Champions Online and Cryptic Studios information bonanza
Filed under: Super-hero, Game mechanics, New titles, Previews, News items, Champions Online
When news broke about Champions Online, it was because Game Informer Online had revealed the cover to their newest issue. We've got our hands on that issue and after pouring over its contents several times over, we're prepared to imbue you -- our readers -- with as much information as possible. There's a lot to know and a lot to get excited about, not to mention something of a bombshell from Cryptic Studios about the outcome from the sale of the City of Heroes property.
First and foremost is the now-defunct project Marvel Universe Online. The word from Cryptic is that Microsoft and themselves "amicably terminated the development agreement, which was necessitated for reasons beyond their control" Our suspicions about the true reason for the game's cancellation seem confirmed by an anonymous source of Game Informer's -- licensing disagreements between Microsoft and Marvel.
Apparently -- as far as Cryptic goes -- this is all irrelevant now. We knew that the sale of the CoX franchise bolstered Cryptic's coffers, but we didn't know just how far the effects of the sale reached. A surprising revelation in the article is that every new game in the future -- including Champions Online -- will be published in-house. That means not only will Cryptic Studios see much more money from their game sales, but that they've got more games in development at this point in time.
In fact, Champions Online seems to be dated for a 2009 release date -- this is probably due to the game's assets being shifted from Marvel Universe Online. No complaints here!
We already knew that Champions Online is a licensed product from the Champions table-top pen and paper game and that this offers the game's players mountains of flexibility. However only now is it revealed just how far this customization truly extends into the newest superhero MMO on the block. Costumes sport more unique pieces than what City of Heroes has to offer according to Jack Emmert, chief creative officer at Cryptic. Also, don't forget that powers now sport similar customization, allowing players to pick the color and "style" of their powers -- they also aren't tied down to any one specific class. As Jack Emmert explains it, anybody in the game will be able to tank if they so desire -- they'll just tank differently. Powers within your chosen class will be cheaper than powers outside of it, so anyone can pick whatever powers their points allow. It's up to you to make the choice of which direction to go -- more variety or more specialization.
Wait, that's not all -- you'll also get to pick your movement animation as well. Are you some kind of were-beast? Well now you can walk on all fours, like the crazed creature you've always wanted to become. Or perhaps you're more the robotic type, well fear not as your machine-man will clank its way across the screen appropriately. Heck, even sorcerers supreme (of the non-strange variety, of course) can float just above the ground in a fittingly wise and all-powerful manner.
Feeling like that wasn't enough, Cryptic is also giving players the chance to create their secret identity at the start of their careers. You can maintain said identity, but eventually the opportunity will arise for your secret to be let loose. Should you decide to take this path, missions will change drastically -- which is a bit vague but has us quite curious.
Behold! We're still not done, superheroes have weakness and strengths, right? Should you choose to be nigh invulnerable, some kind of weakness is required -- you could pick fire, ice or something else entirely as yours, if you like. This is probably an example as to how power-balancing will work -- a weakness for a very useful power.
Finally -- at least for the customization options -- you'll be given the chance to design your superheroes arch-villain at creation of your hero, complete with his own costume, powers and name that you create. This evil-doer will be there to foil your heroic deeds from time to time, giving a grand, epic story-arch that belongs to you alone. Eventually, if you manage to defeat this arch-nemesis -- and you probably will -- and dispose of him, you'll get to create another one. Oh, we can see what Cryptic is doing here -- feeding players the need to constantly make new characters that they'll never actually play much.
Basic details on the controller layout for the Xbox 360 version of the game have now been revealed. The two analogue sticks are used in typical action game fashion -- left stick is movement, right stick is camera. Pressing the A button will make your character jump, while one of the face buttons is a default attack (X button?) that gives you an immediate punch, kick or single blast of some kind. Holding down the right bumper puts your superhero into a guard stance. Anytime you achieve success in attacking or defending, a blue bar representing your power fills up -- allowing superpowers to be unleashed via any of the other mapped face buttons. Holding down the left trigger will act as a shift-function, which makes your face buttons change into other mapped powers on the fly. None of these powers have recharge timers, so if you've got the blue energy to pull it off you can do so instantly and to your hearts content.
