It’s good to see GW2 is selling well. Innovation often takes
second place to iteration in AAA development. GW2 has finally broken through
that barrier which has been a problem for many MMOs that have struggled to take
off.
So what’s different with GW2? Well there’s a series of
changes too what was the ‘standard formula’. Let’s start with the classes.
Usually you pick your class, get abilities as you level up and equip a weapon, which
doubles as your stats stick to beat your opponent over the head with.
GW2 changes where you acquire skills. No longer do you have
find and pay a training guru to learn wax on, wax off. Instead your first five
skills are determined by you weapon choice. Picking up a hefty greatsword on a
Warrior grants a series of deadly AoE slicing skills. But swap to a gun and now
you have a set of skills to cripple your opponent’s defences and finish them
with deadly volleys. Also the same weapons are used differently by each class,
which adds great flavour to the game. A Memser using a greatsword gains a
series of spectacular ranged attacks. Blasting opponents with bright purple
laser beams and driving spikes of energy through the ground.
And on top of that customisation sits the traits system.
This functions in a similar way to traditional talent trees. You put points in
to unlock bonus passive skills and stats. Combining these three mechanics
together allows for some great character customisation. Because of the variety
of choice for each class, you can build any profession to fill any role. From a
tough spell caster to a support based heavy armour weary.
There’s plenty of choice in how you want to enjoy the
levelling experience. Previous MMOs have had a very set path. Player’s rarely
had any choice in where to go or what to do. Having more than one zone to
explore has often been a luxury, but not anymore. I’ve been pleasantly
surprised by just how little of the world I’ve seen. Having hit max level on my
fist character, the stats tell me I’ve only seen a little over forty per cent.
That’s astonishing. There are still whole areas untouched and the main story
line to complete.
And there was always World vs World or structured PvP just a
button press away if I felt like it. In fact if balanced PvP is your thing, you
don’t even have to level. You can just jump in at max level with good gear and
have a real skill based fight.
The combat gameplay is also a step up. Certain skills can be
used simultaneously, or have their effects combined to create powerful combos.
This allows players to create great synergies between the different
professions. Most skills have a reasonable recharge time, which moves away from
the usual play of spamming the best ability, limited only by a particular
resource. Now you no longer feel
penalised for using utility skills. Instead they become part of your standard
play as you can only benefit from using them.
Also, the combat is a lot more manoeuvrable as most skills
can be used on the move. It does require some trial and error to work it out
though as it’s not clear which can or can’t. You also have the ability to
dodge. Above your health pool is a recharging energy bar. When full you can
dodge twice to avoid all incoming damage. In the early levels you often forget
you have it, but bump into an elite enemy and you’ll need it! These can hit
players with nasty attacks which are best avoided if you want to live more than
a few seconds.
However if the worst happens, you’re not out of the fight
yet. Instead of dying, you get an opportunity to rally. You’re reduced to four
abilities based on your profession. If you manage to kill any enemy you rally;
wounded but able to carry on. Allies can also help get you back on your feet,
and you can rally by healing yourself if enemies leave you alone.
It’s not all positive changes though, some ideas don’t quite
work. Crafting is one example. You can pick two different crafting skills and
you can gather all crafting materials. You can swap crafting skills without
losing all your hard earned progress. But you’ll find it almost impossible to
level one of them all the way without some farming, or spending money on the
trading network. This is a bit of a shame since ArenaNet have done such a good
job of removing the grind from other areas. I’m not saying it should become
easy. But until you work out the mechanics, it can be frustrating; constantly
running out of materials for little progress.
That being said, a lot of convenience has been added by
allowing you to access your bank and a crafting materials bank, directly from
any crafting station. You can also send crafting materials directly from you
inventory to the bank with two clicks. This saves a lot of pointless running
around.
If GW2 is lacking anything, it would be raiding and more
objectives for structured PvP. Currently the PvP maps are all based around
holding control points. There really needs to be more variety in game modes to
improve replay-ability. Raiding is more of an odd omission. Technically there
is lots of large group PvE content that occurs through the games Dynamic
Events. But these tend to be single boss fights and not too challenging if
plenty of players are around. They do scale, but they are slightly simplistic
in design so you can work out tactics without reading a guide. Large scale
organised PvE like raiding is fun because of the high skill challenge it can
provide for a group of players. All things considered, GW2 has moved the genre
forwards and it’s well worth the price. Hopefully ArenaNet will continue this
high level of quality in future expansions.