Champions Online

Damn, I'd like to tell you. But I already deleted the mail.
It shouldnt be a problem for me bc I just got a new PC last month and that thing can play everything in high settings.
 
This Thread has been dead for a while, time to revive it.

Massively recently had the chance to speak with Champions Online's intrepid lead designer, Randy Mosiondz. Topics included are the game's unique brand of action-combat (and how it differs from other games), a substantial achievement system, new mission structure and even what new and exciting travel powers would be featured come launch time.



Massively: Champions Online is offering a more action-oriented approach to gameplay, but isn't the only title within the MMO space to use this philosophy. Can you speak to what differentiates your action combat from other titles?

Randy: There are a number of defining characteristics of action-oriented gameplay in MMOs which we're implementing in Champions Online. One of them is low recharge time on powers - we've focused on small attacks and other gameplay mechanics that build your power and big attacks that expend it. In other words you're never stuck waiting around for your powers to recharge!

Another element is the reactive nature of combat – while you can certainly plow through gangs of henchmen without breaking a sweat, when you start running into super-villains you really have to learn to watch and react to their combat powers, dodging, blocking, waiting for openings, etc. We've also been playing close attention to our controls as well by building multiple functions into each key or button press - for example, tapping does one thing but holding does a charge-up effect. Overall, while technology hasn't caught up to the point where we can have a hundred players on a large graphics-heavy map and not have to worry about latency for action gameplay, we're starting to close that gap.



Additionally, how has the combat system changed over the course of development?

In the original design a lot of the powers were bound in more narrowly defined themes: you could play a power armor guy, a sword guy, a force control guy, etc. which had specific gameplay associated with each of them. It was also very heavily focused on the power builder mechanic where you do light attacks to build to heavier attacks. Over the course of the project a couple of things became clear: players wanted to mix-and-match powers freely and we needed to have an alternate power builder mechanic so players didn't constantly have to spam light attacks to keep their energy high. Now we have an incredibly flexible powers system with an interesting power builder mechanics built into them!


A lot of people who're currently playing older MMOs may be looking at Champions Online and wondering if/how much they're going to have to upgrade their computer. Has the game been designed with these older machines in mind?


We're continually optimizing our graphics code so we can run on lower-end systems – after all, we want Champions Online to be available to as many players as possible! We don't have the final low-end specs yet but we'll post them as soon as they are available.

For those interested in the PvP experience, what will Champions Online offer at launch?

In the Champions universe there is an arena system where super-powered contenders come together to show off their combat prowess. Players can earn special PvP rewards, ratings, and titles by playing in different PvP scenarios. We plan to add even more types of PvP scenarios and rewards in our ongoing post-launch content!

And for players completely uninterested in PvP, will not participating be much of an issue for them?

The PvP system is completely optional; there'll be plenty of other activities for non-PvP people.



If player-villains do eventually become a key aspect of the game, is there a chance that we could play as our heroes' Nemesis?

It's definitely a possibility! We've been talking about that here at Cryptic for awhile; it's just a matter of getting the time and tech resources to pull it off properly.


Part of what makes comic books such an amazing medium is the marriage of art and writing. To that end, what sort of unique tools does Champions Online employ to tell its stories to the players?


A big part of conveying the Champions Online story to the player is our mission system. Originally it started with a number of simple mission-giver contacts but as more tech came online we expanded it to have more "discovery" style missions where players uncover stories for themselves by exploring the world, finding clues, etc. To support this we have developed an achievements system where players can uncover and read more about various large-scale plots within the Champions universe.



But we also believe the story of the players' characters is just as important! For example, our Nemesis system allows players to build an arch-enemy for their hero to fight, bringing more of the player's own creativity into the game. We also have a set of web-based tools to allow players to share information about their characters with friends online. As the game grows we want to try to provide more tools so players can tell more of their own stories within the larger Champions universe.

Strong audio design is an important aspect of any videogame, especially with MMOs where sounds and music play repeatedly. What can we expect to experience from the sound and music of Champions Online?

Cryptic has a talented audio team that is currently producing a number of original sound FX, musical scores, and voice-overs for the different areas, groups, and signature villains within the Champions Universe. We have developed an audio system that offers a degree of sonic variation and musical interactivity that has not been seen in MMO's to date, insuring that music and SFX will not be become repetitive and boring. Players will definitely want to play with their sound cranked up high!



What types of travel powers will players have access to in Champions Online and how will they function?

