Customer Reviews for City of Villains

City of Villains
by NCsoft

City of Villains List Price: $4.99
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Video Game Reviews of City of Villains

Customer Review: Good but not great
Summary: 3 Stars

City of Villains, like City of Heroes, has the best character creation system of any MMORPG I've played.

After playing World of Warcraft, however, the game world of CoV just seems a little lacking.

WoW has an active economy, CoV does not.
WoW has great graphics, CoV has decent graphics, but they feel a bit dated.
WoW has skills and crafting, CoV does not.

The main thing is that WoW has some things to do beyond straight combat, CoV does not. Almost all the quests in CoV are the same - go into a building, kill everything inside, and sometimes there are a few glowing items to click on. There isn't even much variety in buildings, you will go through the same layout over and over and over.

Don't get me wrong - building your own character and playing them is lots of fun, but for me anyway, the game just lacks the depth to keep me interested.

Customer Review: Absolutely horrible.
Summary: 1 Stars

Cheating: The administrators of the game cheat for certain players and are don't enforce their own in-game rules unless more than 5 people complain.

Gameplay: The game is designed so that it takes forever to level, literally weeks for one level after level 20 (max is 50).

Performance: The game itself is highly intrusive, uses incredible amounts of memory, cpu, hard-disk space (4+gigs) and has many known issues with most graphics cards.

Harassment: There is a lot of solicitation for joining various supergroups, a lot of unwanted invitations. Many people run around asking you for sex on this game if you play a female character.

FEES: There is virtually NO technical support. It costs $15 per month to play this game, even after you buy it. Most people know this, but I do know one person who bought this game without realizing that.

Bottom line: World of Warcraft is MUCH better. Heck, Warcraft III/TFT is better than this.

Customer Review: It didn't WoW me
Summary: 2 Stars

I was looking to take a break from world of warcraft and decided to give city villains a try... 2 weeks later I reactivated my warcraft account. I found the CoV gameplay to be extremely repetitive and chaotic. I also found the amount of supergroup/team spammed invites without so much as a 'hey' in-game tell to be infinitely bothersome. Maybe under different circumstances I could have enjoyed it - but it just didn't match up to world of warcraft... If I need to repetitevely kill the same things over and over and over again, I'd like to at least do it in a game where I can always move to a different setting and refresh the experience.

Customer Review: A modest improvement on a flawed game
Summary: 3 Stars

Like its predecessor, City of Villains isn't sure what it is. Is it a game emulating comic books? Or is it a Massively Multiplayer Online Roleplaying Game with a few trappings of comic books? In the case of City of Heroes, the balance is weighted in favor of the former answer, while City of Villains splits the difference. Unfortunately, most players will likely be coming to this game hoping for much more of a comic book flavor than they will find.

As with CoH, CoV constrains characters into a few character classes, called archetypes here, but essentially, you have characters who can take a lot of damage, deal a lot of damage hand-to-hand, deal a lot of damage from a distance or have thugs or other minions deal damage for them. Interestingly, instead of using the same archetypes as they did in CoH, the designers have elected to change each of the heroic archetypes for villainous characters. This is good in that a villainous Stalker doesn't feel exactly like a heroic Scrapper, but since Player Versus Player combat is a large portion of the game, having archetypes without the benefit of as much time to balance them has led to some rather wonky effects on the game, both in combat against other players and against computer-controlled opponents.

My Stalker character, who is about the same level as my Scrapper, can bypass whole sections of missions automatically, because he's able to turn invisible (like a ninja) until it's time to flip out and cut off heads (like a ninja). Is this fun? Sure. Is it what's intended by the developers? Almost certainly not. Is it going to be changed later on, possibly without any advance warning? Almost certainly.

PVP raises another issue with the game: As in CoH, your villains cannot just randomly decide to take a poke at one another. Instead, like gentlemen duelists, they have to head to the nearest combat arena, sign up for a match against each other and duke it out there. There are in-game explanations for this -- a monstrously powerful uber villain organization that has no problem with gangs running wild in the streets but objects to supervillains fighting -- but it doesn't feel very much like the comic books. Do the Hulk and the Thing make an appointment to punch each other out? They do in City of Heroes and their enemies have to do the same in City of Villains.

