Guild Wars 2: The View From the Top

In between playing The Secret World and raving about The Secret World, I’m still finding a little time here or there to keep up with Guild Wars 2. I’m now ready to follow up on my initial thoughts and give my more seasoned review of the game.

My legend grows:

The city of Rata Sum in Guild Wars 2I’ve recently hit the level cap on my thief. True to ArenaNet’s promises, being level 80 doesn’t radically change the game. There’s some better gear and a few more dungeons to run, and that’s about it. This does make dinging 80 a bit of an anticlimax, but I consider this a fair trade-off.

Achieving gear with optimal stats isn’t as effortless as we were led to believe prior to the game’s release, but it’s still much easier to gear up in GW2 than in most MMOs.

Pro tip: buy level 78/79 exotics. They’re only marginally less powerful than the 80 exotics, but they’re much cheaper.

So what do you do when you’re 80 in Guild Wars 2? The simple answer is, “Whatever you want,” but there are some specific things tailored to high level players. Most notable among these is Orr.

It’s Orr-ible!

My thief in Malchor's Leap in Guild Wars 2Orr is basically what GW2 has instead of raids. Once a thriving human kingdom, it was blasted beneath the sea by a magical cataclysm, and later, it was dredged up and turned into a nightmarish land of the undead by Deathwing — er, I mean, Zhaitan.

I have mixed feelings on Orr.

In its favour, Orr is very true to its concept. Often in MMOs, we travel to a new zone having been told what a dangerous and terrifying place it is, but then we find it’s a zone like any other, with average difficulty and the standard quest hubs.

Orr isn’t like that.  Orr is Hell.

Every inch of Orr is crawling in undead, and dynamic events and world bosses are everywhere. Even getting from one end of a zone to another can be a challenging struggle. Very few places are truly safe, and nearly all NPC camps can and often will be sacked by Zhaitan’s forces.

My thief battling in the Straits of Devastatio in Guild Wars 2Orr gives you the feeling of being in hostile territory, fighting for every inch of soil gained, and in theory, I really love the idea of world exploration as challenging endgame content.

But at the same time, I feel Orr may be a little too true to its concept. The place is brutal. Not brutal as in difficult, but just brutal as in hard to navigate or get anything done. Get used to long corpse runs and “event failed” notifications.

The issue is that only the last zone, Cursed Shore, gives the best rewards, so the first two zones are largely ignored by most players. Good luck to those poor bastards trying to drag their way through the first two.

The biggest problem is that, with all the events uncompleted, 90% of the waypoints are contested. This means that if you die, you’re basically sent back to the entrance of a zone. There aren’t words for how frustrating that is.

I’m not exaggerating when I say contested waypoints are the worst thing in this game.

The Gates of Arah in Cursed Shore in Guild Wars 2But the nice thing is you don’t really need to go to Orr if you don’t want to. My thief has only 36% map completion right now. There’s a whole world to explore.

So then analyzing the endgame in GW2 becomes more about analyzing the game in general. Some aspects of it have lost their shine since the initial review, but I’ve developed a new appreciation for others.

The plot — or lack thereof:

Story is probably my biggest complaint about Guild Wars 2. Simply put, the game’s plot is terrible, one of the worst I’ve ever seen. It’s derivative and cliche, the voice acting is atrocious, the dialogue writing is worse, the characters are paper thin…

The one redeeming feature of the personal storyline — that it’s personal — ceases to be a factor very early on. By level twenty or so, the bio choices you make at creation have stopped having an impact. Even race choice doesn’t matter once you choose an order.

My Guild Wars 2 mesmer stylin' in Metrica ProvinceAlso, it’s dumb you need to run a group dungeon to complete your personal story.

This, more than anything, is what made me jump ship to The Secret World. Tyria just isn’t a world I care about. I am not invested in the conflicts. There are no characters I want to avenge. There is nothing that makes me hate Zhaitan.

This is the biggest reason why I say GW2 is “not a meal.” To some people, it won’t matter, but I need to care about the world and the characters to stay motivated in a game.

Gameplay:

The gameplay is also something that I’ve grown a little disillusioned with. I’m still enjoying myself — don’t get me wrong. But the “new game smell” has worn off.

The main issue is that the game gets rather repetitive after a while. There’s very little variation in the design of dynamic events, hearts, and skill challenges. After a while, it starts to feel like the only differences between the zones are cosmetic.

