Star Trek Online
Star Trek Online is a massively multiplayer online role-playing game developed by Cryptic Studios based on the Star Trek franchise. The game is set in 30 years after the events of Star Trek: Nemesis. Star Trek Online is the first massively multiplayer online role-playing game within the Star Trek franchise and was released for Microsoft Windows in February 2010. At launch, the game required a recurring monthly fee. In January 2012, it relaunched with a tier of free-to-play access available. After a public beta testing period, a version of the game was released for OS X in March 2014. Due to technical issues with the port, support for OS X ended in February 2016, it was released on PlayStation 4 and Xbox One in September 2016. Star Trek Online is set in the years thirty years after the events of Star Trek: Nemesis; the alliance between the United Federation of Planets and the Klingon Empire has collapsed, they are again at war. The Romulan Star Empire continues to deal with the fallout of the loss of their homeworld twenty-two years earlier, while the Dominion rebuilds its forces.
The Borg Collective has re-emerged as a major threat. In expansions the Vaadwaur, the Iconians, the Na'Kuhl, the Krenim, the Terran Empire, the Voth, Species 8472, the Tzenkethi and the Hur'q are introduced as adversaries. In Star Trek Online, each player acts as the captain of their own ship. Players are able to play as a starship, controlling the ship's engineering and science systems by keyboard/mouse or using an on-screen console. Players can "beam down" and move around as a player character in various settings with access to weapons and specific support and combat skills relating to their own characters' classes; the two combat systems are intertwined throughout the game: away-team missions feature fast-paced "run-and-gun" combat, while space combat stresses the long-term tactical aspect of combat between capital ships. Both are offered in concert with the Star Trek storyline and emphasize ship positioning to efficiently utilize shields during space combat, as well as the player's away team's positioning in consideration of flanking damage and finding various weaknesses to exploit during ground combat.
Other aspects of the game include crafting. To raise the level of the school being researched, it is necessary to perform a research project using a crafting material. Unlike in some other MMO's, crafting is a "set-and-forget" procedure; the player will set up the project, click a button and after a specified time the task will be completed, rather than spending time performing the crafting. Duty Officers can be sent on assignments which follow the set and forget methoodology, are not available during the time the assignments are in progress. Characters of level 52 and higher can send any ships they have, or have had on admiralty missions, similar to duty officer assignments, but these do not use duty officers to perform them. Again, the mission is selected and a certain amount of specified time passes until the player is told it is complete, at which time they will be informed whether it was successful. On September 1, 2011, Cryptic Studios announced that Star Trek Online would switch to free-to-play, but without full access to all the items.
It was announced that free-to-play would be starting Tuesday January 17, 2012. F2P for existing, but cancelled, customers began Thursday January 5. Cryptic Studios announced the development of Star Trek Online on July 28, 2008, as a countdown timer on Cryptic's web site reached zero and the new official site was launched. A letter was sent out from Jack Emmert, the game's online producer, detailing some aspects of Cryptic's approach. Console versions were announced several months before the release, with no specific console platform specified, but Cryptic announced that all console versions of their games are on indefinite hold due to difficulties "on the business side of things," referring to the fees assessed by Microsoft for their Xbox Gold premium online gaming service and the difficulty in asking a player to pay both that and the Cryptic subscription fee to play a single game. Console support, for both Microsoft Xbox One and Sony PlayStation 4 was made available in September 2016; the initial release was in North American regions, but will be rolled out to additional regions in the Americas and Europe.
Star Trek Online's closed beta test began when it was announced on October 22, 2009. Cryptic Studios offered guaranteed beta access to users who bought 6-month and lifetime subscriptions to Champions Online. However, the offer did not explicitly state how early in the beta process the access would be granted; some pre-order packages included access to the'open beta' running from January 12––26, 2010. Legacy of Romulus is Star Trek Online's first expansion pack, announced on March 21, 2013. A third playable faction, the Romulan Republic, was added, with the choice of Romulans or Remans as player characters, as they battle a mysterious new enemy and try to discover the secrets behind the destruction of Romulus two decades earlier. Denise Crosby, who reprised her role of Tasha Yar during STO's third anniversary, reprised her role of Tasha's daughter Sela, the Romulan Empress. Featured is a complete leveling experience from level 1 to 50 for the Romulans and for the Klingons, a Tholian reputation faction, a customizable UI, an overhauled "traits" system.
