Tempted to Return: Guild Wars 2: Heart of Thorns

As a long-time MMO player and self-confessed game-hopper, I have a fairly significant list of games which I use to enjoy but somehow lost my interest somewhere along the way. Now a few are tempting me back with the siren’s call of new content. Today, we’ll be looking at Guild Wars 2 — a game I loved fiercely for a short time and then abandoned — and its recently announced (and long overdue) first expansion: Heart of Thorns.

The official logo for Guild Wars 2: Heart of ThornsAn expansion was about the only thing that could have rekindled my interest in GW2 after the Living Story only turned me off more, and while I’m not exactly bouncing with excitement, it has managed to perk my ears up.

Heart of Thorns opens a large new area in the Maguuma Jungle, including multiple zones, and since exploration is the biggest joy of GW2, that’s welcome news. I’m not the biggest fan of jungle regions, but it’s better than nothing. They’ve gone far too long without adding significant landmass to the world of GW2. There’s also a healthy list of new features such as one would expect from a major expansion.

New class: Revenant

A new class is always one of the best ways to get me interested, and GW2 has delivered on that front with the revenant.

Details on the new class are currently a bit sketchy, but we do know the revenant is a plate-wearing class based upon calling on the powers of Tyria’s ancient heroes.

The good news is that this seems to be a very original class concept. It bears some similarity to the death knight archetype, and others have compared it to the ritualist class from the first Guild Wars (of which I have no knowledge), but it seems to be very much its own beast. I always respect it when game developers break free from the standard character archetypes, and the revenant seems to do that.

Concept art of the new revenant class for Guild Wars 2: Heart of ThornsThe downside is that it’s very hard to say whether it’s a class I will enjoy until we get more details on precisely how it will operate.

It also occurs to me that I would have to delete a character or buy another character slot to give the revenant a try, and I’m not sure I want to do either of those things. I’ve had enough fun with GW2 that I don’t mind dropping some additional cash on it for an expansion, but that plus a character slot is a bit much.

New options for the old guard:

The most exciting thing for me is that there will also be new options for the existing classes. ArenaNet revealed a “specialization” system that will allow people to evolve their classes, opening new weapon and ability choices.

The main example so far is that rangers will have the option to become druids, allowing them to equip staves and become plant-based spell casters. It was also revealed that mesmers will have be granted access to shields, engineers will get hammers, and necromancers will get greatswords.

As with the revenant, details on this system are still sketchy. We don’t know how many specializations each class will have, or how they will acquire them, and we have no hints as to what new options will exist for the classes not mentioned above.

An engineer with a hammer in the Guild Wars 2: Heart of Thorns trailerI’m most eager to hear what the options for thieves will be. I’m hoping for greatswords or longbows myself, but rumour is they might get rifles, which would make a certain degree of sense.

I’m also rather curious what they’ll give warriors, since they can already do almost anything. Maybe some sort of battle mage option? Though that might crossover with guardians and revenants too much.

Let’s get horizontal:

The other bit of good news is that the expansion will not feature a level cap increase or a gear reset. I think most would agree that ArenaNet hasn’t done the best job of sticking to their pre-launch promises (ascended gear comes to mind), but it’s nice to see they haven’t completely abandoned their principles.

I, for one, am very glad I won’t have to grind out a whole new set of gear. With my being on the fence about GW2, that could have been a deal-breaker for me.

Instead, there will be new options for horizontal progression. The main focus seems to be on something they’re calling masteries, which are account-wide and seem to focus on non-combat skills, such as hang-gliding.

A screenshot from Guild Wars 2: Heart of ThornsOnce again, more details are needed before I make up my mind, but at face value, this seems like good news.

Other stuff:

The other big feature for the expansion is guild halls, but since I have no guild and no plans to get one, that’s pretty irrelevant to me. ArenaNet has confirmed there are no plans for personal player housing, which is pretty disappointing. I’m not a huge player housing fan, but I think it’d be a very good fit for Guild Wars 2.

There was also a bunch of stuff about PvP — new modes and the like — but I just went cross-eyed when those came up. PvP just isn’t my thing, and I don’t see that changing anytime soon.

Finally, there was mention of some epic question chains to get legendary precursor weapons — which is a little strange considering ArenaNet is allergic to questing, but again, we’ll have to see how it shakes out.