We'll be providing a number of classic super-powered travel powers including flight, super-speed, leaping, and teleportation as well as hybrids like acrobatics and cool variants like ice slide. Each of the powers function a bit differently but it comes down to a basic trade-off between your increased movement and your power building capabilities.


Beyond the basic guild experience, will Champions Online offer any newer concepts such as bases or leveling systems?

Champions Online allows players to form supergroups with a ranking system, team colors, logo, message system, and access to a supergroup vault. As the game progresses we'd like to expand this into a supergroup base and leveling system.

We haven't heard much concerning the achievements and perks systems, something that Cryptic was early to adopt. What's new or different with Champions Online's version of this addictive meta-game?

Champions Online has a LOT of achievements/perks related a various game activities – completing storylines, exploring new areas, defeating signature villains, PvP, etc. In addition to providing goals for players to achieve and tracking story progress we are providing an extensive rewards system. Players will have a lot of fun using the achievements/perks system to improve their character in different ways!

Source
 
Dude. Those screens look hot. I want to play that game. It could be wack, on some level, but it sounds like an incredible amount of fun.
 
Here are the two most recent videos. They are one www.msnbc.com and www.tentonhammer.com. The 2nd one is great.

And here again a list of all the other older vids from the Champion Online boards.

Attention: The following videos were recorded (by people other than me) at conventions during the summer. They were filmed during conventions starting in early July; the game was in an early internal build state.

Ikky68 Gencon Videos
August 15
Video 1: http://www.megaupload.com/?d=08VKHZA0
Youtube: http://www.youtube.com/watch?v=HYRy1-p4gfw
Original Thread: http://forums.champions-online.com/showthread.php?t=8148&page=3

Video 2: http://www.megaupload.com/?d=3UTJCR9Q
Youtube: http://www.youtube.com/watch?v=RfSRuBPrleI
Original Thread: http://forums.champions-online.com/showthread.php?t=8171

Video 3: http://www.megaupload.com/?d=PPZXUKT6
Youtube: http://www.youtube.com/watch?v=jUDXk6IRHrw
Original Thread: http://forums.champions-online.com/showthread.php?t=8172

Video 4: http://www.megaupload.com/?d=REGIZ085
Youtube: http://www.youtube.com/watch?v=3jgLJfHFK7I
Original Thread: http://forums.champions-online.com/showthread.php?t=8174

Video 5: http://www.megaupload.com/?d=03EY5YVB
Youtube: http://www.youtube.com/watch?v=pZYPoU56SDA
Original Thread: http://forums.champions-online.com/showthread.php?t=8235&page=2

Video 6: http://www.megaupload.com/?d=3MZOXOVO
Youtube: http://www.youtube.com/watch?v=it9Vv6RLwVM
Original Thread: http://forums.champions-online.com/showthread.php?t=8235&page=5

Video 7: http://www.megaupload.com/?d=J6RLQR0H
Youtube: http://www.youtube.com/watch?v=MyTBM2qsEFM
Original Thread: http://forums.champions-online.com/showthread.php?t=8235&page=8

Note: This is the first 3 minutes of the Megaupload version of Video 7.
Video 7.5: http://www.megaupload.com/?d=J6RLQR0H
Youtube: http://www.youtube.com/watch?v=6RncTd-Ht0A
Original Thread: http://forums.champions-online.com/showthread.php?t=8235&page=8

Note: Videos 8 and 9 are the same footage with different image qualities.
Video 8: http://www.megaupload.com/?d=RUQGAGAU
Youtube: http://www.youtube.com/watch?v=NBy-g1SVaNk
Original Thread: http://forums.champions-online.com/showthread.php?t=8235&page=10

Video 8.5: http://www.megaupload.com/?d=RUQGAGAU
Youtube: http://www.youtube.com/watch?v=x25Npf1H6AE
Original Thread: http://forums.champions-online.com/showthread.php?t=8235&page=10

Note: This is a high-quality version of Video 8 and Video 8.5.
Note: You need to download both parts to un-rar the video.

