Human Mesmer |
I’ve been
looking forward to Guild Wars 2 for quite a while. I’d played the demo at
Eurogamer in 2011, and I really liked it. It was sufficiently different enough from
WoW that I wasn’t instantly bored, but it was familiar enough that I didn’t
feel completely lost. As much fun as I had in the short demo, the beta was even
better. That being said, the game isn’t perfect. So first we’ll start off with
my criticisms, and then I’ll end on a happy note of what I loved about it.
The starting female
cloth armour is skimpy. Now, I’m
aware that there are all sorts of different armour sets in the game, and that
some of them will be skimpy and some of them won’t. My problem is that, while
playing a cloth-wearing character, I couldn’t find any. This suggests to me
that there are only a few non-skimpy choices for female clothies, or at least that
they aren’t available until many, many hours into the game. Now, don’t get me
wrong, I have no problem with revealing armour in itself. It’s just so cliché to
have cloth-wearing female characters wearing so little clothing. I mean, would
it kill ArenaNet to provide armour that covers my character up early in
the game? And, hey, while we’re at it, how about giving the male characters
some of their own skimpy cloth armour? I know some straight women and gay/bi
guys who’d appreciate it.
I was under-levelled for
a lot of my personal story. I pretty
much stuck with my human mesmer throughout the beta, and I know other people
who played other races who had no trouble with their levelling. So, perhaps,
this is just a problem with the human starting area. Even so, I feel it should
be addressed. I finished the starting area and finished as much of my personal
story as I could, and I was too low a level to continue on. I ended up going to
the Norn starting area and doing some of their beginning quests to level up,
and that was fine.
It’s great
that the system allows me to go to a low level area and still get experience
for completing quests. However, I still feel like this shouldn’t have been an
issue in the first place. It was pretty jarring to have to stop anything
related to my personal story and my race’s story to go do quests in a
completely different area. I was really getting into the story of my character;
he really had no narrative motivation to suddenly start helping out the Norn,
or the Charr. Yet, in order to level up that’s exactly what I had to do. It
took me out of the game, and suddenly reminded me that I was playing a game at
all, not just experiencing a story.
The dynamic events weren’t
quite dynamic enough.
Alright, that’s actually not really true, but I needed something short to put
in bold. The dynamic events were actually really amazing. The only problem I
had was that too many of them didn’t seem to actually change much in the world.
There were a lot that, once you completed it, didn’t actually start another one.
Or, if it did start another event, I wasn’t made aware of it. Also, there were
quite a few events that, once finished, reset too quickly. I’d have just
finished escorting some guy into a town, and a few minutes later I’d see that
he’s being escort again. Or a few minutes after killing some rampaging enemy, I’d
see him pop up again to be killed. Part of the beauty of this system is that it’s
okay if not everyone experiences all the content all the time. It’s alright if
you miss one part of an event, because theoretically the next part is already
happening. I’d really like just a little bit more time after an event is
finished before it restarts. Of course, I only really explored the starting
areas and the second human area, so it’s entirely possible that the dynamic
events in later parts of the game chain together better.
And that’s it
for the bad, from me. Yeah there were a few bugs, and yes the first few hours
of the beta were completely unplayable. But beta is beta. So now for the
awesome:
The dynamic events are
so refreshing. I said I actually really loved the dynamic events, and
here’s why. When they chained together and when they didn’t reset too quickly,
they really made me feel like I was affecting the game world. I, and a horde of
my fellow humans, norn and charr, could lead an offensive against an undead
army or help defend a strategic position from the centaur, or any number of
other heroic deeds. I wasn’t stuck fetching 10 rat tails for some lazy NPC; I
was a hero saving the world!
The Mesmer. The mesmer is my favourite profession,
by far. I didn’t get much beyond the first few levels of other professions, but
in part that’s because I thought the mesmer was awesome from the get go. I didn’t
play much PvP, but when I did the use of clones was absolutely indispensable. My
opponent would often mistake my clone for me, and start wailing on it.
Meanwhile, I’d be a relatively safe distance away, wailing on him/her. It was
great. With the shatter spells, I always had multiple control spells,
regardless of what weapon set I was using. And seeing as you can’t take too
many hits in PvE either, having control spells was invaluable in PvE too. Plus,
nothing beats poofing into a hail of purple and pink butterflies whenever you
teleport.
The personal story was
really engaging. I’d
have liked to have a more interactive experience with the personal story, but
even so the story was well told. The cut scenes didn’t drag on, and they
provided a great sense of purpose. I wasn’t just out running an errand for an
NPC; I was investigating what happened to my missing sister or protecting the
queen, or something else equally personal and engaging. During character
creation you are given various options about your background, and it’s pretty
clear that those change your personal story in some really interesting ways.
The art design is
stylistic but not cartoonish.
I really love the art design in Guild Wars 2, in part because it’s so
different. It’s one of the first games I’ve played where the difference between
the concept art and the in-game art is nearly indistinguishable. A lot of the
character models and particle effects are of a style pretty typical for MMOs,
but mixed in there are what looks like hand-painted brush strokes. And this
combination works really well. The map, for example, starts out as a blur of colourful
brush strokes, and as you discover more and more places, the places on the map
become better defined. Yet it still retains that hand-painted look. Even with
my graphics turned down to “balanced,” it was stunning.
I could go on
about other aspects of the game I enjoyed. The downed system is really the best
way I’ve seen an MMO handle character death. The fact that any character can resurrect
a dead character is a welcome change. The way that Guild Wars 2 encourages
working together and discourages ninjaing and griefing made it so I was
actually enjoying playing in groups with strangers. Pretty much there is a lot
more I like about this game than I can really put here without turning it into
some huge essay. And I just don’t have the time to write a huge essay; I’m too
busy checking my inbox to see when the next beta event will take place.
No comments:
Post a Comment