Likewise, there is no chance of running into a superhero player character roaming the painfully named Rogue Isles, nor will your villain race from angry mobs of superheroes in Paragon City. Instead, both sides will have to line up to meet in special cordoned-off PVP zones or visit fake versions of the enemy territory, stocked with non-superheroic stock troops of non-player characters.

Finally, the much-heralded bases for teams, excuse me, supergroups, are only really viable for a supergroup that is relatively large in number and plays all the time. To get anything other than a blank room (or a decorated room characters can't easily interact with) costs a great deal of what passes for money in the game (imagine: a supervillain game where the villains never get to enjoy anything they steal, since it's whisked away and replaced with Infamy and Prestige automatically), including monthly rents that can quickly drain a nest egg. Many of the features of bases, like invasion and defense missions, require even larger teams that resemble MMORPG uberguilds more than they do actual comic book teams. Individuals will be able to get their own bases, eventually, but the problem could have been resolved by making bases much cheaper and having more of "the good stuff" in reach of the non-enormous, non-24/7 supergroups.

The game, however, does improve on its predecessor in several key ways. Unlike some of the other reviewers here, I was not impressed by the endless simply decorated boxes the buildings of most of City of Heroes consisted of, nor the multiple zones of "burning box buildings at an angle" that fill in for half-destroyed regions of town. (And, of course, there are the "box buildings shrouded with pea soup fog" and "box buildings surrounding a bunch of tree" neighborhoods as well.) The Rogue Isles have a great deal more flavor than any neighborhood in Paragon City other than King's Row can muster, and much of it feels organic, if still not entirely realistic.

Similarly, although it's very linear (all your supervillain characters progress through almost identical storylines), the stories in CoV are actually much more involving and interesting than the ones in CoH, of which a few were intellectually interesting (the truth about the Clockwork King, for instance) but little more. CoV stories are full of pathos, hatred, love and betrayal and the overaching villain organization makes the Sopranos look like the Brady Bunch. Great stuff.

Ultimately, though, if you're looking for a game that emulates supervillain comics like Sleeper, Wanted, Secret Six or the classic Secret Society of Super-Villains, CoV is extremely hit or miss, with the designers trusting more in MMORPG cliches than they do in the comic book tropes that brought gamers in the door to begin with. Your characters, who all lack secret identities and display a uniformly evil nature (one mission has villains casually kidnapping people off the streets of Paragon City to be organ-harvested by a CoH NPC villain organization) will spend more time in hospitals than any comic book character ever has and fight far more villains and generic super-cop NPCs than they will ever even see a costumed hero, player-controlled or otherwise.

City of Villains takes a modest step forward from where City of Heroes began (and remains mired, for the most part), but just like its predecessor, it feels like the superhero/villain game that's come before the truly great one, which will blow this one out of the water.

When designing a game based on comic books, every design decision has to go towards what makes the game feel more like comic books and make it work. If not, you end up with a game that, eventually, you wonder why you're playing. It's not a great MMORPG (other than the wonderful /sidekick system that lets characers of different power levels play together, it adds no innovations to the genre), it doesn't much emulate comic books, it's just a fairly conservative MMORPG with a light veneer of four-color heroes and villains.

A fun game to pick up for a month or two, but nothing that compels a player to stick around much more than that.

Customer Review: It takes awhile to see... but a poorly executed expansion.
Summary: 2 Stars

Well, it has been out for awhile and I have played through it a bit and suffice to say... this game is dead. It should have been a new entity alongside City of Heroes but for all it's flash it is just more of the same. The missions are EXACTLY the same as the hero side of the game...sometimes with just minor word changes.

You play through the game and contacts tell you what a big shot you are becoming.. then in the late 30 levels all your contacts act like you are a nobody. That sort of inconistant story telling and pacing are just small complaints.

Big complaint, lack of anything to do but the same tired four or five mission templates. That is right, there is a small handful of missions... and you will be doing them over and over and over and over. Soloing is boring and group play is risky thanks to no solid group dynamic.

PVP? PvP is a joke. A few powers destroy everything else making it zero fun. If you enter a PvP zone and have no resistance to status effect (ie holds, sleeps, etc) you are pretty much a doomed. They say upper level content is coming but they never even came up with decent upper level content for City of Heroes (the general response was "make a new character", and that means the same grind all over)... so save your money, this MMO is starting it's descent (again).

On the positive side, it does have one of the most fun combat systems for an MMO and an impressive character design system. These were positives from City of Heroes... so it is not like they would downgrade that.
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