Always did enjoy Alex Fienemann's work, it would always draw my attention to these articles. Best of luck.

Posted: Aug 25th 2010 1:51PM Nef said

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I wasn't going to get the expansion, or re-sub to CoH, anytime soon but gave in this past weekend. Really glad I did.

I can't tell how many alts I'm going to have just to go through the different morality choices and string them together in different ways but it's likely going to be a lot. Brings a great connection to the storyline.

The one thing that I really noticed, above all, was the population on the server (I'm on Freedom, so that may be part of it) -- it was well packed. Certainly it's because of the starting area, and everyone crowding in to try it, but it was really nice to see.

Lastly, thanks for the artwork. It always caught my attention.

Posted: Aug 25th 2010 1:53PM Calrissian said

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I played CoH for several months last year. I stalled out in the mid-30's and stopped playing. I was bored of the same instance maps, hadn't found the storyline that engaging, and thought the quests were just really disconnected from each other (get the quest in one zone to head to another zone, then on to another). Still, I saw the potential and easily could see how people had grown so dedicated to it. How is Going Rogue on any of these points?

Great write-up!

Posted: Aug 25th 2010 1:58PM Enaris said

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Ok, on your points, it's a bit mixed, but more good than bad.

There are a few new instance maps (the Praetoria sewers and labs), though you also see the old standby officemaps reskinned. That said, I'm already seeing multiple repeats in the new maps (running through arcs), so overall if you were frustrated withthe maps, I doubt that will change.

Now, the storyarcs are *far* better. The Praetoria storyarcs are very good, and even have some important choices you can make within missions. I've had more than one "whoa" moment.

The Tip missions are also extremely good. The overall improvement in writing that we've seen over the course of time in CoH/V has not only continued, but taken a long step forward. I used to hold Faultline as the Gold Standard of CoX storylines (with Ghost Widow and the Wretch being the tops redside). Frankly, Praetoria blows them both away.
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Posted: Aug 26th 2010 12:36AM Jeromai said

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The layout of the office and warehouse map instances are still mostly the same, though the art for many of the Praetoria maps have been given a shiny revamp. Credit has to be given for the Underground map layouts which are different. The zone maps are excellent, with aboveground Praetoria showing off some spectacular skyscrapers, and the Underground full of connecting tunnels - I can't wait to make a staunch Resistance crusader and stick mostly to the Underground for 20 levels like a rabid guerrila fighter.

Storyline-wise, if you haven't made a connection with the high-level lore, I'm not sure how much you would connect with Praetoria, as it's based on the existing lore with fancy twists. Still, if any of Eliot's articles about Loyalists and Resistance viewpoints tickled your fancy, Going Rogue is very much worth exploring for the many shades of grey stories.

The Praetorian quests are very much more interconnected and with ease-of-play convenience considered to boot. Each NPC contact offers a mini-story arc of 3-4 missions that form a complete story, that sometimes ends with a moral choice. After doing the first mission, you're often passed their cell phone so that you can call them up and not have to physically visit the contact again. (This is a quality of life change that was added some time back.)

The verisimilitude is much better - if you're asked to go to the Ministry of Information, the quest waypoint points to the actual building, not some random building in another zone somewhere. If you need to go Underground, you access a sewer entrance, not a random shop door chosen by the RNG that ends up with Murphy's Law to be the furthest away from where you're currently standing.

And I must comment about my previous pet peeve of the standard 3 mobs a spawn snooze when soloing. They've certainly crammed a square peg into a round hole there and made some changes in the Praetoria arcs, using some very fancy tricks.

I've seen a spawn that looks like one mob, but an animation brings out one more ambushing mob (Ghouls.) I've seen a group of 3 mobs that on fighting, call a 4th mob to ambush from behind (Destroyers.) PPD turn up with spawns of 4 mobs sometimes - 2 suppressors who don't do much damage but slow your recharge, and then an Enforcer and Trooper to do the beating-you-up portion. And there are mobs that summon other mobs which don't die in MM-fashion on killing the summoner (Seers.)

Don't even get me started on the triggered ambushes because that starts to lean over from impressed amazement into stunned "omg I should be careful what I wished for" territory. :) There was one memorable mission in which about 5-6 chained ambushes showed up, though NPC allies were provided. I ended up flying around the big room, just shy of screaming in horror at 12+ mobs after my lowbie hiney, kiting them until the NPCs killed them - screw the xp, I just want to live.

The new mobs also use powers that have rather scary synergies, ramping the difficulty up and encouraging some playstyle changes. Overall, I like the changes, they seem to have listened, even if it made things tougher.

