Finishing off Giganta in D.C. Universe Online this week, I was treated to this scene, and a reminder that no matter how much the medium matures, comic books' emotional attachments are made in your youngest and most vulnerable years.
For those not playing this video game, in D.C. Universe Online you create a super character, then send him or her off to fight against and alongside D.C. Comics' most recognizable characters. Many missions build to a crescendo where you take down a principal adversary. After that success, you get a cinematic as a kind of payoff.
Spoiler alert: If you're playing the game and want to see this for yourself, don't watch the clip below or read any further.
To this point, all the cutscenes I'd watched were told from the perspective of the defeated villain, in a biographical tone that justified their megalomania and reasons for world domination, over a montage of comic book panels.
This one plays quite the wild card. It's narrated by the teenage Wonder Girl, whom I freed from the clutches of Giganta, the nemesis of the Amazons. And Wonder Girl is telling us about it not in a comic book, but in the medium of her generation: a personal blog.
One of the most poignant things about reading comic books as a kid is the sense of identification, however vicarious, they give to you at an age when you really don't know who the hell you are, much less what you'll become. You're an incomplete, very emotional person with this vague hope, masquerading as a faith, that you'll become someone who matters. And the primary-color, transdimensional struggles comic books present are not so much allegories for the woes of the world at large; they speak to your more prosaic conflicts, ones you typically encounter in school.
Fakes and liars. Cheaters and bullies. Manipulators and oppressors. They are the enemies of the world, no matter how old you are. It's a cosmic indictment rendered in the profound vocabulary of a high school yearbook. And Wonder Girl's kicker, her goddam-right punchline, set to that music, gets me every time.
I'm a 37-year-old man, nowhere close to whom this presumably speaks to, and when I saw this I jumped out of my chair, stabbing a No. 1 finger in the air. This is why I created a superhero character and lived the past 10 days through him. I felt like I was 13 again, a dumb kid caught in a study-hall daydream. I'm running down the street and straight into the air, flying in to save the day, to defeat the oppressors, the manipulators, the bullies, cheaters, liars and fakes, all of them. Wherever or whoever they are.
DC Universe Online is meant to be grind-free; players will advance by completing missions, not menial tasks. So what's an MMO novice to do when he hits a tough mission, and can't simply level up to overwhelm it?
Kotaku's MMO reviews are a multi-part process. Rather than deliver day one reviews based on beta gameplay, we play the game for four weeks before issuing our final verdict. Once a week we deliver a log detailing when and how we played the game. We believe this gives readers a frame of reference for the final review. Since MMO titles support many different types of play, readers can compare our experiences to theirs to determine what the review means to them.
I am a complete novice at massively multiplayer online role-playing games. Fahey is normally our man on the subject. But as D.C. Universe Online is a rarity - the console-based MMO - many will experience the genre for the first time with it on the PlayStation 3. I will be one of them, and that journey will be a part of Kotaku's review of the game.
When last we left our combustible biathlete, Ballisto had hit level 10. Still a little unsure of the correct way to proceed, if there is one, I focused the second week on leveling further, while mixing in more cooperative gameplay elements.
There's two ways to do this. You can invite people to group up and take down a guy who's giving you problems. If you work well with these folks, someone can suggest that the group extends that into a legion status, more or less a persistent team-up, or clan for those who play these more than I do.
There's also a game mode called Alerts, in which (for heroes) Martian Manhunter puts out a distress call for you to pitch in with others. It's a good introduction to structured cooperative play without forcing you to do all the organization yourself.
I answered a call for Area 51 and was dispatched there to beat some Brainiac robot ass galore. Brought in as a damage-dealer instead of a Tank, I didn't have much difficulty with the assignments, which break down to kicking minions' asses or destroying their assets, followed by taking out a series of bosses. Cooperative play proceeded roughly like a random encounter in Metropolis when everyone's going after the same objectives. I didn't hear much coordination of powers and roles, just everyone jumping in for a good time. The group loot we got was unimpressive and not worth the greed-or-need call.