I never much cared about the legendary grind, but if this is fun way to get some nice gear, it could be interesting.

Rytlock Brimstone in his revenant gear in the Guild Wars 2: Heart of Thorns trailerConclusion:

There’s a lot of good stuff in the Heart of Thorns announcement — almost everything you could want in a Guild Wars 2 expansion, really. The bad news is that most of my problems with GW2 are fairly fundamental, and the expansion isn’t likely to address any of them.

The biggest problem remains the fact that GW2 has a very thin story, and what story there is worse than most fan fiction I’ve read. I need to care about a fictional world if I’m going to spend a lot of time there, and ArenaNet has consistently proven they can’t make me care about Tyria.

After missing two seasons of Living Story, I’m bound to be totally lost, so things on that front are likely to get worse, not better.

And there are still other minor annoyances like events being a little too repetitive and contested waypoints making me want to punch kittens.

As others around the Interwebz have pointed out, GW2 is a game that lacks “stickiness.” There’s not a lot about it that compels one to stick around for the long haul. I feel like if I had some friends who played I might keep at it just to adventure with them, but I don’t, and without a story hook, I tend to flounder after a while. The downside of an open-ended game is that it doesn’t give you a lot of clear goals to shoot for.

My thief taking a rest in the tropics in Guild Wars 2With that said, though, I would currently rate my chances of returning to Guild Wars 2 for Heart of Thorns to be reasonably good. I don’t expect to stick around for more than a few weeks, but I think there’s enough cool stuff here to keep me entertained for a little while, at least.

There are still many things about GW2 I like. It retains a wonderful feeling of freedom and adventure, the core gameplay is solid, and aesthetically, it’s one of the best games on the market, combining high quality graphics with a beautiful and vibrant art style.

It will somewhat depend on my financial status at the time of release and whether I’m particularly engrossed in any other games, and I’ll wait to see how the new features shake out. But right now my old fondness for GW2 has been awoken enough that I feel a return to Tyria may be in order.

Retro Review: Dungeon Siege II

I have a lot of love for the Dungeon Siege games. The original was the first RPG I well and truly enjoyed, and the third was one of the best games I’ve ever played.

Battling scorpions in the desert in Dungeon Siege IIThe second passed me by, though. It came out during the time when Real Life prevented me from gaming. Once I did take up gaming again, I tried the demo but found it oddly underwhelming, so another few years went by without my playing Dungeon Siege II.

But come the most recent Steam sale, I was able to buy it for pocket change, so I decided to finally play through it from beginning to end.

I don’t regret the decision, but this game definitely isn’t on par with the other entries in the franchise.

An unhappy medium:

In many ways, Dungeon Siege II plays much the same as the original. It’s an action RPG more or less in the “Diablo clone” mould. It allows you to recruit a large party, and rather than having preset classes, your character levels skills naturally as you play — though you’re still encouraged to pick one style of fighting and stick with it.

As with the original, DS2 spends most of its time treading a fine line between mindless and relaxing, though the puzzles and boss fights are a bit more intense this time.

The siege of Snowbrook Haven in Dungeon Siege IIHowever, there are some ways in which DS2 is a departure from the first game. It attempts to be a bit less mindless and a bit more of a traditional RPG, but not all of these changes are for the better, and those that are crippled by some seriously poor design decisions.

DS2 sees the addition of skill trees for each “class,” as well as activated powers, but both of these fail to enrich the game.

Much of the appeal of the original Dungeon Siege came from the fact that it was an RPG where you built your character by playing the game, rather than playing the game by building your character. The addition of skill trees kills this, and it brings back a lot of the problems of traditional RPGs — having to grind forever to start to feel powerful, and having to force yourself into one incredibly narrow style of play.

For example, in the original, a fighter could swap between a one-hand weapon and shield and a two-hand weapon readily, depending on the needs of the party. In DS2, those are completely different specs.

DS2 has a much greater variety of weapon and spell types than any other game in the series, but it’s a complete waste when the skill trees force you to focus on only one play style.

A scenic vista in Vai'lutra Forest in Dungeon Siege IIArmour is now strictly segregated based on “class” as well, which I find sucks some of the fun out. I enjoyed having mages in chain mail.