Legacy of Romulus was released on Season 8 releases. Delta Risin
The PlayStation 4 is an eighth-generation home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February, 2013, it was launched on November 15 in North America, November 29 in Europe, South America and Australia, on February 22, 2014, in Japan, it Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Unit built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops. The PlayStation 4 places an increased emphasis on social interaction and integration with other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices, the ability to stream gameplay online or to friends, with them controlling gameplay remotely; the console's controller was redesigned and improved over the PlayStation 3, with improved buttons and analog sticks, an integrated touchpad among other changes.
The console supports HDR10 High-dynamic-range video and playback of 4K resolution multimedia. The PlayStation 4 was released to acclaim, with critics praising Sony for acknowledging its consumers' needs, embracing independent game development, for not imposing the restrictive digital rights management schemes to those announced by Microsoft for Xbox One. Critics and third-party studios praised the capabilities of the PlayStation 4 in comparison to its competitors. Heightened demand helped Sony top global console sales. By the end of December 2018, over 94 million PlayStation 4 consoles had been shipped worldwide, surpassing lifetime sales of its predecessor, the PlayStation 3; as of December 2018, 91.6 million PlayStation 4 consoles had been sold through to customers worldwide. On September 7, 2016, Sony unveiled the PlayStation 4 Pro, a high-end version of the console with an upgraded GPU and higher CPU clock rate to support enhanced performance and 4K resolution on supported games; the company released a variant of the original model with a smaller form factor, the release of a patch to add HDR support to all existing consoles.
According to lead architect Mark Cerny, development of Sony's fourth video game console began as early as 2008. Less than two years earlier, the PlayStation 3 had launched after months of delays due to issues with production; the delay placed Sony a year behind Microsoft's Xbox 360, approaching unit sales of 10 million by the time the PS3 launched. PlayStation Europe CEO Jim Ryan said Sony wanted to avoid repeating the same mistake with PS3's successor. In designing the system, Sony worked with software developer Bungie, who offered their input on the controller and how to make it better for shooting games. In 2012, Sony began shipping development kits to game developers, consisting of a modified PC running the AMD Accelerated Processing Unit chipset; these development kits were known as "Orbis". In early 2013, Sony announced that an event known as PlayStation Meeting 2013 would be held in New York City, U. S. on February 20, 2013, to cover the "future of PlayStation". Sony announced the PlayStation 4 at the event.
It revealed details about the console's hardware and discussed some of the new features it will introduce. Sony showed off real-time footage of games in development, as well as some technical demonstrations; the design of the console was unveiled in June at the Electronic Entertainment Expo 2013, the initial recommended retail prices of $399, €399, £349 given. The company revealed release dates for North America, Central America, South America and Australia, as well as final pieces of information, at a Gamescom press event in Cologne, Germany, on August 20, 2013; the console was released on November 15, 2013, in the United States and Canada, followed by further releases on November 29, 2013. By the end of 2013, the PS4 was launched in more European and South American countries The PS4 released in Japan at ¥39,980 on February 22, 2014. Sony finalized a deal with the Chinese government in May 2014 to sell its products in mainland China, the PS4 will be the first product to be released. Kazuo Hirai, chief executive officer of Sony, said in May: "The Chinese market, just given the size of it, is potentially a large market for video game products...