The only other piece of console-version news is that the game will be cross-platform. We're happy to hear it, since it just means more people to pummel, blast or mind-bullet villains with online.
Cryptic has also taken notice of what makes players in other MMOs very happy. One decision made by the team is the inclusion of loot, which we're happy to see is being designed into the game from the ground up. Loot comes as either pieces of equipment or character upgrades. Equipment can be toggled on or off -- but can also be colored to fit within a super's outfit if you prefer.
Another feature found in other massively games now is factions -- something that Champions Online will have. You can join one or more factions, which will allow access to additional stores, costume pieces, insignias and crafting stations. Yep, crafting equipment and character upgrades is a planned feature from the start as well.
It seems like Cryptic has been taking their notes. Let me be the one to warn all you weary superheroes reading this that if you should venture alone into the world of Champions Online, you'll be just fine. Solo play is a go, I repeat, friend's are irrelevant! Well, maybe not irrelevant, because super teams of up to five can join together to take on big challenges as well. It's pretty nice to see Jack Emmert quoted saying, "I think we're kind of passed the point of forced teaming."
Missions will appear in persistent zones that everyone has access to, but lots of content is instanced. We can understand this, however, since the combat is so fast-paced it makes complete sense. The zones will range from the very tiny, to the very large variety -- taking anywhere from five minutes to an hour or so to complete. Something exciting is the news that we can expect lots of cut-scenes with voice-dialogue -- oh how we hope they get Walken in there. We also hope that it will be possible to eventually have some missions where more than five friends can play together -- ten seems to be the sweet spot for most players.
Covering all their bases, Cryptic is putting in underground arena circuits where players can participate in PvP bouts. Thankfully for players interested in PvP won't find it pointless, as XP rewards, loot and other benefits will be offered to those involved. That's good, just so long as there's no zero-sum losses. The information ends with the knowledge that level 50 is the planned cap and the promise that players at this point will find plenty solo, group and PvP end-game content.
That's a lot of stuff to deliver, but we sincerely hope that Cryptic can pull it off. They sort of have to, since it sounds like a lot is riding on the success of their first in-house published title. A promising piece of news is that Game Informer even got to sit down on 360s and PCs to try out a mission. Apparently over the coming year Cryptic will focus purely on content and basic design choices such as which classes to have in the final game. So long as they take their time, listen to their dedicated community a bit and try to keep focused on the vision -- we'll keep believing it could happen.
First and foremost is the now-defunct project Marvel Universe Online. The word from Cryptic is that Microsoft and themselves "amicably terminated the development agreement, which was necessitated for reasons beyond their control" Our suspicions about the true reason for the game's cancellation seem confirmed by an anonymous source of Game Informer's -- licensing disagreements between Microsoft and Marvel.
Apparently -- as far as Cryptic goes -- this is all irrelevant now. We knew that the sale of the CoX franchise bolstered Cryptic's coffers, but we didn't know just how far the effects of the sale reached. A surprising revelation in the article is that every new game in the future -- including Champions Online -- will be published in-house. That means not only will Cryptic Studios see much more money from their game sales, but that they've got more games in development at this point in time.
In fact, Champions Online seems to be dated for a 2009 release date -- this is probably due to the game's assets being shifted from Marvel Universe Online. No complaints here!
We already knew that Champions Online is a licensed product from the Champions table-top pen and paper game and that this offers the game's players mountains of flexibility. However only now is it revealed just how far this customization truly extends into the newest superhero MMO on the block. Costumes sport more unique pieces than what City of Heroes has to offer according to Jack Emmert, chief creative officer at Cryptic. Also, don't forget that powers now sport similar customization, allowing players to pick the color and "style" of their powers -- they also aren't tied down to any one specific class. As Jack Emmert explains it, anybody in the game will be able to tank if they so desire -- they'll just tank differently. Powers within your chosen class will be cheaper than powers outside of it, so anyone can pick whatever powers their points allow. It's up to you to make the choice of which direction to go -- more variety or more specialization.