High-Quality Video 8: http://www.megaupload.com/?d=A00J9F4G
High-Quality Video 8: http://www.megaupload.com/?d=T1CR23DL

Video 9: http://www.megaupload.com/?d=SUSW27BR
Youtube: http://www.youtube.com/watch?v=P6INA7y0i3Q
Original Thread: http://forums.champions-online.com/showthread.php?t=8235&page=10


Doughboy Dragoncon Videos
August 31
Video 1: http://www.megaupload.com/?d=8DBYOKD0
Youtube: http://www.youtube.com/watch?v=R8-QB8TyLSs
Original Thread: http://forums.champions-online.com/showthread.php?t=8669

Video 2: http://www.megaupload.com/?d=6LXAUNGV
Youtube: http://www.youtube.com/watch?v=bGRy3-HibZg
Original Thread: http://forums.champions-online.com/showthread.php?t=8669


DaBruuzer Fan Expo Canada Videos
August 23
Video 1: http://www.megaupload.com/?d=8YHVLA7K
Youtube: http://www.youtube.com/watch?v=4ylrYcjf5wQ
Original Thread: http://forums.champions-online.com/showthread.php?t=8423

Video 2: http://www.youtube.com/watch?v=5vv2JpJJjEg
Original Thread: http://forums.champions-online.com/showthread.php?t=8423

Video 3: http://www.megaupload.com/?d=BX28O9XS
Youtube: http://www.youtube.com/watch?v=W_ssE7iBW4U
Original Thread: http://forums.champions-online.com/showthread.php?t=8423


ZenJitsu Penny Arcade Expo Videos
August 30
Video 1: http://www.megaupload.com/?d=IWR5ECDO
Youtube: http://www.youtube.com/watch?v=erzy87lUcm0
Original Thread: http://forums.champions-online.com/showthread.php?t=8175&page=20


Other Miscellaneous Videos
July 21
Video 1: http://www.g4tv.com/xplay/videos/28190/Champions_Online_All_Access.html
Original Thread: http://forums.champions-online.com/showthread.php?t=8576

Video 2: http://www.youtube.com/watch?v=0QC_Mw4ce_g
Original Thread: http://forums.champions-online.com/showthread.php?t=8175&page=26


All videos and links are up and running!
All Youtube videos can be watched in High Quality (except Ikky68 Video 8).
Ikky68 Videos 8 and 9 are the same video. Video 9 is a higher quality video, noticeable in the Megaupload version.
 
Cryptic created a new Poll, 'Rate my Champions'. They are showing a lot of player created characters from the Beta.

So hurry to their frontpage if you want to see what the costume creator has to offer.
 
Why they didnt just call this game CoH2 is beyond me.

The screens look dull, the gameplay looks rehashed from CoH/CoV with amped powers...

Blegh.
 
They need to release the system requirements already. I gotta buy a laptop.
 
Cryptic created a new Poll, 'Rate my Champions'. They are showing a lot of player created characters from the Beta.

So hurry to their frontpage if you want to see what the costume creator has to offer.

Jeez, all those costumes suck! :(:down:
 
I admit, many costumes aren't all that great. But that's the fault of the players that they lack any imagination, not the game's. After going through dozens of sucky costumes, you'll find some that look really good.
 
I'm just glad they have a baggy pants feature.:up:


Also, does anyone else know what the site means by "Apply for Beta Preview"?
 
I admit, many costumes aren't all that great. But that's the fault of the players that they lack any imagination, not the game's. After going through dozens of sucky costumes, you'll find some that look really good.

Oh yeah, I wasn't blaming the game at all lol
 
Ok, my bad.

New Update.


Ask Cryptic - January 22, 2009
Posted by Alivet

Will we be able to use weapons to use our powers or will we be stuck with shooting fire from our hands? (timtheory)

There are a couple different ways that we address that: one is emanation points. You can choose where your power comes from. Say you’re using a force beam and you want it to come from your eyes, or your hands, or other different areas. That’s if you want to be doing it without weapons and want it built into your character concept. There’s also a system that we call power replaces that allows you to do it with weapons. You can create items that still use your powers, but replace where they come from. Sometimes they can also give you new powers. If I have a sword melee power and normally use a broadsword, a fiery katana can suddenly drop in the world and I could now use that to replace my normal sword. It doesn’t change the powers – or attacks – I use, but it may provide a different look, or it may have inherent abilities with it.

Given the vastly varying types of superheroes, past and present, that have ever seen the print or digital media, are steps being taken to cater to different forms of crime-fighting and superheroing? Or are we simply looking at a variety of ways to pummel our foes into submission? (belefauntes)

We're always looking for more ways to bring all aspects of the comic book genre to the Champions Online universe! We’re currently building an extensive knowledge system into the game where you need to go out and gather information about the world and about your enemies, which leads to associated rewards and perks. And while we're focused right now on the more action-style elements of the genre, we eventually want to bring more investigation-style stories into the game. For example, you can collect evidence from criminals to turn into the authorities which increases your reputation and therefore your available resources. The eventual goal is to expand the evidence system into a full-fledged investigation system where you put evidence together and build a mission based off of the evidence that you find. So we definitely want to cater to people who want strong story lines or want to be investigators. We’re layering in elements for that now that will only get deeper and stronger as we go along.