Back in the main world my journeys now took me to Gotham City, which is a color negative of bright, gleaming (if a bit beat up in spots) Metropolis. Gotham is perpetually in a state of gloom, occasionally with rain, playing to type of course. This part of the map was considerably tougher on me as I slogged from levels 12 to 15, taking out Bane at the lighthouse in a spirited battle.
In my first MMO log, the only character who'd given me much trouble was Queen Bee, and that's because I fought about a level under her. Two levels above Harley Quinn and the Funhouse mission, I was getting pounded by the Joker's knife-throwing goons. Harley herself was a real bi- well, bear. She goes into a hammer-thrower's whirl that's tough to break.
I backed out of the Funhouse and reconsidered my situation. A few invites to tackle Harley went nowhere, as by now most of the serious players are level 20 or above and she's small fry to them. So I learned another fundamental truth of MMOs: Know your powers, how they interact with each other, spec them purposefully and have a strategy.
I went to the Justice Society tower and respec'd Ballisto, branching differently in my immolation and ignition power trees to mix their effects. Many of the powers have an advanced effect on a burning enemy, so I arrayed them in my tray more strategically. In other words, I was going to go in and set someone on fire, then either use the detonate power, or the heat drain to maximize the damage effect.
Skills - in weapons and movement - become considerably more important as there's no power cost associated with them. I discarded some earlier bad choices and loaded up on melee and range combos, avoiding the power talents (there's a whirlwind you can create that pulls your enemy closer to you. As a guy with a bow and arrow, selecting that one was kind of dumb.)
Back in the Funhouse, with a greater sense of myself I sat on block and defensive moves and toughed it out against Harley Quinn, finally taking her down with a detonation combo (basically, I caught her on fire, and moved in with a close range explosive attack that multiplied its effect thanks to her conflagrant state.) I gave a deep sigh, happy to know that this game hadn't plateaued because of a single difficult enemy, I was just a novice who needed to learn how to fight.
It was time to get out of Gotham and clean up some unfinished business. But first, I was invited to a group excursion against some of Poison Ivy's minions. You'll see it in the video below. Lo and behold, Solomon Grundy wandered by, and I'd answered a wanted poster to take his ass down. The party turned its focus toward him. But not to me.
I was knocked out twice going after the big guy, and as the lowest level player in the party, is there any, I don't know, etiquette regarding helping a brother out? Twice they failed to resuscitate me - the last time, my compatriot apparently forgot which button revives a comrade (hint: it's circle.) The KO timer expired right as Grundy was taken down, giving me the feat and the XP. You can see it in that video below.
I am now at Level 18. My frustrations with the game - the map (which displays two objective arrows at inconvenient times), the manual labor required to activate and redeem certain missions, the near radio-silence you're in as a console player - are likely aggravated by being a complete newcomer to the game. The loot I have gathered is across-the-board unimpressive; I'm proceeding incrementally both in experience and in gear. The money I acquire buys health, more or less.
The game seems built toward hitting level 30, something I hope to do in the next week. At 30, you unlock Duo missions and Raids in the game's multiplayer settings, and can avail yourself of badass armor sets on display up in the tower.
There is still a ton of game left to go in this, and when I came back from Gotham to my Metropolis turf to clean out some missions, I found that I'd gotten a better sense of how to handle this action MMO, to mix in defense, and to approach missions with more than a button mashing instinct - although this game still conditions you to do plenty of it.
My goals for the next week will be to create a villain character and explore an early chunk of that continuity; invite or join more group activities and get a spot in a legion, and ultimately hit level 30. Tall order for someone trying to get to bed before midnight, but Batman willing and the creek don't rise, I'll get there.
Ever!> That’s according to the reliably twittery John Smedley. I am not sure what that actually says about the game, or SOE games generally, but it sounds positive. And… yes, we haven’t really taken a decent look at it yet, but I’ve heard some positive reports. We should get one of these layabouts on the job, eh?