Wait, that's not all -- you'll also get to pick your movement animation as well. Are you some kind of were-beast? Well now you can walk on all fours, like the crazed creature you've always wanted to become. Or perhaps you're more the robotic type, well fear not as your machine-man will clank its way across the screen appropriately. Heck, even sorcerers supreme (of the non-strange variety, of course) can float just above the ground in a fittingly wise and all-powerful manner.
Feeling like that wasn't enough, Cryptic is also giving players the chance to create their secret identity at the start of their careers. You can maintain said identity, but eventually the opportunity will arise for your secret to be let loose. Should you decide to take this path, missions will change drastically -- which is a bit vague but has us quite curious.
Behold! We're still not done, superheroes have weakness and strengths, right? Should you choose to be nigh invulnerable, some kind of weakness is required -- you could pick fire, ice or something else entirely as yours, if you like. This is probably an example as to how power-balancing will work -- a weakness for a very useful power.
Finally -- at least for the customization options -- you'll be given the chance to design your superheroes arch-villain at creation of your hero, complete with his own costume, powers and name that you create. This evil-doer will be there to foil your heroic deeds from time to time, giving a grand, epic story-arch that belongs to you alone. Eventually, if you manage to defeat this arch-nemesis -- and you probably will -- and dispose of him, you'll get to create another one. Oh, we can see what Cryptic is doing here -- feeding players the need to constantly make new characters that they'll never actually play much.
Basic details on the controller layout for the Xbox 360 version of the game have now been revealed. The two analogue sticks are used in typical action game fashion -- left stick is movement, right stick is camera. Pressing the A button will make your character jump, while one of the face buttons is a default attack (X button?) that gives you an immediate punch, kick or single blast of some kind. Holding down the right bumper puts your superhero into a guard stance. Anytime you achieve success in attacking or defending, a blue bar representing your power fills up -- allowing superpowers to be unleashed via any of the other mapped face buttons. Holding down the left trigger will act as a shift-function, which makes your face buttons change into other mapped powers on the fly. None of these powers have recharge timers, so if you've got the blue energy to pull it off you can do so instantly and to your hearts content.
The only other piece of console-version news is that the game will be cross-platform. We're happy to hear it, since it just means more people to pummel, blast or mind-bullet villains with online.
Cryptic has also taken notice of what makes players in other MMOs very happy. One decision made by the team is the inclusion of loot, which we're happy to see is being designed into the game from the ground up. Loot comes as either pieces of equipment or character upgrades. Equipment can be toggled on or off -- but can also be colored to fit within a super's outfit if you prefer.
Another feature found in other massively games now is factions -- something that Champions Online will have. You can join one or more factions, which will allow access to additional stores, costume pieces, insignias and crafting stations. Yep, crafting equipment and character upgrades is a planned feature from the start as well.
It seems like Cryptic has been taking their notes. Let me be the one to warn all you weary superheroes reading this that if you should venture alone into the world of Champions Online, you'll be just fine. Solo play is a go, I repeat, friend's are irrelevant! Well, maybe not irrelevant, because super teams of up to five can join together to take on big challenges as well. It's pretty nice to see Jack Emmert quoted saying, "I think we're kind of passed the point of forced teaming."
Missions will appear in persistent zones that everyone has access to, but lots of content is instanced. We can understand this, however, since the combat is so fast-paced it makes complete sense. The zones will range from the very tiny, to the very large variety -- taking anywhere from five minutes to an hour or so to complete. Something exciting is the news that we can expect lots of cut-scenes with voice-dialogue -- oh how we hope they get Walken in there. We also hope that it will be possible to eventually have some missions where more than five friends can play together -- ten seems to be the sweet spot for most players.