An underwater personal story quest in Guild Wars 2I expect this is something that will improve as the game matures. After all, nearly all of the bosses in vanilla Warcraft were tank-and-spanks.

Another minor issue is that the game tends to get more annoying in the higher zones. I don’t mean more difficult — although that’s also true. Just annoying.

Did they just sit down one day and say, “Hey, how much crowd control can we cram into the upper level zones?” Knock downs, stuns, knock backs, blinds, snares, more knock downs… It’s like trying to PvP in WoW, for crying out loud.

Stay classy:

On a more positive note, I’ve come to the conclusion I’ve underestimated GW2’s classes. Initially, I was very critical of ArenaNet’s class design, finding that the classes feel too similar and disliking the game’s heavy emphasis on cooldowns and ground target AoEs.

My thief in Malchor's Leap in Guild Wars 2I’m still not going to hold Guild Wars 2 up as the paragon of class design, but I’ve learned to appreciate their classes.

Mainly, weapon-swapping makes a much bigger difference than I’d realized. If you have good timing, you can come up with some really interesting combinations by utilizing skills from different weapons. I’ve developed a rotation on my warrior that combines axe and longbow skills to deliver absurd AoE damage, a brutal single target strike, and powerful AoE buffs and debuffs all in one smooth progression.

I also appreciate that each class archetype can be interpreted very broadly. If you want to play a purely ranged warrior, you can. Melee ranger? Go ahead. With the click of one button, my thief transitions from a dancing whirlwind of steel to the rootinest, tootinest, shootinest gunslinger in all the Shiverpeaks.

The classes play more differently from each other than I initially gave them credit for, too. My thief is an agile class cannon, constantly dodging and fading in and out of sight because a fair fight is not something she can win.

My mesmer and her illusions in Guild Wars 2By contrast, my warrior is a one-man army, standing on the front lines and facing everything the world can throw at him.

And, of course, mesmers are just completely unlike anything I’ve ever played before — in any game. Points for originality there, even if trying to play that class gives me a headache sometimes.

In summary:

It’s difficult to review MMOs, because they’re always changing, but I put a number on my last review, so I might as well do so again.

New overall rating for Guild Wars 2: 8.1/10 Still a pretty good game, but is lacking in some key areas. I’d say it’s best enjoyed as a side diversion while you focus on other games — and there’s nothing wrong with that. It’s a great “side dish.”

Raving About The Secret World, part two: The Thinking Man’s MMO

My last post wasn’t big enough to contain all my gushing about The Secret World, so here we bring you part two of why I’m in love with this game.

A game for brains, not brawn:

A Jinn in The Secret WorldIf I had to come up with a single tagline to describe TSW, it would be: “The thinking man’s MMO.”

Nearly every MMO I’ve ever played is built on the assumption that the player is dumb. Now, I’m not saying that’s a bad thing, necessarily. Games should be approachable. Even smart players sometimes need help getting into things and can benefit from some dumbing down.

But games need not be homogenous. It’s fine that most of the industry is built with stupidity in mind, but that doesn’t mean that it’s not also very refreshing for a game to buck that trend.

The Secret World is a game that assumes you are smart. It has been built from the ground up with intelligence in mind.

I’m not just talking about the puzzle-based investigation missions, like the one the other day that had me spending several hours translating ancient Roman ciphers. Which was surprisingly enjoyable.

Solving a cipher in TSWNo, even the kill quests trust you to use your wits. For example, one stage of a mission in Egypt had me battling a massive golem. It facestomped me on my first try due to a number of powerful buffs it possessed. As I examined my options, I noticed a number of clickable artifacts on the surrounding towers.

Activating each one placed a beam in the golem’s patrol path. Once I’d activated them all, it walked through them, and the beams dispelled its buffs, allowing me to kick its enchanted ass back to the Old Kingdom.

The plot also places this trust in the player. One of the great mysteries of the game’s first region, Solomon Island, is the true identity of its main villain. The game never explicitly answers this question, but hints are dropped, and if you have enough knowledge of the source material they’re drawing from, it will become clear to you.

Speaking of the plot…

Everything is true. Everything:

The dread gaze of Aten in the City of the Sun GodOne of the things I like best about the story in TSW is how much Funcom has clearly done their research. They draw deeply from many relatively obscure elements of mythology and history. This is a game where I’ve spoken to Odin’s ravens and battled modern followers of Akhenaten (Tutankhamen’s father).