And none of this adds any real depth. Dungeon Siege II is still far more basic than most RPGs. It’s a “worst of both worlds” scenario.

The powers aren’t much help, either. They’re very powerful and fun to use, but you can only equip one per character, and they have fairly lengthy cooldowns, so they don’t so much spice up the simplistic gameplay as call attention to it — especially in the early game.

There are some things I like better about DS2 than the original — at least in theory — but other elements of the game sabotage them.

Each party member is a fully fleshed out character now, with dialogue throughout the game and quests unique to them. Some of the characters are pretty interesting, so I enjoyed this.

Fighting in Windstone Fortress in Dungeon Siege IIOr at least I tried to. Dialogue is interrupted by combat, and there’s no way I can see to restart a cancelled conversation in the field. This is a game where it’s pretty much impossible to ever not be fighting, so I missed a huge amount of the character dialogue.

DS2 also has much stricter party size limits, based on difficulty setting. On the easiest setting, you can only have a maximum of four party members. Since the game is designed such that you need at least one of all four “classes,” that renders choice of party members largely moot.

Oh, and you can’t play the higher difficulties until you beat the easiest one.

I hate, hate, hate this. It’s everything I loathe about the RPG genre: arbitrary restrictions and grind for grind’s sake. It also goes completely against the effort to make each party member more meaningful, and it strips away more of the Dungeon Siege identity — another core selling feature of the first game was the huge party size you could potentially have.

DS2 also features a new pet system that allows you to raise various minions by feeding them gear. I really liked this system — who wouldn’t want a baby mule following them around?

But again, this is sabotaged by the party size limitations. Since you can only have four party members and you need one of each class, the pet system basically doesn’t exist on your first play through of the game. I had to give up my beloved mule, Daisy, in order to have an archer. That’s just criminal.

My beloved pack mule, Daisy, in Dungeon Siege IIWe’re not in Ehb anymore:

My other big gripe about Dungeon Siege II is the story.

The story in the original Dungeon Siege was fairly simplistic, but a strong setting in the form of the Kingdom of Ehb and a great sense of history made it compelling. The third game in the franchise capitalized on the rich history of Ehb, further expanding the setting while also revisiting old favourites.

DS2, on the other hand, is set in a completely different part of the world and has almost no connection whatsoever to the stories of the first and third games. In terms of plot and setting, DS2 might as well be from a completely different franchise. Only the presence of Azunai makes it at all recognizable as a Dungeon Siege game.

As for the new story, it somehow manages to be even more generic and cliche than the original’s. There are a few interesting revelations about the history of the world here or there, but mostly it could be any other fantasy game on the market, and there’s not nearly the same sense of place and history that made me care about Ehb so fiercely.

There are some other annoyances here and there, too. Unlike in the original, enemies in DS2 will respawn, and they do so incredibly quickly — even very powerful enemies.

A cutscene of Azunai battling Zaramoth in Dungeon Siege IIThis makes backtracking a rather tedious process, and boy, does this game require a lot of backtracking.

It’s not all bad news:

For all my griping, I don’t want to give the impression that Dungeon Siege II is terrible. I did finish it, after all, and I wouldn’t have done that if I wasn’t having some fun.

The core gameplay remains enjoyable, if a bit simplistic and repetitive. I did enjoy interacting with my party members on the occasions when we weren’t interrupted by combat.

It’s an incredibly detailed game, too, with enormous potential for exploration and secret areas everywhere.

Probably the best thing about DS2 is how meaty it is. It’s an incredibly long game, and the various secrets and side quests will keep you busy for a few dozen hours at least — though some quests are a little unnecessarily tedious. Considering how cheaply you can pick this game up nowadays, you definitely get your money’s worth.

Exploring a cave in Dungeon Siege III still wouldn’t recommend Dungeon Siege II, though, unless you’re a huge fan of old school RPGs or a rabid completionist who enjoyed one or more of the other Dungeon Siege games.

DS2 isn’t a bad game per se, but it’s totally lacking in identity. It gave up virtually everything that made the original special and failed to establish a compelling identity of its own. By comparison, Dungeon Siege III was even more of a departure from the original, but it managed to be a strong and enjoyable game in its own right, and it was at least a true sequel to the original in terms of story.

Overall rating: 5.8/10 I highly recommend the first and third Dungeon Siege games, but you can safely skip this one.