While I'm pretty sure that supergroups will have the ability to build their own bases, I was wondering if those who are solo players will have the same ability. Having a character with their own space is almost a must nowadays, to store equipment, decorate, hang out, etc. So, will there be "player housing"? (gdblack)

We won’t be launching with supergroup bases. We're aware it's something the players would love to have and we're keeping it in mind as we plan out future content updates. However we do plan to have banks at launch - we'll have both personal storage and supergroup vaults!

On melee weapons such as Ego Blades (a blade made of energy), will we be able to use ranged attacks with these weapons? (Ex: You swing your blade and the energy from it is released as a flaying bolt of energy). Or will we be forced to use some other sort of power/skill for ranged attacks with a primary melee hero? (Slivan)


We’re putting a great deal of effort into allowing players to customize not only the functional differences in their powers but also the visual differences. Things we’ve already talked about publically include different emissions points and hue shifting. Going forward, we totally intend to allow players to change their animations and select between different animations the same way you’re allowed to select right now between animations for how you move, how you run, and how you jump. That being said, our focus right now for release is getting functionally different powers out. Making sure Lightning Bolt is distinct and unique from Fireball and making sure Ego Blades is its own distinct, unique power. The effort we’re going to put into making Ego Blades have a cool blast type power – that’s going to come. But it’s going to come after we’re sure all the functional differences are there and good enough to satisfy our players.

Can you tell us about how powers will work in PvE and PvP? Will there be a big difference or will they work the same across the board? (DemonSiege)


Powers between PvP and PvE is a big deal to us internally. We spent innumerable hours and lunches debating – and almost coming to real life PvP – over how things like taunt and aggro should work, whether we even should have an aggro system, and how we make the powers function in PvP like they function in PvE. Eventually we came to a place that we’re pretty comfortable with where we try to have pretty similar mechanics for the two. For example, the same power that taunts an enemy in PvE will put a debuff on another player in PvP until they hit you. So it’s not always going to be a perfect translation, but we hope that it will be at least close all the time.

Will enemies detect your presence based on aggro radius or line of sight? You can't really make a stealthy type character if every thug suddenly knows that you're behind/above them because you stepped into their magic bubble. Similarly, will stealth tactics be limited to invisibility like in most MMOs, or will hiding behind objects, in the shadows, up on the cross beams, etc. be viable? (The_Dark_Lord)

Aggro detection by enemies is based off of both radius and line of sight. Enemies detect you further away if you’re in their forward arc. It’s an analog detection, not a binary detection. The closer you are, the more they’ll detect you, and different enemies will be tuned different ways.

We’ve heard relatively little about defensive powers in this game. How will comic-book staples like invulnerability, super reflexes, or regeneration be handled; are they passive stat bonuses, toggle powers, click abilities, some new mechanic, or a combination of the above? And will defensive powers play a big role in character creation? (The_Altruist)

There are four basic categories of defense in CO: resistance, dodge, forcefield, regeneration. Each of those different defense types functions a little bit differently based on the circumstances. Resistance is for the classic tank type character who can withstand a hail of bullets, barely noticing it. But if you hit with a big enough ray blast, you’ll knock him through a wall and daze him for a few seconds. Dodge is the opposite of resistance – the more and faster the attacks come after the dodge character, the tougher it’s going to be for them to mitigate the damage, whereas the big, slow, heavy attacks that might put down a resistance character are easier for him to avoid. The other axis is forcefields and regeneration. Forcefield functions extremely well early in the fight. The forcefield at maximum strength will mitigate all of the initial hits from essentially everything, however the forcefield will degrade over time. Regeneration is the opposite of that. Regeneration starts off slow, but the more times the character gets hit, the faster the regeneration will build up, up to a certain cap. It comes down to what’s your personal preference and what works best for the support characters working with you. It’s a question of which type of defense works best with which type of healing and how you want your party to work together as a whole.