And they blend these disparate elements of real world lore with each other, and with their own fiction, so seamlessly. Cramming so many different things together should feel strange, but it works.

Perhaps the best example of this is Agartha, the game’s main transport hub. Agartha is a myth from our own world, an idyllic kingdom supposedly located within Hollow Earth. In the game, Agartha is a seemingly infinite tree infused with earth magic whose portals allow one to travel to nearly any place on Earth.

So in a sense, it’s also Yggdrasil, the World Tree of Norse mythology. Yggdrasil was supposedly a cosmic tree upon which the nine worlds rested.

As a deeply spiritual and sacred place, Agartha also calls to mind the Tree of Life, a concept found in kabbalah and various other spiritual philosophies.

Agartha in The Secret WorldSo you can see how all these disparate myths and philosophies from around the world could stem from a single place, the magical tree of Agartha. It all makes so much sense that you can almost believe Agartha must be a real place that you could go visit if you could only find the entrance — and if the bees would let you in.

I’m sure some people wouldn’t care at all, but I’m a big mythology nerd, so I think stuff like this is just awesome.

Difficulty:

As promised in the comments section of the last post, I’d also like to talk about the high difficulty of The Secret World.

It’s not the hardest game I’ve ever played — Kerrigan portrait says hi — but it’s up there. Enemies have high health, the fights are lengthy, even low level enemies have powerful special attacks to counter, and a low progression curve makes out-leveling things difficult.

The Hell Dimensions in The Secret WorldAnd that’s not even getting into the puzzles or the stealth missions. I’ve spent more time cursing at this game than most any other in recent memory.

But yet, I don’t mind.

This is a bit odd, as I’m on record as saying that MMOs should be relatively easy to accommodate all sorts. But that was about group content. I’m okay with solo stuff being difficult. Honestly, if the group content in TSW turns out to be as unusually difficult as the rest of the game, I’ll probably hate it. But I definitely enjoy testing myself against the solo content.

I should clarify, too, that when I say the game is difficult, I mean it’s difficult. Too often, the MMO community says “difficult” but means “tedious” or “obtuse.”

When I say TSW is difficult, I don’t mean that I have to spend hours grinding for gear to progress, or that I’m simply lost as to what to do because the game is poorly laid out. The game always gives you the tools you need to succeed. You just need to have enough cunning and awareness to put the pieces together.

A rift to the Hell Dimensions in The Secret World's City of the Sun God

I do end up pretty baffled by most of the puzzle missions, and I think these do go a little too far sometimes. How was I even supposed to know the blinking lights were Morse code, let alone translate it?

But even then, it’s not the end of the world to get stuck. You can ask for tips in the mission hints chat channel, or you can just fire up the in-game web browser and find the solution. I don’t consider such cheating; Funcom had to know what would happen when they added that browser. It’s more of a roundabout easy mode setting, in my view.

And you know what? I still enjoy most investigation missions, even if they kick my ass. Completing even a single part of one without looking up the solution feels like a great accomplishment, and they’re full of great story and atmosphere.

The secret fashions:

Shifting gears, the character customization in TSW is something I’d like to mention, because it seems to mostly get ignored in favour of the game’s other features.

My Templar showing off her clothes in The Secret WorldNow, the customization options, or lack thereof, for the character models themselves have often been criticized, and not entirely without cause. It’s not so bad as some say — TSW still has Warcraft beat as far as options go — and Funcom has done a decent job improving the options since launch, but the character creation does feel inferior by modern standards.

However, there’s a silver lining, and it is the game’s clothing system. In The Secret World, the clothes you wear and the gear you get your stats from are two completely separate things, meaning you can always look how you want without the need for any transmogrification or transmutation system.

That’s bloody brilliant, if you ask me.

Not only that, but the amount of clothing options is simply staggering. Even if you don’t count the cash shop offerings, the selection is enormous, and getting bigger all the time.

My Templar alt moments after character creation* * *

God damn it, I didn’t mean to make this such a long post. Why am I so long-winded?

I’m not trying to say The Secret World is a perfect game. It can very, very frustrating at times, and it has some glaring flaws. Many will hate it, and at least some of them will have good reasons.

And I’m still not done, so there may be flaws I have not yet seen. I hear Transylvania can be pretty brutal…

But it’s like I always say: the true measure of greatness is not a lack of flaws, but whether something has sufficient strengths to make you forgive the flaws.