I think that we will be able to replicate the kind of success we have had with PS4 in other parts of the world in China."In September 2015, Sony reduced the price of the PS4 in Japan to ¥34,980, with similar price drops in other Southeast Asian markets. The first official sub £300 PS4 bundle was the £299.99 "Uncharted Nathan Drake Collection 500GB", released in the UK on October 9, 2015. On October 9, 2015, the first official price cut of the PS4 in North America was announced: a reduction of $50 to $349.99 and by $20 to $429.99. An official price cut in Europe followed in late October 2015, reduced to €349.99/£299.99. On June 10, 2016, Sony confirmed that a hardware revision of the PlayStation 4, rumored to be codenamed "Neo", was under development; the new revision is a higher-end model, meant to support gameplay in 4K. The new model will be sold alongside the existing model, all existing software will be compatible between the two models. Layden stated that Sony has no plans to "bifurcate the market", only that gamers playing on the Neo will "have the same experience, but one will be delivered at a higher resol
Xbox Game Studios
Xbox Game Studios known as Microsoft Studios, Microsoft Game Studios, Microsoft Games, is a division of Microsoft based in Redmond, Washington. It was established in March 2000, spun out from an internal Games Group, for the development and publishing of video games for Microsoft Windows, it has since expanded to include games and other interactive entertainment for the Xbox platforms, Windows Mobile and other mobile platforms, web-based portals. As the studio grew, it has acquired and relinquished ownership of several other studios, is the parent organization of thirteen other studios. Prior to the formation of a dedicated game division, Microsoft had its own Games Group, had made some acquisitions for developers and titles; this included the acquisition of FASA Interactive in 1999 for its MechWarrior game series, Access Software the same year for its Links series of golf games, Aces Game Studio, which worked on the Microsoft Flight Simulator games. The Games Group had established long-term publishing deals with developers like Ensemble Studios, Digital Anvil.
Under Microsoft, FASA Interactive was renamed FASA Studio, Access Software became Salt Lake Games Studio. Microsoft transitioned the Games Group into a wholly separate division named Microsoft Games around March 2000, along with other consolidation of games-related projects within Microsoft; this came alongside the public announcement of the first Xbox console, with Microsoft Games to serve as a developer and publisher of titles for both Xbox and Microsoft Windows. Robbie Bach, who held executive positions in Microsoft's entertainment divisions, was named senior vice-president while Ed Fries, a member of the former Games Group and instrumental for some of its acquisitions, was named as vice-president of the new division. Shane Kim served as the division's general manager. In 2001, the division was renamed Microsoft Game Studios. FASA Studio and Salt Lake Games Studio remained with Microsoft Games Studios. Digital Anvil and Ensemble Studios were acquired by Microsoft in 2001, respectively. One of the first major studio acquisitions following the division's formation was Bungie in June 2000, in the midst of its development of Halo: Combat Evolved.
With the acquisition, planned for release on personal computers, became a Microsoft-published title as well as a launch title for the Xbox on its release in 2001. Turn 10 Studios was established in 2001 for work on the Forza series of racing games. In September 2002, Microsoft Games Studios acquired Rare, who had extensively developed for Nintendo platforms. In 2003, Microsoft recognized that the EA Sports label was in a far stronger position to develop sports games for the Xbox console, among realignment steps, laid off about 78 employees within Microsoft Game Studios that were developing sports games in-house, sold Salt Lake Games Studio, now named Indie Games to Take-Two Interactive in 2004, where it became Indie Built. Peter Moore was named in 2003 as vice-president of Microsoft's Home and Entertainment Division, which included MGS, the Xbox division, Microsoft's home hardware market, reporting to Bach. In addition to pulling big publishers like Electronic Arts to the Xbox platform, Moore tried to push the Xbox in Japan by courting Japanese developers with support from MGS publishing.
Such games included Blinx: The Time Sweeper. Around 2004, MGS established Carbonated Games as an internal studio for the development of casual games for Microsoft's web games portal MSN Games, on the chat client MSN Messenger, on the Xbox Live platform. Kim and Fries were instrumental for securing MGS' publishing deal with Lionhead Studios for their 2004 game Fable, which would serve as the first major role-playing game on the Xbox platform. Subsequently in 2006, MGS acquired Lionhead Studios along with the Fable properties, as it sought to secure a Fable sequel for the upcoming Xbox 360. MGS folded the staff of Digital Anvil into the larger studio in 2005, following the release of 2003's Brute Force, closed down the studio in 2006. FASA Studio was closed three-and-a-half months after the May 2007 release of their last game, Shadowrun. In 2007, MGS announced the opening of a European office in Reading, headed by general manager Phil Spencer. Moore opted to leave Microsoft in July 2007, as to move back to the San Francisco Bay area with his family and to rejoin Electronic Arts.
