City of heroes pc game

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City of Heroes - Wikipedia 













































     


City of Heroes® : The World's Most Popular Superpowered MMO.



 

Just don't buy this one if you've already installed and registered some other version of the game yourself--unless you're buying it to give to someone else, or to start a second account for yourself. Had return the games because the platform no longer exists. By Halo Park on January 10, I would rate it with five stars except NCSoft discontinued the game even when it was making enough money to pay maintenance costs.

This goes to show how MMOs can be made useless at a moment's notice if the company decides to shut it down for no reason. Your love of the game and devotion for it notwithstanding. There is no longer a server for this game, so you can't play it even if you download it. This game, as well as all City of Heroes games, should not be sold or purchased. Amazon needs to pull all City of Heroes games from sale because it is a product that no longer works. This was an awesome MMO, sadly it is no longer online, wish the would bring it back, great character generator too.

I purchased this because my son was begging me for it. It was very cheap, but it is just the game City of Heroes that you have to be online to play. You could download it for free online. They are canceling this game at the end of November anyway, so it isn't worth your time. Bought this game as a Christmas gift for my son and he cannot even use it. Game Name: City of Heroes. Supported Platforms: Windows 7, 8, 8. You don't need any Torrent ISO since it is game installer.

Below are some steps, Go through it to Install and play the game. And boy how you proclaim it. You proclaim it to anyone and everyone.

You proclaim the hell out of it. It's impossible to keep your tales of derring-do to yourself. Your mighty battles are recounted in the most exacting detail to anyone that will listen. It's a glorious world where every prospect pleases and only man is vile.

Men and annoying, buzzy robot things called Sprockets. And aliens. Mustn't forget the aliens. But then, a month or two after starting, something I like to call the NCsoft Factor hits and things start to go wrong.

This isn't a company that particularly specialises in the 'deep' MMO experience. Lineage II we'll cover next month, but much like that land of swords, sorcery and skimpy clothing, City Of Heroes plays its best hand early on and as a result finds itself lacking when the whist game of life reaches its later rubbers.

Levels one through 12 are exhilarating. New powers open up almost every other day, from simple laser eye blasts to the seriously warped likes of Propel, in which a dimensional portal is opened and a random object is sucked through and hurled towards your enemy anything from fire hydrants to old sofas.

Each bad guy encounter and instanced mission is ripped straight from the pages of Marvel, with thugs, villains, zombie armies and aliens all waiting for healthy doses of justice from Spineder-Man And His Amazing Friends sic. In fact it'll take you about two weeks at an hour or two per day to get to a level that seems reasonably impressive, at which point one or two piranhas of doubt start to nibble at the paddling toes of contentment in the tropical sea resort of playability.

Suddenly you're blithely ignoring all the petty crimes happening all around you as the protagonists are too low a level for you to bother with - something that breaks the immersive qualities that being a superheroic defender of the weak and innocent was bestowing upon you until now.

The comic book heroes of our youth would happily stop any mugger, help any cat in a tree and aid any old woman to cross a road, however powerful their muscles and shiny their cape.

No deed too small for they. For you however, resplendent in your level 15 finery, the crime-ridden streets are just really, really inconvenient. That woman screaming for rescue from a terrifying gang with lasciviousness on their minds will just have to fend for herself.

You're far too important to be foiling such low-level crimes like that. Hold fast, fair damsel, a less experienced hero will be along shortly to protect you. Worse still, should you opt to clean the streets Batman -style of all crime, you'll be shouted at by the lower-level heroes for 'XP stealing'. It seems the class barriers in hero-world are alive and well. But there are worse issues than this. Repetition rears its head like an ugly old man rising for the fifth toilet trip that night.

Early on you start to realise that COH is little more than a blastathon. Superteams can be formed and high-level characters can add prefixes to their sobriquets or gain access to capes, but there's none of the socialising depth seen in most MMOs. Just log in, fight a bit, level up, log out. A more literal case of 'Wham! Thank you ma'am' we've yet to see in gaming.