Covering all their bases, Cryptic is putting in underground arena circuits where players can participate in PvP bouts. Thankfully for players interested in PvP won't find it pointless, as XP rewards, loot and other benefits will be offered to those involved. That's good, just so long as there's no zero-sum losses. The information ends with the knowledge that level 50 is the planned cap and the promise that players at this point will find plenty solo, group and PvP end-game content.
That's a lot of stuff to deliver, but we sincerely hope that Cryptic can pull it off. They sort of have to, since it sounds like a lot is riding on the success of their first in-house published title. A promising piece of news is that Game Informer even got to sit down on 360s and PCs to try out a mission. Apparently over the coming year Cryptic will focus purely on content and basic design choices such as which classes to have in the final game. So long as they take their time, listen to their dedicated community a bit and try to keep focused on the vision -- we'll keep believing it could happen.






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Reader Comments (Page 1 of 1)
Lemmo said on 11:19AM 2-22-2008
Everything said here is all well and good, and I expect this game, if executed properly, to do well. However, in terms of competing with CoX, their argument is a little weaksauce. Let me explain.
First off, they're comparing their game to the CoX of 2004 and not the CoX of today. CoX has crafting and loot. It has some customizable powers (CO mentions black claws? You can have black claws now in CoX), and it has certain animation customizations, like flight poses. So already off the bat, the CoX strawman they're arguing against is obsolete.
Secondly, they're not planning a release until 2009, which means they've effectively just given CoX an idea of what they need to accomplish in the next year of development to stay competitive. And it's crazy to think that CoX doesn't already have many of these features in their own development queue.
Like I said again, both games will be great. But if Champions Online thinks it'll just come onto the market and replace CoX is pretty bold. A year (or two years?) is a long time to make dramatic changes... CoX could very well go through a complete overhaul before Champions even hits shelves.
Then again, people do tend to gravitate to the New Hotness(tm).
Reply
Yergi said on 12:56PM 2-23-2008
Ah, but I think the emphasis here is the fact that these things are being designed into the game from the start, instead of being tacked on. CoX wasn't initially designed with these things, and so the features may not be as cohesive with the rest of the game than can be accomplished with that mindset from initial development.
And like you said, it has "certain" animation customizations. The impression I get is that Champions Online is going to take these customizations to the next level.
Kyle Horner said on 1:31PM 2-22-2008
Well, lets be a bit more clear now.
I don't think they're comparing it to old CoX, for starters. Also, your example of power cusomization is kind of misleading because all you can do in CoX is change the color/type of your physical weapons. You can't pick any power you want and you certainly can't change the color or type of any of the non-weapon powers.
As for "custom" flight animations, you have to type in /fly 2 or /fly 4 every single time you fly, otherwise you'll just get the original pose. Also, I'd like to point out these aren't even animations -- just poses.
As for CoX changing, I'm fairly well-aware of it's limitations. In fact one thing Jack Emmert recently said, was that their biggest mistake was "designing to the max" Which means they didn't leave any room for changes or improvements when they made CoX. An example of this is that all the powers in that game have their colors "baked" directly into the animations, meaning you'll probably never see green fire or black lightning.
Lemmo said on 2:12PM 2-22-2008
Both of your responses are correct. And I do think that the new superhero MMO genre (as it's soon to be) needs these issues reformulated in order to give players exactly what they want. They're also coming from a pen and paper system that is very dynamic, but already has rules in place to make it cohesive. So that's a strength.
I've watched the alpha videos of City of Heroes, where you didn't have a class, and you did just pick your powers on how you wanted to play. It also had combat stances... I think Jack Emmert is reaching back to his original vision for CoH and making sure he does it right with Champions this time around.
