So with a month left before release, Arenanet came out with the last Guild Wars 2 beta weekend for everyone with keys or who have pre-purchased the game. This time, it came with all races available as well as additional world content and a PvP battleground.
It's no secret I do not have any real love for Guild Wars 2 but I don't really have any hate for it, or their developers, either. The biggest turnoff I have with GW2 is not the game itself, but with it's fanbase. Ironically, the extreme hype does dull my own excitement for the game and, in turn, lowers my own expectations.
But I digress, the reason for my pre-purchase was to see everything for myself in the beta weekends, and I am pleased to say that, overall, I did enjoy myself. And besides, you cannot go wrong with a free to play MMO, even if the box is being sold at standard market prices.
A lot of the fun came in the form of group activities, particularly PvP. Unfortunately, because there really wasn't much time to get to a high enough level (for me, at least), my PvE testing was fairly limited. Whether it is me being slow or there just isn't that many opportunities for leveling through questing, I'm not sure. As it stands, sometimes I end up being way underpowered to continue my character's story while other times, I end up outleveling content in the starter area after a bout of wanderlust.
There is something fairly monotonous about the PvE areas of Tyria and people really looking for things to do will need to mix things up between area quests, personal story, and events even if the game itself does not overtly encourage it.
Dynamic events in the last beta do effectively break up the monotony, however. I am not sure if they changed the event frequency or whether I was better at being at the right place at the right time this time around. I am glad that, with the early level zones, enough of the dynamic events would help push leveling enough to be able to do the next area. Granted, with friends, you can probably skip a lot of early level content anyway, and it is my preferable mode of playing. A small band taking on a challenge that a single player cannot is pretty much the heart of any multiplayer game.
I appreciate ArenaNet's efforts in making leveling an organic experience. At times when I get stumped, I have to go over whats available to me and figure out what is missing. While nothing is wrong with directed leveling, it is refreshing to just be able to challenge yourself and find your own way rather than have 100 different signs pointing you to where you should go.
I suppose this is the time I talk about PvP and really, Guild Wars 2 no longer deserves points for this. To say the game offers great PvP is like saying water is wet. The last beta test, however, showed just how lopsided World vs. World PvP can be. In my server's battle group, one server in particular just simply dominated all 4 WvW maps. It is no surprise that it was also one of the first servers that became full on day 1. With sufficient manpower and time, they were able to fortify locations to be near impregnable and, as with the nature of random groups, opponents would just die repeatedly trying to get a few kills or close enough to lob some shots at the wall.
Its like hobos with knives trying to storm a military outpost through the front door in broad daylight.
There were some moments where getting to the wall was possible, but no resources were available to build the required siege weapons. As we learned, hacking at keep walls don't really do much. This is where having organized groups really matter the most. With proper direction and planning, WvW battles can get pretty exciting. Outside that, the only hope of getting any kind of win is through sheer numbers.
This is also where it pays to be on a server where the population stays relatively high at all times of the day. The servers that fill up early would definitely have a clear advantage at the start but, as the game matures, things would very likely even out.
Guild Wars 2 has every right to be called a AAA MMO and, despite my cynicism, I can easily imagine this game as one of the best in the current market. Sadly, even after 3 beta weekends and participating in stress tests, I cannot fully give the game two thumbs up. An MMO relies purely on longevity and some replay factor, and I cannot vouch for either. I have barely scratched the surface of PvE content and, while I have tried a lot of PvP, I cannot play that for too long before I really tire of it.
Highlights:
- Points of Interest. A very nice way of handling puzzle content. I have already delayed, and have been delayed, by just taking a detour and trying to find how to reach the glowing map. Some are easy, while others are just one step close to death.
- Set main skills. I like unlocking abilities based on weapon type, but I found myself wishing that were not the case after unlocking all weapons at an early level. Outside learning the secondary skills, the sense of progression is somewhat lacking.
- Nerfed siege weapons. Definitely not a bad thing. It makes placement so much more important than previous builds and allows attacking players a chance to take them out.
- Playing as a group. Nothing really beats taking out level 10 content at a group average level of 5. Now that's what MMOs are all about.
- Crafting. I'm on the fence about this one. I like how involved it is, but it is also quite expensive to be a full time crafter. Perhaps if there is a good market for items, this will not be a problem at all. Definitely something to consider doing at launch.
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