Don Mattrick was named as his replacement as the new vice-president of the Xbox and Games Business, which included MGS. In 2007, Bungie amenably split from MGS to become a held independent company, with MGS retaining the rights to the Halo property. Bungie continued to develop two additional Halo games for Halo 3: ODST and Halo: Reach. MGS founded 343 Industries as an internal studio to develop future Halo games without Bungie. In 2008, MGS disbanded Carbonated Games and announced the formation of internal studio Xbox Live Productions to develop "high-quality digital content" for Xbox Live Arcade. Microsoft as a whole announced layoffs of up to 5,000 jobs across all divisions in January 2009 due to slowing sales of personal computers as a result of the late-2000s financial crisis. Within MGS, the studio had planned to disband Ensemble Studios after the completion of Halo Wars in early 2009, while the new layoffs led MSG to disband Aces Game Studio. Microsoft acquired Vancouver-based BigPark in May 2009, using the studio to develop some of the first games for the upcoming Kinect sensor for the Xbox 360.
In 2009, Phil Spencer was promoted to corporate vice-president of MGS, in order to replace the retiring Shane Kim. In 2010, MGS formed a mobile gaming studio, MGS Mobile Gam
City of Heroes Collectible Card Game
The City of Heroes Collectible Card Game is an out-of-print trading card game based on the discontinued NCSoft MMORPG, City of Heroes. The card game was designed by David Williams, the designer responsible for other games such as Legend of the Five Rings; the initial product release from Alderac Entertainment Group was in January 2006. The City of Heroes CCG was discontinued in February 2007 as it "did not reach critical mass" according to AEG CEO John Zinser. Players took on the role of superheroes, testing themselves against other superheroes in the arena of Paragon City. Players took. Players could take the following actions: Power Up - Put a new Power, Enhancement, or Sidekick into play. Act - Use an action from an Edge card held in the hand, or from existing cards in play. Move - Move from close quarters combat to distance combat, or vice versa. Assemble - Call for help by searching the deck for a Sidekick, revealing that card to the opponent, putting it into the hand. Recharge - Gather strength by moving non-ready Powers one step closer to again being ready.
Mission - Reveal a threat to the city by playing a Mission card. Rest - Draw two cards to replenish one's hand, while taking no further action; the core gameplay revolved around using powers to damage opponents, while positioning oneself favorably. Because powers had to be recharged before they can be used again, it was possible to get into a state where a number of turns had to be spent getting back into a position from which one can again attack; the cards in the City of Heroes Collectible Card Game could be broken up into the following types: Heroes - The actual superhero himself. These cards define starting powers as well as other attributes. Powers - The super powers which set the hero apart from others. Powers can be used to protect oneself. Enhancements - Enhances existing powers, focusing them in some unique way. Edges - Gaining the edge or the upper hand, these cards allow a one time effect to occur. Sidekicks - Junior superheroes, able to assist as needed. Sidekicks can gain them during the course of the game.
Missions - A threat or villain terrorizing Paragon City. Such cards have a negative impact on all superheroes until defeated, at which time they turn into rewards. Cards featured small inspiration icons in the bottom corner; these icons represented a fixed minor effect which could be utilized by discarding the card, instead of playing it normally. Because the game had no draw phase, this mechanism had to be used with care to avoid exhausting one's hand. Heroes were split up into archetypes; these archetypes defined the types of powers that a hero would have and hence how a deck would be constructed. The following types of heroes existed: Blasters - High-offense heroes adorned with long-range powers. Capable of inflicting great damage, they lack defense. Controllers - Manipulative heroes with the ability to distract or confuse their opponents. Defenders - Adept at helping and boosting the powers of others, Defenders can use their powers to assist themselves. Scrappers - Masters of mêlée combat, these heroes are used to getting in close and fighting hand-to-hand.