What kind of social interaction and social events (other than costume contests) are being planned for this game? (jedilounge1)

We do have some social centers in Millennium City. The Renaissance Center is set up as a social area and commerce hub. People can do their banking there, learn new skills, or meet other people to do missions together. Club Capri is a bar/nightclub with two different sides – one for regular people, and the other side for supers who want to hang out in costume. We will be supporting events in the future, but we can’t talk about them yet.

Would characters be able to access a variety of contacts, such as anonymous tips, checking out the newspaper vending machines or going to a seedy bar? (Captain_Intrepid)


We have tons of different types of contacts. You can talk to heroes, organizations that need help, or someone on the street who got pulled into something they don’t understand. There are also items that you can find in the world that have interesting clues on them that can turn into missions. There are areas that don’t have contacts at all but you can go there and get involved in missions that are ongoing. Multiple people can do those missions without being on a team together. Or you can run across situations where, for example, citizens are trapped in the rubble of a building and you get to help them.

Is it possible to choose not to have a Nemesis (or any other in-game features) or control how often you encounter him/her? (lowery150)

Certainly. The Nemesis chain is optional. If you don’t want to ever create one, you never have to. You still have access to all of the rest of the storyline, just not the Nemesis specific content. Once you do create a Nemesis, many of the encounters are random past that. You don’t actually control how often you see him/her until you actually defeat him. Once you’ve defeated a Nemesis, you don’t have to make another one. If you do choose to make another Nemesis, you’ll get another set of random interactions with your new Nemesis.

Will there be any missions where the Nemesis’ of the entire team will show up and either work together or fight amongst each other? (TruthSeer)

We’re planning to do that. If you’re on a team together, eventually you’ll have the option to all battle one Nemesis, or you can have all of your Nemeses team up and battle against your supergroup.
 
Graphics on 'Rate my Champion' have been updated.
 
Ty, Nathan :up:

Still excited for this game but it's looking more and more like COH2
 
A couple, in my opinion, good character designs from 'Rate my Champion'.







 
New update. Something that I think is very cool. You can help to create new emotes.

We all know Champions Online is going to let people /hug each other and /wave at each other, but there’s a whole world of / commands that you all might want that haven’t occurred to us. So tell us, what / commands would you like to see in the game? Do you want /rps to play rock-paper-scissors? How about /protest to march in protest? Even though we might not be able to provide animations for all of these, it won’t be tough to add text for various emotes, so the more creative ideas you have, the better!

Click here to share your slash command wishlist with us! (Remember, you must be logged in to the main web site to view the feedback submission page and submit your answers).
 
*Update*

Cryptic is going to attend this year's Comic-Con.

Champions Online is going to be shown off at New York Comic Con. That goody two shoes – I mean – pinnacle of manhood, Defender, gets to go and I, the mighty Foxbat, don’t! What is this world coming to? Defender gets to hang out with Bill Roper and the dev team. Defender gets to give out swag – like superhero ID badges – to my adoring fans. That’s right, your beloved Foxbat won’t get to award beta keys to contest winners. I won’t get to test drive our new playable demos with you. And I won’t get to help our recruiter hand pick my future minions – er, the next batch of super people to join the Super Crew at Cryptic Studios.

No. I’m stuck here, holding down the fort and making sure everything’s still working, while Defender gets to go and hog the limelight!

Cryptic Meet and Greet: Saturday, 1 p.m. – 2 p.m., Room TBD*
Champions Online/Star Trek Online Panel: Saturday 3 p.m. – 4 p.m., Room 1A24 (we’ll be showing never before seen footage of STO)
MMO Round Table: Saturday 5:30 p.m. – 6:30 p.m., Room 1A24​
Remember me while you’re off gallivanting with Defender. Think of me, Foxbat, slaving away in the coal mines, dying for just five minutes of Comic Con goodness.

*Check in at the Cryptic booth (#1341) for the super-secret room location.

New York Comic Con will be running from February 6th through 8th. Click here for more info and schedule details.
 
*Update* 30/01/09


Champions Online: Combat Interview


MMORPG.com's Jon Wood recently caught up with Champions Online Lead Designer Bill Roper to talk about the combat system in Cryptic's upcoming super-hero game.

MMORPG.com:

Can you give us a quick overview of how combat works in Champions Online?


Bill Roper:

Combat is designed to be very action-oriented while maintaining a tactical edge. Players can use a run-and-gun style to not only gain the best positioning in a fight, but also avoid certain kinds of powerful attacks from villains. Certain powers drain endurance while others build it back, and every power set has a special endurance-building mechanic that can be combined with other sets to allow for unique character builds and combat styles.