I do still need to bitch about the mez resistance of a number of Praetorian mobs (Hombres and Big Dogs come to mind in particular, some Seers too) - they make the binary nature of CoH control (controls work, you're 100% safe or controls don't work, you're 100% DEAD - start stacking inspirations now!) a little too annoyingly obvious.
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Posted: Aug 25th 2010 2:55PM Superfan said

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Well, it is a fun expansion but, for some reason, they recycle a lot of old maps or reskin them. They also recycle a ton of new maps. None of them are overly spectacular.

I think they should have done 2 new zones instead of 3. Maybe use the resources on making new maps.

I am still waiting for this game to make some really epic missions or task forces. By epic, I mean they also need to LOOK the part. Too many TFs recycle the same old rubbish maps. Get some new area like a stylized alien world (not Rikti...please...enough of them!), underwater mission(s).

GR did some really cool things with choice missions and tip missions. They can totally improve on this down the line. It's a breath of fresh air which is unfortunately made stale by using the same old maps.

I think it was a decent reboot of the game and generated a lot of interest. The servers are very busy these days and on some days I had to wait in a short que! Who woulda thunk?!

Maybe the incarnate system will involve some epic, new, original maps and the next TFs will also be on a grands scale!

Posted: Aug 25th 2010 5:39PM starka1 said

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I agree with Enaris. Also agree with Superfan, disappointing to still see so much rehashing of existing content. I still feel we should have been provided a little more content vs the price but overall I am surprised at how much I am enjoying the game again. I like how some objectives chain in the mission. I hope to see more of this and take it to a higher degree of complexity as I find the chaining overly simplistic right now.

Really glad to see the servers busy again and just love that little animation that plays when you reaffirm yourself as hero,villain, loyalist, etc.

I don't agree that the game was "taken to the next level"(lol, hopefully someone gets that) but I think it is a start in the right direction.

Posted: Aug 26th 2010 12:25AM Superfan said

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Yeah there is way too much rehashing of the same old map and style of. Sure there's a good looking new area but so much time is spent in missions. We get to see another great new area plagued with the tired, old mission maps. It's too bad. Even the hospital in Prae is the same. Pocket D is basically rehashed to become Studio 55. How a freight elevator allows you to exit through nice, regular doors is anyone's guess haha.

Well, I am ok with the expansion and wonder which direction they are going in. They will need to have something big, again, in Oct/Nov. to deal with DCUO.

Personally, I am going to wait and see what DCUO is like. I jumped on CHAMPIONS ONLINE and took a kick to the junk. CO is a poor game and I actually prefer the look of the new CoH zone over the style in CO.

Posted: Aug 26th 2010 6:37PM Bezza said

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I had a look and was hugely annoyed i couldn't import current toons into preatoria and that the devs expect me to generate yet another new alt. So reluctantly i did and had a bit of a look at what they have done with the expansion, i am sorry to say i don't think they have done enough. Seriously they need to stop rehashing old stuff and sit down and make a full sequel to CoX with a new advanced game engine. Till they do i will get my small dose of superhero goodness from CO. Maybe check out DCUO if they have a trial account or somthing.

Posted: Aug 26th 2010 11:21AM Raithnor said

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Tips may come from Random drops, but you're not going to be starving for them. I was able to get three tips on one newspaper/scanner mission and each successive tip mission resulted in more tip. So it's pretty easy to get your quota of 5 tip missions per day.

There's a fair point to be said about the mission maps, but I think adding the morality aspect of the game contributed more to the game than throwing more maps into the random map generator. After all how long would it take for you to get bored of the new maps once they were in the game?

The impression I get from the developers is they want all of the unique maps to be in the story missions and the mission architect while the random missions have more generic maps since they're generic missions.

As for the future. The next big thing is going to be the Incarnate endgame system which they're still figuring out.

Posted: Aug 26th 2010 5:49PM Meagen said

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Are the ParagonWiki people really "hammering away" at it? That page appears to be just a compilation of information from cons and interviews that was available before the NDA on the Beta dropped. You don't lose any badges for switching sides, not even the "Stayed a hero/villain for 7 days" badge.

Posted: Aug 27th 2010 7:32PM Superfan said

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Yeah I really think GR was more of a reboot for the game than an actual expansion. Looks like the goal was to generate interest and get players. So far so good but these are early returns.

They really didn't give a lot to vet players and the original version of the end game was just pure stupidity. Yet another reward system with nothing new to do. Epic fail. So glad someone told Positard to yank that crap pile. Give the repetitive BS a rest already. Your game is over 6 years old and the setting, for the most part, is exactly the same. Knock it off already. So, in a way it's good they yanked the incarnate system but I am betting it won't be fully released for at least a year. With their huge dev team, they still seem to struggle with getting stuff out. I just don't get it. Give us something to do with our level 50s already!

I do like GR but the same mish maps over and over have already kinda made me twitch.

Finally, anyone wanting to play CO over CoH can just stay over there. Wow. Hit your head much?

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