But I'm still going to assert that having features going out the door versus having added them on later in an MMO's lifecycle isn't a strong enough argument to shut a game out of the running. Champions is going to have to go through the same growth and expansion that CoX has, and four or five years from now, people will have clear opinions about both games... and I doubt either one will hold a clear victory. The MMO generation lines are blurring, people pick games based on the features they provide and the gameplay that makes them comfortable.
I'm not trying to shoot down Champions. I'm looking for a successor to what I consider to be my favorite MMO, so I can continue to enjoy superheroism online. I'm just saying that there's no sense putting nails in CoX's coffin when right now, CO is still vaporware. It still needs to go through a full dev cycle, and it will have its own features crimped and chopped before it hits the shelves... only then can we start making genuine assessments to its quality.
For the record, the flight poses are animated subtly, and I simply hit my fly key to pose into them. But I get your gist, it's totally a taped on feature. I'm just saying, they have a few years to redesign the mechanisms if they feel it's important to the players.
zmeda said on 8:48PM 2-25-2008
"CoX has crafting and loot."
Yes, after 3 years they managed to put together a rather bland crafting system. They can only go up from there.
"It has some customizable powers (CO mentions black claws? You can have black claws now in CoX), and it has certain animation customizations, like flight poses."
Don't forget to mention that power costumization exclusively limited to changing weapon models. You can't alter the power colors, stances, etc. And they did this becasue the powers are hard coded into the game. Now they will make sure that it's easier to costumize them. As for flight poses: they are a pain to operate. You either type the correct command EVERY TIME you are flying forward to enable that pose, or you set up a macro to activate them (still have to press the binded button after starting to fly forward).
"Secondly, they're not planning a release until 2009, which means they've effectively just given CoX an idea of what they need to accomplish in the next year of development to stay competitive. And it's crazy to think that CoX doesn't already have many of these features in their own development queue."
So they given ideas for THEMSELVES. They don't have to compete against their other game. They decided to make another superhero game, so it's safe to assume that CoX will begin its slow descend in the near future. Why bother making new content for the old one when there is a new, better one?
Ghen said on 11:52AM 2-22-2008
forced grouping... it works well for me. I'd like to see a game where the main leveling mechanic is geared towards groups of 2-3 people. Its easy enough to find a buddy at the drop of a hat in most games, its just hard to find a full group of 5-8 and balance their roles in the group.
Everyone keeps talking about how they don't have time to group up in an MMO, but no developers have gone the middle road yet. Its either been full groups or complete solo play.
Reply
Krystalle Voecks said on 4:38PM 2-22-2008
I will actually note that it is possible to do Positron with three people in CoH. It takes a really long time, but it is possible.
Yes, I did the whole TF with only two other friends. Yes, we're nuts.
Kyle Horner said on 4:55PM 2-22-2008
I think the best design goal would be to reach for a place where something can be experienced solo or grouping and retain much of its fun. It's never a bad idea to let a game change depending on players' needs.
Mark said on 5:29PM 2-22-2008
Hmmm. No open world PvP is a mistake, and a design choice that really limited City of Heroes. There should be safe zones, and zones where you are taking a risk going in solo. I HATE the Arena PvP idea, as it has already been done in CoH and Champions should take PvP one step further. Very disappointed although most of the other design choices sound great. I am an old school Champions player and hope Cryptic will rethink the PvP strategy.
Reply
Kameronmf said on 7:09PM 2-22-2008
No open world PVP to *begin* with. The difference between CO and CoX was that the latter didn't include PVP in it's original design, creating huge balance issues when it was introduced later. CO is incorporating PVP--and all its attendant issues--from the get go, so expanding it to open world later will not have any impact on game mechanics.
Reply
AprilD said on 6:33PM 2-24-2008
Personally, I hate open PvP. I really don't want to play a game where some punk 12 year old can run up to me anywhere and kill me 50 times, just for the hell of it. So, I like the arenas. As far as which game is going to beat out the other, I think it will be a toss-up. I will be switching to Champions in 2009 myself. Only because I've played the table top version for over 10 years now.
Reply