While
City
of Heroes: Going Rogue offers
a little something to new players and veterans alike, the new story is
centered on the new levels 1-20 experience. Lead Systems Designer Matt
“Positron” Miller explained:
“We’re positioning
Going Rogue
as a new entry level game as well as an expansion. We want brand new
players who’ve never played
City of Heroes
before to feel welcome.” And, unlike most comic book games
offering a choice between good or evil,
Going Rogue
lets you work your way into that choice over the first 20
levels. As a Praetorian (rather than a Hero or Villain) you
haven’t yet chosen a side, therefore you can choose
from all ten of the available archetypes (five traditionally heroic
archetypes and five villainous ones –
details here:).
I picked a blaster with one of the new power sets, the dual pistols, to
see if I couldn’t get some John Woo mojo flowing.
Making a point of the care that went into creating even the minor parts
of this expansion, Matt explained that one of the game’s
artists was particularly proud that when each pistol is fired, the
receiver comes back, the shell is ejected, and a new cartridge is
loaded. That may not sound impressive until you realize that your
character seems to come from the Warsaw Pact school of ammo discipline
and is literally firing off probably hundreds of rounds a minute.

I spent a few minutes doing one of my favorite things to do in any
City of Heroes
experience – hitting “Random Appearance”
a few thousand times – and opted not to go with a character
with one of the new animated tails. As I went along, Matt explained the
concept of Praetoria. “We have this alternate
dimension, this alternate earth, called Praetoria. When you first start
the game, if you’ve never made another character, we force
you to start as Praetorian, because that’s our best new
player content; that’s our best foot forward.” As a
nice little touch, character creation ended with a citizens’
registration card listing all my vitals, so (I’m guessing)
access to the bars around Praetoria becomes that much easier.
In the tutorial zone, I was presented with a choice – should
I take the basic or veteran tutorial? “Do I want
the full-on text of how to play the game, or just the
highlights?” Matt explained, noting that those who are
comfortable with MMORPGs are probably safe taking the veteran
tutorial. Most dialogue trees also offer an (Optional)
branch, which grants players a little more story. Showing that these
dialogue choices are optional is a nice compromise between fast play
and a rich story – players who want the full story can select
to read the (optional) dialogue, others can simply breeze past it.
Going Rogue
also features a new hot tips system in the form of red exclamation
points on the side of the screen that can be read (or dismissed) at
your leisure. These tips came in quite handy, though, as I was able to
take advantage of the new, faster sprint skill that Paragon Studios
added in
Going
Rogue.
As we moved to our first mission contact, Matt explained the two
factions and some of the subfactions of Praetoria. The two main
factions are the Loyalists and the Resistance. The Loyalists are those
firmly devoted to
Emperor Cole
and appreciative of all he has done to keep Praetoria peaceful and safe
since the Hamidon Wars. That peace has come at a severe price, and as
Cole has essentially turned Praetoria into a police state of truly
fascist proportions, a budding resistance led by
Calvin Scott.

Within the Loyalists, NPCs are split between the Powers Division and
the Responsibilities Division. “One’s kind of good,
the other’s kind of bad,” Matt explained.
“Those in the Powers Division, like Reece (your first
contact), is all about the celebrity and glory of being an authority
figure. ‘I just saved that school, put me on
camera.’ The Responsibilities division is more like,
‘It’s all about saving the school.’ Even
within each side, there are shades of gray. That’s really
what this expansion’s all about – the moral
choices, the shades of gray.” This was my first hint that
things were going to get a little morally clouded in
Going Rogue.
Reece assigned me to infiltrate the Resistance, at which I could have
told him where exactly he could infiltrate (Matt noted that though
players progress toward decision points regardless of dialogue choices
– there’s not a lot of true mission branching, in
other words – but specific dialogue choices are noted and may
come back to haunt players in later conversations). Instead,
I toed the line and zoned into the Resistance hideout.
Before I go further, I’d be remiss not to mention of the
quality of
City
of Heroes’s
graphics since
Issue 16: Dark
Mirror’s graphical
enhancements hit the servers. Reflections, shadows, and overall image
quality have improved tremendously and, I think, are above par compared
any MMORPG a quarter of
CoH’s
age. Paragon has even looked after the smallest of details: watch the
Nova Praetoria skyline long enough at night, for example, and
you’ll see the lighted rooms in the skyscrapers turn off and
on.

Down in the tunnels, we came across a reprogrammed Clockwork soldier
that was badly in need of repair. While I opted to repair it, I was
presented with a choice to have him move ahead and possibly aid me
(pro-Resistance) or report to the surface and, unknown to it, be
recaptured by the Praetoria PD (pro-Loyalist). Not wanting to blow my
cover in either case, I chose the latter option. In the
sewers, the Resistance was fighting the Ghouls (the creepy
sewer dwellers that make up one of five plus NPC enemy factions in
Going Rogue).
It was here that Matt pointed out one of the two nice new UI
innovations in
Going Rogue:
a text dialogue that continues at the top of the screen as you move
away from an NPC (so you can read as you run) and a yellow border that
appears around NPCs that are attackable, but won’t attack
you. These two features alone show the sort of maturity of this grand
statesman of comic book MMOs, as well as the care that its devs have
put into this expansion.
We eventually found our contact, Wrencher, subdued by two PPD officers.
One of the officers recognized me as being sent from the Powers
Division and assumed I wanted to take credit for the capture. I then
was presented with a very clear choice, join the Resistance and cap
these two officers (who would be the only witnesses to my treachery) or
continue on with the Loyalists. This won’t be the
only time you’re presented with a Resistance vs. Loyalist
choice – Matt explained that we’d have over 11
times to chose, and there’s no penalty to changing your mind
aside from the fact that consistently making the same choice would
result in a more solid storyline.
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