Tankers - The toughest of heroes, capable of withstanding incredible damage. The game allowed one to make use of a "Build your own hero card" mechanism, provided by the official website. One filled out a form, picked appropriate powers and selections, uploaded an image; the data was processed into a PDF file which could be printed out and used in official play. This was not considered exploitable because all heroes created using this system were presumed to be balanced appropriately; the City of Heroes: Arena base card set consisted of 324 unique cards. Of these, 99 were only available as part of a battle pack, 75 were common, 75 were uncommon, 75 were rare; the following products were available for purchase: The first expansion set, Secret Origins, was released in August 2006. It introduced 22 new heroes, 10 new powersets, a new winning condition; this set was available as battle packs containing the new heroes. City of Heroes MMORPG Website City of Heroes Collectible Card Game at BoardGameGeek
Magic: The Gathering
Magic: The Gathering is both a collectible and digital collectible card game created by Richard Garfield. Released in 1993 by Wizards of the Coast, Magic was the first trading card game and has twenty million players as of 2015, over twenty billion Magic cards produced in the period from 2008 to 2016 alone. Magic can be played by two or more players in various rule formats, which fall into two categories: constructed and limited. Limited formats involve players building a deck spontaneously out of a pool of random cards with a minimum deck size of 40 cards. In constructed formats, players create decks from cards they own—usually 60 cards, with no more than 4 of any given card, except for "basic land" cards; the game is played in person with printed cards, or using a deck of virtual cards through the Internet-based software Magic: The Gathering Online, or on a smartphone or tablet, or through other video games such as Magic: The Gathering Arena. Each game of Magic represents a battle between wizards known as planeswalkers who cast spells, use artifacts, summon creatures as depicted on individual cards in order to defeat their opponents but not always, by draining them of their 20 starting life points.
Although the original concept of the game drew from the motifs of traditional fantasy role-playing games such as Dungeons & Dragons, the gameplay bears little similarity to pencil-and-paper adventure games, while having more cards and more complex rules than many other card games. New cards are released on a regular basis through expansion sets. An organized tournament system played at the international level and a worldwide community of professional Magic players have developed, as well as a substantial resale market for Magic cards. Certain cards can be monetarily valuable due to their rarity in production and utility in gameplay, with prices ranging from a few cents to thousands of dollars. Richard Garfield was a doctoral candidate in combinatorial mathematics at University of Pennsylvania when he first started to design the game. During his free time he worked with local volunteer playtesters to help refine the game, he had been brought on as an adjunct professor at Whitman College in 1991 when Peter Adkison first met with Garfield to discuss Garfield's new game RoboRally.
Adkison saw the game as promising, but decided that Wizards of the Coast lacked the resources to produce it at that point. He did like Garfield's ideas and mentioned that he was looking for a portable game that could be played in the downtime that occurs at gaming conventions. Garfield presented the general outline of the concept of a trading card game, it was based on Garfield's game Five Magics from 1982. Adkison saw the potential of this idea and agreed to produce it. Magic: The Gathering underwent a general release on August 5, 1993. While the game was called Magic through most of playtesting, when the game had to be named a lawyer informed them that the name Magic was too generic to be trademarked. Mana Clash was instead chosen to be the name used in the first solicitation of the game, everybody involved with the game continued to refer to it as Magic. After further consultation with the lawyer, it was decided to rename the game Magic: The Gathering, thus enabling the name to be trademarked.
A patent was granted to Wizards of the Coast in 1997 for "a novel method of game play and game components that in one embodiment are in the form of trading cards" that includes claims covering games whose rules include many of Magic's elements in combination, including concepts such as changing orientation of a game component to indicate use and constructing a deck by selecting cards from a larger pool. The patent has aroused criticism from some observers. In 2003, the patent was an element of a larger legal dispute between Wizards of the Coast and Nintendo, regarding trade secrets related to Nintendo's Pokémon Trading Card Game; the legal action was settled out of court, its terms were not disclosed. Magic was an immediate success for Wizards of the Coast. Early on they were reluctant to advertise the game because they were unable to keep pace with existing demand. Magic attracted many Dungeons & Dragons players, but the following included all types of other people as well; the success of the game led to the creation of similar games by other companies as well as Wizards of the Coast themselves.
