Champions Online – Initial Impressions
For my initial impressions, I am going to leave out issues that are obviously bugs — the game doesn’t even officially launch for 2 days, and there really aren’t that many bugs to speak of. Â Far fewer than I’ve seen in most products at release these days, in fact. Â In any case, this review will be pretty scattershot — a lot of 90 degree turns. Â So strap yourself in.
Character Creation
First things first: the character creator. Â It’s even better than the one in City of Heroes, which itself was lightyears ahead of everything else I’ve seen. Â However, I say “better” with a few caveats. Â The Champions Online character creator is lacking some costume basics — for example, there is only one option for an emblem on your back, no option for a trench coat, and other small things of that nature. Â It’s also tough to find some of the options; they seem grouped somewhat unintuitively to me (for example, the “Shirts w/Integrated Shoulders” section has no items that have integrated shoulderpieces). Â But from my experience with City of Heroes, I know that this will be fixed in time. Â I think one of the things they were trying to do was avoid copying City of Heroes costume pieces. Â In fact, I’d bet they went to great lengths to do so, for legal reasons. Â And with the huge library of things available in City of Heroes, it will be difficult to come up with new pieces that are notably different in Champions Online.
Depth of Play
The game definitely has more depth than CoH. Â Around level 5, you start working with the crafting system, in fact. Â This is a little too soon for my tastes — I like to just run around and get the basics down for the first hour or two of play, myself. Â Were I not already familiar with the CoH crafting system, I would probably be confused by this. Â Actually, I am familiar with the CoH crafting system, and I am still a little confused by this. Â The main way to build things seems to be by deconstructing items that you get (akin to disenchanting in World of Warcraft), and then using those base components to build something. Â You also gain skill much faster by deconstructing things than by building things.
Speaking of level 5, you get a fast-travel power at level 5. Â I have not the words for how awesome this is.
Annoyances
This brings me to my first annoyance. Â Latency. Â This is a huge one. Â I’m not talking about real “lag,” but rather when you press W to go forward, it takes about 0.5 seconds to start going. Â Same when you let off to stop. Â Which isn’t even noticeable when you’re running around normally, but once you get that travel power, it can make you overshoot your target by about 30 feet.
Another annoyance is the aggro range of mobs, which is ginormous. Â Actually, I like this in theory, because it seems more realistic. Â Seems pretty silly that if you’re thumping some dude’s friend 30 feet away, he’s not going to come over. Â However, the problem is that in most of the zones (that I’ve been in so far, anyway), there are mobs strewn about every 30-40 feet. Â When you fight one small group, at least one adjacent group generally joins the fray. Â This gets really annoying when you’re trying to fight a mini-boss, and/or when you’re about to die and attempting to run to a safe place. Â It’s also bad because you can’t pull the camera out very far. Â I like for my camera to be out to where I can see around 3-4x the aggro range around me, at least. Â Can’t do that here.
Combat and Missions
This is also made more of an issue by the game’s AI, which I must say is fairly good. Â If you’re using a bunch of close-range attacks, and your opponent has a ranged attack, then they will generally try to distance themselves. Â Villains and sometimes even normal mobs will go out to get reinforcements. Â This makes the game feel a lot more realistic than other MMOs I’ve played, and also adds a bit of challenge
The combat system is pretty straightforward, aside from one thing: blocking. Â You can press the Shift key to block attacks. Â This is very important in a lot of villain fights — there will be a visual indicator (starburst usually) over the villain indicating that some big attack is coming. Â If you don’t block, you get walloped for a big chunk. Â If you do block, then it’s not so bad. Â It makes combat feel more active. Â They still need to work on the targeting though; often you find yourself in the middle of a pretty big group, and tabbing through to get to that villain isn’t always feasible.
I really like the mission system overall. Â It shows you on the map and minimap exactly where your objectives are, circled in the case of objectives that are in a general area. Â When you mouse over it, the mission name comes up you can click on it to open a description of the mission details. Â Very nice for keeping track of what you’re doing. Â There are also impromptu group missions, that you don’t actually have to group up for. Â For example, aliens are invading and when you come near the city defense system, you can jump in and start helping to defend it. Â There are several phases to this, with different objectives (defend the cannon, get parts for it, etc.). Â When you’re through, it opens up another quest for you, and it also shows you a ranking of who helped the most. Â Then the mission resets.
I think this open mission system is really great, because a lot of MMO players frankly aren’t very social.  It can be tedious and annoying to get a group together.  But if you can just jump in and coordinate your efforts, then you skip all of the awkward and sometimes tedious rigmarole of forming  a group.  Plus, it’s very superhero-like to see a situation, then just jump in.
Overall Impression
Overall, the game feels much more superhero-like than City of Heroes. Â You can take out the mooks and minions like chaff (unless you do something dumb and really overload yourself), which is thematic. Â The game has extremely customizable character aesthetics, even more so than its progenitor. Â It’s a lot deeper than City of Heroes, which I hope translates to a more sustainable end-game.