That's the moment when the clichdd MMO mechanics surface like a stricken submarine of limitation in the ocean of possibility and the emperor realises the people are pointing at his hairy crown jewels rather than his imaginary new threads. And it's the point when most COH players decide to go back to the drawing board and create a new character. That's the dilemma you see.

Heroes is all about its early game. Character creation is excellence itself and experimenting with the hundreds of power set combinations is rather thrilling. But for the game to retain an audience beyond its free subscription month and for NCsoft to start seeing real profits , it needs to have a worthwhile sense of direction added. The Villains' setting, the Rogue Isles, consisted of islands connected by a network of ferries and helicopters while the Heroes' setting, Paragon City consisted of regions separated by giant energy "War Walls" which were justified in the back story and were connected by direct access points and a Metropolitan Transport system styled on a light rail.

A few zones were accessible to both heroes and villains; some were cooperative zones, while others were player versus player PvP zones. Praetoria, for characters created in the Going Rogue update, lacked War Walls, allowing more or less free movement between areas. Players initially moved around the zones by jogging or using a minor speed-increasing power such as "Sprint". As heroes grew in level and accumulated more powers, they could choose among four higher speed traveling powers: Teleportation, Super Speed, Super Jumping, and Flight.

As characters leveled-up, players could choose new powers from the character's primary and secondary power sets, as set during creation, or from shared power pools. The power pools contained the four travel powers and other generic, usually utilitarian, powers that fell under categories such as Fitness, Concealment, and Leadership. In addition, as characters leveled up, they gained access to new costume features, including the ability to change between up to five costumes and unlockable costume parts such as capes and auras unlocked after missions.

Quests in the game were known as missions, and were obtained through various channels, generally from various NPCs the player met in the game. Although missions could be completed alone, the player had the option to form Teams with other player characters to play off of each other's characters' strengths and abilities. The level of the characters used, size of the team, and a separate difficulty scale chosen by the player called Notoriety, all affected the difficulty of the mission.

Missions could take the form of an instanced area where the player s must defeat a boss , save NPC characters held hostage sometimes taking the form of escort missions , or search the instance for a certain object or number of objects such as clues or defusing bombs , while other Missions required that players defeat a certain number and type of mobs , possibly in a defined area of the game.

Some missions are part of story arcs that involve the player in a larger narrative that tells some of the back story of the setting. Task Forces City of Heroes , Strike Forces City of Villains , and Trials both were particular missions that could be completed multiple times, but only as part of a team, and had to be completed in entirety to earn particular rewards for completion, such as the ability to respec a character's chosen Powers and Enhancements.

Cooperative play also took the form of larger player-created clans called Supergroups, reminiscent of comic book groups such as the Justice League , the Avengers , or the Brotherhood of Mutants.

Players part of Supergroups could team up together or convene in Bases introduced with City of Villains. Bases were used for social meeting or housing special items used in crafting Inventions, serving as a collective item vault, or to recover after losing all Health in the overworld.

Supergroups in turn could form Coalitions with each other for increased collaborations. Coalitions were generally formed for the raids featured in the game.

Another form of cooperative play was the Sidekick feature, which allowed for characters of disparate experience levels to participate in the game together. A Sidekick's experience level would be temporarily risen to be close to their partner's level, and their Health and strength would be scaled to their artificial level, while any experience or Influence they gained was scaled to their original level.

A reverse feature known as Exemplar was added later, which artificially lowered the level of a higher level character also removing access to powers unavailable at their new level , but they earn experience at their original level, which is useful in removing Debt, or gains Influence rather than Experience.

For the release of City of Villains , these features are Lackey and Malefactor. Issue 16 overhauled the system such that it was automatically scaled to the "Anchor", which was either the player on the team whose mission the team was set to perform or the team's leader. Players could also set "leveling pacts" which allowed two players to sync up the experience their characters gained, although this was disabled in a later update.

Other game features included auction houses and crafting inventions to make characters more powerful or unlock further costume options. The Architect release gave players the ability to construct custom mission arcs, with customized enemies and layouts that could then be played by all other players.

The Going Rogue expansion allowed players to switch their alignment using Tip Missions collected from defeated enemies. In character creation, the player first selected a character's origin and archetype, then primary and secondary power sets.