What about you lot? Anyone playing? Any thoughts? Any critical quibbles? Anyone needing to team up with fellow RPS for some hot justice? (And I’ll totally sort the competition out tomorrow, closes tonight.)
As a boy my paper route money went to comic books, stories of people coming to terms with their strange powers and their place in the world. With D.C. Universe Online, I now take that journey for myself.
Kotaku's MMO reviews are a multi-part process. Rather than deliver day one reviews based on beta gameplay, we play the game for four weeks before issuing our final verdict. Once a week we deliver a log detailing when and how we played the game. We believe this gives readers a frame of reference for the final review. Since MMO titles support many different types of play, readers can compare our experiences to theirs to determine what the review means to them.
I am a complete novice at massively multiplayer online role-playing games. Fahey is normally our man on the subject. But as D.C. Universe Online is a rarity - the console-based MMO - many will experience the genre for the first time with it on the PlayStation 3. I will be one of them, and that journey will be a part of Kotaku's review of the game.
Having never done an MMO log before, I'm going to begin with a summary of my first experiences in D.C. Universe Online, figuring that a lot of what I consider profound early on might be made moot by later experience. In subsequent weeks I'll go through my experiences in a more journaled format.
D.C. Universe Online may intrigue some because of how, as a complex MMO, it will be handled using the tools of a traditional console. For me, anything is going to be new, but everything here was undertaken with a standard PS3 DualShock controller - no USB keyboard or other peripherals.
Powers and talents are therefore mapped to the face and R1/L1 buttons with the L2/R2 buttons as modifiers. L2 activates one of four powers out of the left side of your "tray" in the heads up display; R2 equips items such as health out of the right four slots of the tray. The D-pad is used for chat, gestures and canned interaction (lacking a chatpad this week, I kept quiet, or bowed and waved to folks).
I focused my first two days of gameplay (Monday and Tuesday) on indvidual experiences, developing additional powers and understanding what I could do, what I couldn't do, and what was inadvisible in this world. More complex, cooperative engagements such as group raids would come later, I decided, after I'd built a methodology for the combat system and a set of attributes and powers supporting it.
As of the time of writing, I've finished more than 30 missions, solo completing two quests (if the tutorial counts, three) plus several side missions that were built to introduce players to Metropolis. I'm a level 10 metahuman, with a smirk and a compound bow. I run like lightning and burn like fire. Name's Ballisto.
My original name was Lawn Dart. About six levels in, I learned one of the hard truths about MMO character creation - pick a name you can live with. I slapped "Lawn Dart" on my Flash/Green Arrow hybrid ("not Lawn Dart Lad?" asked McWhertor) expecting to take an ironic tour of duty for truth, justice, and cookouts. Instead I took a real pride in what my hero was doing, and elected to just start all over, redoing the first quest in the process. You can't rename a character, but there seemed to be no restriction on creating more than one.
The quick rundown: as Ballisto, I'm a hero (players may choose to be villains). My means of travel is lightning speed (flight and acrobatics are the others.) Fire is my power type (the others are ice, gadgets, mental, sorcery and nature) and I'm a metahuman, which means someone whose power comes from a mutation or alteration. Other types are tech (getting their powers from gadgets) or magic (mystical beings).
The tutorial stage, which many of you have played thanks to the game's pre-release beta, introduces you to the combat system of an action MMO. I don't think it can be failed, but I didn't try to, either. Superman and I cleaned out a space station crawling with Brainiac's mechanized trashcans, and then it was on to Earth.
It wasn't apparent to me in what order I should be doing things, so I just jumped right into action after being introduced to the police station, a base of operations where everyone trades in loot, picks up missions and shows off for the other players. For herose, the first quest - Gorilla Grodd's assault on the Metropolis boardwalk and downtown financial sector - comprises a meaty 10-plus missions, taking me to level 6 by its conclusion.
D.C. Universe Online points out that its progression is built on the completion of missions, not leveling, meant to reduce grind. I still found that the missions in the Grodd quest and the Queen Bee quest following it had their own types of grind - go here, kill this many bad guys, smash this many assets.
