Whelp, having tossed in a handful of hours, I thought I'd go into what I think of the game so far. So without further ado...
PROBLEMS
I wanted to get some of my issues with the game out of the way first. First off is the theme and general style of the game, which is heavily exaggerated. Let's face it, CoX comparisons will always be used, but I do like that CoX kept their style from getting to ham-handed. That is NOT the case with Champions. Characters looking very puffed out, dialogue that makes you wince horribly, ridiculous scenarios abound. Everything is completely over the top. It doesn't make it unplayable at all, but they were adamant about it being a modern comic book and its nothing like any I read. Maybe from the 60's or 70's. This over the top style is probably my biggest issue with the game.
The controls feel a little sluggish and unresponsive. Again, not enough to be unplayable, but enough to irritate slightly.
A little more explanation is need in the game right now. It feeds into one of the good things about the game, but with so many submechanics in the gameplay and the depth of the power frameworks, a bit more documentation/hand-holding is needed to get a grip on exactly what is being provided.
Maybe I haven't researched it enough, but there seems to be a lack of lore to the game. Before CoH launched, I had read about enemy groups, history, so forth. Some of that is in Champions and more is certainly expounded upon in game, but a better primer beforehand might have been handy.
That said.
LEAPS AND BOUNDS
Champions have gotten all sorts of things right. The easiest place to start is the character creator as it provides more points of customization, material types, costumes, patterns, color combinations, body scaling, passive stances, expressions, and more. It is as comparably advanced as CoH was when it launched compared to other character creators of the day. Nothing comes close.
This customization bleeds further into powers, where you can modify most colors for the powers out there (though only the primary colors, hues are not supported yet [i.e., you can have white but not black]). You can also choose emanation points for some powers, so beams can shoot from your palms, or fists, or eyes, or chest, etc.
But, for me, the real shine is on the powersets themselves. NO POWERS ARE PROHIBITED.
Go ahead and read that again, I'll wait.
When you build your character, you are only limited by the tier and number of overall powers you can get. A great example is my character, Lugnut. He's a head and torso in a suit of armor with robotic limbs. Now, I can take a few Might powers for melee, but then shift over to Power Armor for a couple of the passive defense/resistance powers. Toss in a couple of their nice ranged powers from Power Armor, and then go back to Might for some of the buffs and more melee abilities. I didn't choose a 'tank'. You don't choose any class. The sum total of your powers, how you have loaded them out, and how you use them defines your character. This is the single most powerful development in an MMO I have seen in years.
In fact, its a little disorienting at first, as I couldn't find powersets to fit my thematic characters. Truth is, I have to make them. And that is sexy.
As for actually leveling and gaining powers, let me quote my previous post:
... when you hit the first Powerhouse, you can reselect everything. When you level up and choose talents, powers, etc., none of them lock in until you leave the powerhouse and there are training rooms in the Powerhouse to see how the work, what they look like, and whether you are happy with them. I'm currently playing around with the mystic sets of Supernatural, Darkness, and Sorcery to get a controllerish melee/close-up character.
Oh, and you can respec there at fairly small cost.
Graphics, aside from the artistic side, are very well done. And I have to give great kudos to Cryptic for giving me the option for REMOVING the cell shading. I'm not a big fan of it, and I'm glad they showed the forbearance to think of those who aren't.
Sound is a little wonky as some sounds are too loud and some too low. Now, before you say adjust the volumes, the issue is like the level up sound plays not on sound effects volume, but on music volume. Its a little weird figuring out how to balance it.
Combat is very interesting as well. Typically you have less things to play with than in WoW or even CoH, but combat is faster and more engaged than both. As you attack with your auto-attack energy building power (your basic first attack) you use that energy to activate/charge/maintain a much more potent secondary power. This could be a melee/crowd control/ranged/etc. power. Whats more, when fighting more powerful enemies, they will occasionally flash an icon representing a build-up attack where, you need to block to avoid knockback, being held, etc. In all, the combat feels more entertaining and, getting to the point, more superpowered.
Travel powers. I could mention there are ice slides. Hover disks. Tunneling. Swinging. Rocket Boots. Super Jumps. Multiple Flight types. And more. But the single exclamation of how awesome their travel powers are come down to this: They have done Teleportation right. That is all.
Oh, and you get your travel power right after the tutorial.
Finally, there is scope. The tutorial is you helping save the city from an alien attack. But this is no green-eye glowing zombies. Attack ships swoop down for bombing runs, aliens converge and attack barricades. Destruction is all over the place, with one skyscraper collapsed onto another ala Cloverfield. A huge mothership looms ominously above. And before the tutorial is over, you meet the signature hero and help defeat an arch-villian.
And that's the tutorial.
Champions Online has alot of greatness going for it, and with some ironing out of technical issues, it really could stand as a next gen MMO.