Next, the actual avatar with its costume was created. Lastly, the player chose a name and could optionally write a background story to add some flavor to the character, as well as creating an individual battle cry. These origins were as follows:. A special "Incarnate" origin was programmed for various NPCs in the game who obtained powers from the fictional Well of the Furies. The "Incarnate System" added additional powers for the player to choose from after completing difficult missions.

There were five basic hero archetypes, which affected a character's power choices and team role throughout the game. Blasters were versatile damage dealers, capable of fighting at short or long range against one or many opponents, but had relatively little health. Controllers were adept at preventing enemies from moving or acting through inducing status effects, as well as possessing pet summons.

Defenders turned the tide of battle with weakening enemy attacks debuffs and ally-strengthening buffs. Scrappers were melee fighters with a greater chance of critical hits against tough opponents such as bosses.

Tankers possessed great defenses and the ability to take hits for the team, as well as powers to adjust aggro towards them. There were also five basic villain archetypes. Brutes dealt increasing damage as they attacked or were themselves attacked. Corruptors could cause damage at range, with high chance for critical hits against wounded targets. Dominators assailed enemies with status effects and direct damage.

Masterminds summoned, upgraded, and controlled combat pets. Stalkers were stealthy fighters, dealing critical hits when hidden or when accompanied by a team. There were also two epic hero archetypes which were unlocked after reaching level 20 level 50 prior to Issue 17 with another hero character. Peacebringers were peaceful symbiotic aliens that had light based powers. Warshades were war-like symbiotes that were normally enemies to the Peacebringers but had reformed their evil ways.

Both archetypes were capable of shapeshifting into a more offensive or more defensive form. The villain side mirrored this, with two branching villain archetypes which were unlocked after reaching level 20 also level 50 prior to Issue 17 with another villain character. Both are rank-and-file soldiers for the villainous group Arachnos Soldiers and Widows attempting to make a name for themselves, each with two distinct specializations. With Issue 21, players could now create a character and go through a tutorial involving the destruction of Galaxy City by Shivans that allowed them to choose their alignment, such as a heroic Corruptor or a villainous Blaster.

Characters created with Going Rogue started the game in Praetoria, and chose whether to be a Loyalist, who followed Emperor Cole, or to be in the Resistance, who opposed him. In Praetoria, however, things were not so black and white. There were good and evil people on both sides, and, when leaving Praetoria at level 20, players could choose their character to be either a Hero or a Villain.

The alignment could also be changed later on, allowing for Heroes to go Vigilante before becoming Villains or Villains to become Rogues before being redeemed as Heroes. However, many of these items were described as intangible or other-worldly; such as "inspirations" temporary power-ups or "inf" an abbreviation of "influence," "infamy," or "information," for Heroes, Villains, and Praetorians, respectively, which was used instead of money , which were abstract ideas in the real world.

With the release of Issue 6, while in supergroup mode, a setting that could be toggled on and off, players accumulated prestige points which were used to improve the supergroup base. Issue 9 brought the Invention system to the game, which allowed characters to combine other dropped items they salvaged and recipes to create various goods.

Invented enhancements could provide better bonuses than normal enhancements, including set bonuses for slotting invented enhancements from the same set into the same power. Costume pieces and limited-use temporary powers could also be invented. City of Heroes Homecoming is the much-anticipated comeback version of the leading classic game. Since its release, this i engaging game has set the gaming community on fire.

Players can create their own character customizations, epic battles, and other aspects to have hours of fun. City of Heroes was once the leading action game for Windows computers. With an interesting superhero theme, the game was able to garner attention around the world. In , it was discontinued. A group of fans, players, and developers have resurrected this classic, which now operates on multiple servers under the Homecoming title. City of Heroes Homecoming boasts multiple collaborative options, which allow players with different skills and experience to team up on missions.

Most of the mission arcs are will keep you occupied for hours. Since the game has a solid community active in numerous forums, you can easily find mission arcs of all sorts on the internet. The popular Windows game comes in a lightweight installation package.

   


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