Brilliant Environments
I knew I should have brought an umbrella... |
The architecture is also very good, specifically the ruins. Each race has thier particular style from the Asura's knee high technical gizmos to the sweeping gothic architecture of Humans to the very industrial and steampunk-y Charr. Ruins are all over the place since that's typically where the best adventures are to be found. A lot of effort has been given to making everything interesting and believable with a consistent level of detail and polish. It makes even simple treks through an area a lot more interesting.
Beyond the more normal environments one might encounter (snow, desert, forests, etc.) there are also two destruction-oriented environments. The Brand is purple crystal themed where the resident dragon is corrupting the area. Then there's Orr which is underwater themed with barnicles and corals aboveground where the resident dragon is corrupting the area. There's also undead there. A LOT of undead.
Good Character Models
Bandit's got my back. |
Player faces in particular can be very good. I spent an inordinate amount of time (and money!) in the character creator. This is good since much like SW:TOR you see yourself a lot in the single player story mode. While it isn't impossible to see your twin out in the world, it happens way less frequently than in, say, Rift.
There's also a huge variety of gear and everything can be re-skinned. Each race has their own fashion which I think is a nice touch. Some of it is attached to one time or seasonal events and available for a limited time only which helps break up the same-ness you tend to see in these sorts of games as time wears on. While not all the armor is believable, it isn't difficult to piece together armors that are and look nice.
Large Footprint
They couldn't stop the three of us. |
completeness reward for exploring the entire world. Crafting is formulaic but based on experimentation rather than grinding--a nice touch. There's a solo story which follows your character through various choices leading to a climactic ending. Soloing getting boring? There are public quests that spawn in the game world some of which are quite complex and properly difficult. There is even a team dedicated to building "Living World" updates which happen every few weeks so there's always something new.
PvP-wise we're not wanting either. Structured PvP is more like arenas and FPS maps with simple objectives. In structured, all players are level capped, all stats are standardized, and builds are completely separate. World vs. world is more like Realm vs. Realm in DAoC where your character keeps their PvE gear and build. Objectives in WvW range from solo-able to requiring a significant force to take. Large scale combat is frequent in WvW some for better and some for worse. SPOILER ALERT: I spent most of my time in WvW and I'll have a lot to say about it in future installments.
Action-y Combat
GW2 hugely limits the number of abilities that are available compared to most MMOs. The main skill bar has ten slots--five weapon skills, a heal skill, three utilities, and an elite skill. Weapon skills are determined by the main and offhand weapons and most professions have a swap of some sort, either to an additional set of weapons or to a different layout in some other way.
Most classes have either or both of gap closers and movement skills. This means that combat can be initiated very quickly since the typical long run up to stand in an opponent's face for melees is not usually required. On the flip side, long range nukers can often keep enemies at distance either using quick getaway skills (elementalist fire staff 4 shoots them backward leaving a trail of fire) or by knocking the opponent down or back (ranger longbow 4 knocks the target back a considerable distance).
Reasonable Complexity
Games these days tend to be fairly shallow, especially MMOs and those in the AAA space. This is because games have to be approachable and inoffensive like a cheap Scotch in order to sell the most copies. GW2 doesn't have a subscription model and not everyone buys stuff at their cash shop. So one would expect that the game would pander to the lowest common denominator--people who just can't handle not being handed a new shiny every time they fall over. While I think that GW2 could use more complexity, a topic which we will discuss in great detail later, I think it does pretty well despite itself.
Active dodges add complexity. You get the typical spec, armor, and weapon builds that we expect from this kind of game. There's also combos where one player puts down a field and another can execute a finisher in it for big effects like shooting fire bolts everywhere or doing an AoE heal. There are also a lot of short-duration group buffs which, if done correctly and at the right time can make bad situations manageable and heavily rewards experienced players--PvP especially.
But All Is Not Well
No game is perfect and GW2 is no exception. Next time we'll talk about the stuff that isn't so good.
No comments:
Post a Comment