At peak hours in the early missions, you would be competing with many other players trying to bag the same 10 Gorilla Lieutenants or Royal Bees or whatever. There's usually a race to the unique character type you need to kill and then a fury of button-mashing, hoping to bring him down. I wasn't sure how someone got credit for a kill, whether it was landing the last punch or what.Monday evening I hit some pretty nasty lag and decided to come back later. Tuesday at the same time the issues were gone.
At the end of the Grodd quest I met the Flash, a treasured boyhood hero. All of the D.C. Universe characters I've encountered are well voiced, but Flash especially so. I left that mission looking forward to more. In the Queen Bee quest's final interior stage I learned that I could tackle the objectives with a measure of stealth (or speed) rather than overcoming every guard and then activating the objective behind him.
Not so for the Queen herself, who was unusually tough on me, but I was fighting at least one level underweight. So there were a lot of "knock outs" (as opposed to deaths) which, in a boss's case, starts the battle over rather than saving your progress on your enemies as in other missions.
By the end of the second quest I hadn't pursued the easy sightseeing quests offered in the police station, which give load you up with XP toward one or two skill and power points, plus gear. I mopped those missions after beating Zazzala. It could be my lack of exposure to the genre but I didn't feel a strong sense of "You should do this now," in the game. Experienced players probably pick up the cues more, so the hands-off approach is likely a virtue.
One thing I didn't appreciate is the game's radar, which would occasionally fail to materialize waypoints in the explorations. This led to some pretty frustrating wanderings around the Watchtower, especially. The Grodd campaign likewise didn't do a good job of pointing me over to the pier, which is where I was supposed to smash some gorilla teleporters. I took care of that long after I finished the overal quest, just for laughs.
Other pastimes included two speedster races outside the police station (I assume flight/acrobatic races are available for those types), a trip to the Vault (sort of booby-prize warehouse you can visit once a day for free random gear) and a visit to the PvP Legends arena to fight as Robin against Harley Quinn. I got my ass kicked badly there.
Ballisto/Owen Meets She-Ra, Gives Her (Him?) The Creeps
I'm very happy with my character, as the fast restart to give him a name he deserves should indicate. (Ballisto is identical to Lawn Dart in power makeup). The idea of creating a superhero whose powers would manifest themselves later was a little anxious for someone who spent a lot of his youth inventing super characters on rainy days.
I think in fantasy MMOs people understand the concept of acquiring power and talent, starting with very little. Superhero tales involve a character fully formed from the origin issue, with a set of integrated powers and abilities that largely fit a theme. I wasn't sure how I'd feel about starting with very little and then picking from powers that, while advantageous in the game, maybe didn't fit whatever narrative I'd crafted for myself.
Not so with Ballisto. Though I regret not being able to float around Metropolis - it really looks awesome seeing a caped being soar silently overhead - super-speed suits me more. The fire powers I've taken support my longbow attack. They're becoming second nature to me: usually fireball, followed by immolation to give a hotfoot to anyone kicking my ass. I have a health drain attack and a trick shot that calls down a volley of arrows, among other surprises. Probably the one skill I use least is block or evade. There's a lot of button pressing in action MMOs, but that's one I forget to spam or even use purposefully.
I'm very much looking forward to going back into Metropolis once I finish work tonight, and staying up late with this game. In the next week I'll seek out cooperative engagements and more PvP action, in addition to continuing the quests laid out in this expansive game. For now, I think D.C. Universe Online has satisfied something that many comic books failed to do in my youth: You have to create characters with more than cool names or powers. They must be likeable. And I like my guy a lot.
To celebrate the launch of DC Universe in the UK, Titan Books – the UK distributors of DC Comics – are giving away a bunch of their books to a lucky/motivated RPS reader. Check below for details of what you can win, and how to enter. Sadly, you can only enter this competition if you are a resident of the United Kingdom. Sorry! (more…)