Why I Love: City of Villains

As the history – or more accurately, this slightly faded receipt in my hand – tells it, on the second of December 2005, at 4:47 PM precisely, I walked into EB Games Carousel and purchased the City of Villains Collector’s DVD Edition for the princely sum of $74.85, beginning an on-and-off love affair that would last over three years.

City of Villains was pretty much my first MMO, so I wasn’t really sure what to expect. And while I can look back and suspect that my shine for it might still be slightly rose-tinted for that naivete, I’ve since tried other MMO’s – Warhammer Online (for several months), World of Warcraft (for two weeks), Tabula Rasa (for six hours), Ultima Online (for… well, thirty minutes) – and I’ve even spent the last year balls-deep in development of another MMO. None of these games, no matter who I played them with, no matter how good the anecdotes about them, no matter how much I enjoyed working on them, none of these games have ever kept me interested, kept me excited and kept me coming back again and again like City of Villains.

As you may or may not know, the people behind City of Villains, Cryptic Studios, are currently working on another superhero-themed MMO called Champions Online. Naturally this sort of news is exciting to me, and while discussing it with my friends, all the good memories from the City of Villains days came flooding back. Our incessant talking about those halcyon days was enough to convince Jess that it was time to try it for herself, and so a few weeks ago we fired it up, and we haven’t looked back since.

There have been probably three distinct City of Villains eras for me before this one, and though I’ve always been pleased with the game’s ongoing development each time I’ve restarted, logging in again for the first time in nearly two years really floored me with the amount of improvements that they’ve been quietly crowbarring in. Though I’ve always loved the game to pieces, it has always had some distinctly glaring issues, or what I would consider to be incredibly obvious design decisions that needed to be made but which just weren’t. This time around, I could not help but be amazed at just how far they had come along in addressing those concerns. In fact, I’ve been enjoying playing it so much that I decided it was about time to write it all down and tell the world exactly why.

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Matter Of Fact, I’ve Got It Now

Having told, and retold, this story more times than I can actually remember, I figure it’s about time that I immortalised it in print. This has two benefits: first of all, the next time somebody asks me about it I can write down this site’s address, slip it into their shirt pocket and slap them on the shoulder in an overly familiar and slightly condescending manner, saving myself time and energy while simultaneously reinforcing my image as a huge wanker. Secondly and perhaps more importantly, Jess – who has heard the story approximately seventeen-and-a-half bajillion times – will no longer have to restrain herself from choking me to death every time the story needs retelling.

But what is the story, Tim. What’s it all about. Well, I’m glad you asked…

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