City of Villains Reviews

A trio of reviews for NCsoft and Cryptic Studios' newly launched City of Villains have made their way to the web. The first is at GamerFeed with a perfect score of 5/5:
But what are Items of Power? And why do we need base defenses? Bases are where you'll keep your Items of Power, more specifically - in your vault. IoPs grant bonuses to your entire Supergroup as long as you posses them. These IoP's are obtained when you go on SG missions to the inter-dimensional realm of Rularuu the Conqueror and swipe these goodies from him. Villain SGs (and some Heroic ones) will undoubtedly want these items. To get them, they must raid your base and steal them from you. In response, you'll have to defend your base in order to keep your loot, and having base defenses (turrets, gas, pain crystals, etc.) in place will help you spurn their attack. But don't worry; they can't attack without fair warning. It's still too early to tell how this all plays out since the cost of having a base is high. We'll keep you informed, but it should be fun!

The second is at Eurogamer with an overall score of 9/10:
City of Villains is an exquisitely constructed expansion pack for anyone who liked City of Heroes, which also acts as a new entrance point into the world for the uninitiated.

And the uninitiated really should, as it remains one of the finest online multiplayer games in existence.

And the third is at 1Up with an overall score of 8.5/10:
City of Villains is a great game, but it's not fundamentally all that different from City of Heroes. There's a fine line between good and evil, and in this case who is on which side has a lot to do with who has the most skulls on their costume and the most garbage in their streets. Everything in City of Villains looks ominous, dirty, or just generally evil, but in its heart of hearts it's a dark mirror of City of Heroes. It's a pretty orderly chaos, and bad guys continue to take missions from contacts rather than rampaging through the city mugging pedestrians and setting kittens on fire at whim. For all the talk of villains being proactive and heroes being reactive, this is mostly all a matter of presentation rather than gameplay differences. Once all the trappings and narrative are stripped away there's really little difference between a rescue mission and a kidnapping.