Companion Games produced the Galactic Empires CCG, which allowed players to pay for and design their own promotional cards, while TSR created the Spellfire game, which included five editions in six languages, plus twelve expansion sets. Wizards of the Coast produced a game about modern-day vampires. Other similar games included trading card games based on Star Star Wars. Magic is cited as an example of a 1990s collecting fad, though the game's makers were able to overcome the bubble traditionally associated with collecting fads; the success of the initial edition prompted a reissue in 1993, along with expansions to the game. Arabian Nights was released as the first expansion in December 1993. New expansions and revisions of the base game have since been released on a regular basis, amounting to four releases a year. By the end of 1994, the game had printed over a billion cards; until the release of Mirage in 1996, expansions were released on an irregular basis. Beginning in 2009 one revision of the core set
The Champions (Hero Universe)
The Champions are a prominent superhero team in the Hero Universe, the official setting of the Champions role-playing game. They serve as an example of a balanced team dynamic, a team of NPC allies, or a source of pregenerated characters to allow players to bypass the game's lengthy character creation process; the Champions team used in the first three incarnations of the Champions role playing game were the comic book hero team known as the League of Champions. Because of the separation of the Champions comic book and gaming franchises, the original Champions would be removed from editions of the game. Flare, flying woman with light generating power. Giant, who used a magic harness to grow in size. Icestar, mutant with the ability to generate cold. Marksman, trained normal. Rose, psychic woman; the first version of the Champions appeared in the core rulebook for the fourth edition of the game. They were made up of: Defender/James Harmon IV, a millionaire garbed in a suit of powered battle armor.
Seeker/Don Morgan, an Australian taught martial arts by a Japanese soldier. Jaguar/Santiago Villagatos, a detective with the ability to transform into a half-feline form. Obsidian, an alien prince whose rock-like body gives him superhuman strength. Quantum/Starlyn Jackson, a mutant heroine with a fiery temper and the power to fire energy bolts. Solitaire/Elaine King, a sorceress with mental powers and a crystalline "widget" through which she directs her powers. While details of the location of their base of operations are left vague in their information to allow the GM to locate the team wherever they wish, various sourcebooks give the Champions' home turf as New York City. Taking place after the fourth edition setting, the New Millennium timeline was created after an apocalyptic battle killed most of the heroes of Earth. A new team of Champions was formed to take the place of the old: Quantum/Joanne Amos, a mutant with control over quantum mechanics, former special agent of the Guard, team leader.
Behemoth/Prof. Jacob Manning, a professor who gained the ability to turn into a super-strong, super-powerful demon form after an encounter with the Shadow Realm. Seeker/Adam Hunter, a genetically engineered supersoldier trained in the martial arts and melee weapons. Solitaire/Shannon Havelock, a self-taught sorceress. Defender/Glen Harmon, a teenager who became pilot of an alien battlesuit, recruiting a group of classmates named Team Defender to study and reverse-engineer the alien technology. Fistfire, a new hero whose recruitment into the Champions formed the framing device for the setting exposition and the rules explanation. Expansion books added Marksman/Donald Henderson, a former Champion who retired due to injuries, founded the Arcadian Academy for rising heroes in his retirement, joined the reformed Champions. With the Hero Universe revamped for the fifth edition of the game, the Champions were revamped as well. Defender was the only previous member to be kept; the new members of the Champions are: Sapphire/Corazon "Corrie" Valenzuela, a pop singer who discharges energy bolts.
Ironclad/Drogen Lar, an alien gladiator with a metal body that gives him superhuman strength. Nighthawk/Mark Whitaker, a grim martial artist/gadgeteer. Witchcraft/Bethany Duquesne, a young sorceress; the latest version of the Champions is headquartered in Millennium City. After several years with the team Nighthawk quit over a difference of values with Defender and was replaced by Kinetik, who possessed super-speed powers, Nightwind, a martial artist, which current status is unknown. Seeker is tacilty portrayed as a member of the new Champions in the in-game comic book published about them, as Nighthawk refused to market his image. Diverging after the fifth edition timeline, the Champions Online MMORPG features six Champions as NPC contacts. Defender/James Harmon IV, a millionaire garbed in a suit of powered battle armor, who gives out repeatable story missions in Renaissance Center. Dr. Silverback, a hyperintelligent gorilla and scientist, who appears in-person and as a hologram in Millennium City and in several story arcs in Monster Island.
