Going
Rogue has some of the best content in City of Heroes, but at the same
time it's probably the worst possible introduction to the game for a
new player. I'm not just referring to the fact that GR defaults to a
higher level of difficulty than CoH or CoV. I'm referring to the
tone, and to put this in context I have to look back for a moment to
City of Villains.
When
CoV was released back in 2005 one of the criticisms was that villains
weren't allowed to be villainous enough. They spent too much time –
it was said – fighting other villains and not enough time being
villains, or more precisely, being evil.
The
response to this came with the release of Grandville, the 40-50 zone
for villains, and one contact in particular – Westin Phipps, the
most evil man in the Rogue Isles. This won't be the last time I write about
Phipps, because he and his missions are some of the
most memorable content in the game, but for
now I'm mostly thinking about how in a couple of ways he acts as a
precursor to the story arcs in Going Rogue.
Most
obviously in that years before actual side-switching through morality
missions became a thing players would intentionally fail one of
Phipps' missions, letting it time out to ensure that the good
guys won, because Phipps made you think about the rights and wrongs
of what you were doing. Not even so much if you were a bad guy –
that goes with the territory in Rogue Isles – but what kind of bad
guy you were.
There was no reason in the game mechanics to do so as side-switching wouldn't be introduced until years later, but for some players Phipps was a step too far, and rather ingeniously the devs provided a way out that didn't involve leaving the arc unfinished.
Phipps
pushed the limit of what was acceptable in CoH to the limit. CoH
almost entirely lacks the main tools of modern MMO storytelling –
cutscenes and voice acting – and so has always had to rely on its
writing, and in Phipps' missions a lot more is implied than shown.*
It works, for the same reason that in the horror genre what you don't
see – but can imagine – is far scarier than what you do see.
*This
near total reliance on the writing is one of the reasons I rate CoH
so highly when considering the best written MMOs. Secret World
Legends, for example, is brilliantly written, but also has well made
cutscenes and superb voice acting to back it up. CoH has text boxes
and some simple scripted sequences, and still manages to deliver some
of the funniest, most moving and most memorable stories in MMOs.
Which
brings me back to Going Rogue. One of the central features of the
expansion was the side-switching system, which allowed Heroes to
become Villains and vice-versa. The stories in GR tie into this by
exploring what it means to be good or evil or – and there's a lot
of this – to be somewhere in between.
This
is what I'm thinking of when I say the tone of GR is drastically
different from much of the rest of City of Heroes. Even as a
Resistance Warden – the most obviously 'good' option of the four
arcs open to a new Praetorian – it's a challenge to come through GR
and out the other side with clean hands and a clear conscience. In
the Loyalist arcs – rather wonderfully called Power and
Responsibility – it's less a question of if you can stay on
the side of good than it is a question of just how bad you have to
be, or want to be.
Then
there's the Resistance Crusader arc, which is pretty much about being
a terrorist.
No,
really it is. I'm not kidding.
For
a crusader the ends always justify the means. That's the
viewpoint of the ones who genuinely believe in the cause they are
fighting for, but there's also those who are simply using it as a
justification to cause chaos and destruction for its own sake, and
you'll work with both. This is a story arc where you start by
carrying out a nerve gas attack on a police station, then take part
in a plan to reprogram maintenance robots to attack random civilians
in the streets. That's in Nova Praetoria. Once you get to Imperial
City you've moved on from nerve gas bombs to human bombs and from
civilians being terrorised by hacked robots to civilians being fed to
your cannibalistic allies... who are also human bombs.
It's
strong stuff that gains impact for being so at odds with the tone of
most of the rest of the game, and in that respect it's very
reminiscent of the way that Westin Phipps differs from any other
contact in City of Villains. In the Rogue Isles there's usually a
sense that everyone is playing by the same rules – at least most of
the time – but Phipps breaks those rules with his gleeful targeting
of innocent people, and the crusaders are similarly callous, even if
they have better reasons for what they do.*
As
I said in the opening post of this run, Going Rogue was developed
with veteran players in mind, and it's best experienced after you
know what it's like to be heroic in Paragon City and to do villainy
in the Rogue Isles. GR is all about the shades of grey that lie in
between, and some of those shades are very dark indeed.
*Better,
in this case, is highly relative. Whether or not at least some of
the actions of the crusaders are justified is open to debate, and
that at least puts them ahead of Phipps, who revels in cruelty for
its own sake and whose motivations are some of the darkest and most
twisted in all of CoV, even as they cast an entirely unique light on
the true nature of the Rogue Isles.
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