MMORPG.com:

How does Champion Online combat differ from City of Heroes combat?


Bill Roper:

City of Heroes is very modal while Champions online is more fluid. Also, because of how the endurance models interact, characters can really actually help their teammates play more effectively by how their powers intertwine. Champions is also much more focused on providing the kind of action-packed battles you see in four-color comics.



MMORPG.com:

It has been mentioned previously that Champions combat will have more going on in terms of the environments: parts of buildings being blown off, ripping chunks out of the ground, etc. Can you go into more detail about how interactive the environments will be in terms of combat?

Bill Roper:

The environment is specific in terms of what we allow players to interact with or destroy. An example of this would bethe varying types of items that a character can pick up and throw depending on how strong they are. This ranges from small things like blocks of concrete or street-signs up to cars, busses, tanks, and more. We've also put in puzzle and trap elements into certain special areas that are based on interacting with the environment. The actions of heroes can also visibly change areas of the world, such as cleaning up the streets of certain gangs in the Westside section of Millennium City.



MMORPG.com:

It has been mentioned before that you are trying to avoid the "static" forms of combat found in some other MMOs. Can you tell us how you define "static" and how Champions combat will differ from that norm?


Bill Roper:


Static combat is when you select a single target, and then primarily stand still while you fight them. With Champions, we want players to be moving - to be changing their tactics based on the type of villain they're fighting. This is accomplished not only through the varying powers that players can choose for themselves, but also with the powers that the villains use. It behooves a player to pay attention to what his enemy does so devastating attacks can be blocked, dodged, or interrupted!



MMORPG.com:

The Champions Combat system has been described as "Immediate and intuitive", can you tell us what exactly that means? Should we expect "twitch" style combat?


Bill Roper:

The combat is less "twitch"-based and more fluid. Battles in comics are fast-paced and filled with exciting maneuvers and flashy powers. But at the same time, there is a strategy behind the assault - finding a weakness to exploit, using the powers of a single hero or a super team in unique combination, and of course, keeping on the move. Combat in Champions Online follows these tenets. You can try and stand toe-to-toe with a villain, but you're going to do much better if you use tactics both offensively and defensively.



MMORPG.com:

There is some fear from PC MMO gamers that combat will be "button mashing" and "dumbed down" to fit the Xbox platform. How do you respond to this, and will there be marked differences in the combat found in each version of the game?


Bill Roper:

While we have worked very hard to make the combat in the game easy to perform, it is certainly not designed to be simplistic. This is important for PC gamers as well as players on a console platform. We do make sure to design with the interface differences between PC and console in mind, but our solutions must be elegant and intuitive as opposed to moving to simple button mashing. Our current changes to the powers system and combat are a great example of this.

We felt that combat had indeed become too reliant on repetitively using a single power. This was tied directly into the endurance model, or how characters gain the energy that fuels their powers. So our powers lead was tasked with finding a solution that would move players off of needing to overuse this power so much while also keeping combat simple and fun.

After a lot of thought and some trial implementation, we've found a solution that we, and our testers, like very much. The powers chosen by a player now often guide the flow of combat as different things are important to different power sets. For example, someone who is focusing on fire powers gains endurance by setting things ablaze - both enemies and the environment. So the tactics of this character will involve immolation and the duration of those effects. That hero would also probably prefer playing against enemies who are already ablaze, or in areas where open flame exists as a part of the world. And while a character can still use his most basic power to build up endurance, none of the methods above depend on it.

Source
 
*Update*

New video and screenshots.

[YT]bn3wqYjzBkk[/YT]





 
I tried it at Comic Con along with the DC MMO. I didn't play it as much as I did the DC MMO, I just got a chance to kill a few guys and try a little bit of the combat. You charge things, that's really all that I saw that was different then other MMO Combat systems.
 
It's supposed to be similar to Marvel Ultimate Alliance, where you could charge normal attacks to be stronger.

And another small update.







Champions Online NY Comic Con 09 Walkthrough Part I
[YT]eImiwLp-rg8[/YT]
Gametrailers link


Champions Online NY Comic Con 09 Walkthrough Part II
[YT]ftDGeu94rg[/YT]
Gametrailers link
 
I tried it at Comic Con along with the DC MMO. I didn't play it as much as I did the DC MMO, I just got a chance to kill a few guys and try a little bit of the combat. You charge things, that's really all that I saw that was different then other MMO Combat systems.

So what did you think overall?
 

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