Ironclad/Drogen Lar, an alien gladiator with a metal body that gives him superhuman strength, forming a story contact on Monster Island. Kinetik/Brendan Grant, a speedster who gained his powers from a chemical exposure, a story contact in the City Center neighborhood of Millennium City. Sapphire/Corazon "Corrie" Valenzuela, a pop singer who discharges energy bolts, a non-story contact in Millennium City and a story contact in Vibora Bay. Witchcraft/Bethany Duquesne, a young sorceress, a story contact in the Downtown neighborhood of Millennium City. Although no longer a Champion, Nighthawk appears in his rotating event and in a recurring'Alert'. In the Terran Empire setting for Star Hero, the Champions continue to exist, though as a secret organization of psychics "defend truth and justice" in the face of an corrupt Empire. No specifics are given as to their membership, except that the group's number fluctuates between 3 and 20 and all members have "varying levels of psionic power." By the time of Galactic Champions the group's previous incarnation had expired, but was re-formed in early 3000 in response to an invasion by the interdimensional conqueror Istvatha V'han.
This incarnation of the group includes: Defender/Jack Harmon, a descendant of the original, wearing the same battle armor. Bulletproof/Max Wroblewski, a Golden Age hero with nea
City of Heroes (comics)
City of Heroes is an American comic book based on the characters and situations from the now closed City of Heroes massively multiplayer online role-playing computer game. North American subscribers to the game received the City of Heroes monthly comic book in the mail; the comic follows the adventures of fictional Paragon City heroes and ties into the game's plot development at times, as well as featuring a section devoted to fan art, fan fiction, other miscellany in the back. At times, this rear section has included comic strips by Tim Buckley of Ctrl+Alt+Del and Aaron Williams of PS238 and Nodwick. A single promotional comic was released in 2002 by Dark Horse Comics to promote the game. Written by Richard Dakan and drawn by Rick Zombo, the issue followed the story of a hero new to Paragon City named Thunder-Clap, set some of the story behind the game, including the Fifth Column, the Freakshow, the Statesman; this promotional issue featured Apex and War Witch, who became protagonists in the Blue King Studios publication of the comic book.
The comic's first volume was published by Blue King Studios and ran 12 issues cover-dated from June 2004 to May 2005. It was written by one of the game's designers, Rick Dakan, art was by Brandon McKinney. Coloring was by Austin McKinley. Issue 12 was written by Neil Hendrick, it followed the story of a martial artist with no super powers. These characters were unmentioned in the game save for an Exploration Badge in Steel Canyon stating that Apex and War Witch were roommates. There is an exploration badge in the Faultline zone which references where Apex tracked down the archvillain, Dr. Vahzilok. In Issue #5, War Witch was made the trainer in Croatoa as a ghost; when Pocket D was revamped in February 2006, War Witch was made an NPC stationary character on the Hero side of the dance club. In Issue 20, Apex was added as a new Task Force contact, with his in game description summarizing the events of the last few issues of this series, making them official in-game canon. There have been no other mentions of Horus, yet.
Beginning with the June 2005 issue, the comic book was published by Top Cow Productions, written by noted comic book writer Mark Waid, illustrated by newcomer David Nakayama. Unlike the previous volume, this series follows the adventures of the city's most illustrious supergroup, the Freedom Phalanx led by the Statesman. Mark Waid wrote the first three issues of the new Top Cow comic. Starting with issue four, Troy Hickman wrote a three-issue story arc entitled Mirrors; this was followed up by Dan Jurgens. As of City of Villains launch, the free comic book deal switched from being an actual comic book being mailed to you to being able to access all existing CoH comic books on the company's website. It's believed Cryptic did this not only to compensate for the lack of additional monthly fees for playing both CoH and CoV, but to solve the problem of comic books getting lost in the mail. For a small additional fee, players could still get the actual comics sent by mail; the comic was said to be converting from a monthly to bimonthly format after issue #15, due to various delays, issues 15 and 16 turned up in late November 2006, four months behind schedule.
This run of the comic book ended at issue #20