Starting off with the personal story; a pleasant, though scripted game-play experience for one player to share with friends, if he/she desires. The idea is that once you've completed one character's personal story, you could have a completely different experience with a new character. A new race, new class, new quirky background stories about your involvement with the circus. However, this simply isn't the case. Regardless of how many variations you make in character selection from your previous play-through, you will only see a real difference up until level 40-50 ish. It's at this point where the game moves away from your choice of faction (Vigil, Whispers or Priory), and towards the Pact. The Pact is an alliance of all three of the player-chosen factions. This is also the point where the Sylvari Trahearne, takes the lead role in the story away from your character. This needs to be done or the game would feel broken by having so many player Pact- commanders. After then, the variation comes from the 'fork-in-the-road' conversations in which you choose a plan of action. Trahearne, naturally, defers to you for every major decision in the campaign against the dragon, Zhaitan. It makes you wonder,
'Sorry, who's the commander, again?'
Not to mention Trahearne's wooden acting (excuse the pun), which somehow allows him to make a stirring speech of Martin Luther King proportions sound like a 'mind the gap' tube chant. Maybe it's so he doesn't steal your character's bad-assery spotlight, but still. I love what ArenaNet have done with this part of the game, but the personal story's lead role could have had a little more charisma, no?
Varied or not, the final clash with Zhaitan is something to behold. Riding a flak-cannon toting airship headlong into a horde of lesser dragons never gets old, and using an Asuran mega-laser to blast bits off the boss-man is indeed as fun as it sounds. You'll also get some neat rewards for finishing the plot, which are randomly generated within certain parameters. The only issue I have with the system as it stands, is that the final personal story battle is a story mode dungeon, and some of the players who aren't as proficient in MMOs and are just there for the personal story will have some serious trouble reaching the end of what they're playing the game for. There is something to be said for making the game challenging, but perhaps the challenge is best left for the explorable-mode dungeons.
But seriously, if you can, do Arah story mode at least once. You won't regret it.
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The ruins of Orr. A bleak, yet oddly picturesque landscape. |
Explorable mode dungeons are the mainstay of the endgame PvE. Like in other MMO's, doing these dungeon runs earns you tokens, which can be exchanged at a vendor in Lion's Arch for weapons and armour that have a look tailored specifically to their respective dungeon's theme. They recently changed the system so that the tokens are only rewarded at the end of the run. This is to prevent players exploiting resetting the dungeons after the first encounter for quick tokens. There's plenty of variety of appearance among the dungeon sets, and you can even mix and match and still get the set-bonus benefits by using transmutation stones. If you so choose, you can have an entirely unique-looking set of armour. No identi-kits here.
There is a problem with how the way the routes are chosen through the dungeon, but one that isn't easily fixed. You are presented with three to four options on which route to take at the beginning, and the party is given the vote on each one. Democracy, folks! However, this means that each of the routes has to have the same 'token reward/time' ratio for the majority of PvE players to be interested in doing it. This made the Scholar Magg run of Citadel of Flame the best route to take for tokens, even with increased end-rewards from the other routes. This prevents players from experiencing a great deal of content when playing with strangers, as it's so difficult to persuade anyone to explore content that is numerically inferior in terms of its rewards. To my relief, ArenaNet are quickly working out a solution whereby the first run-through of any explorable route per day will yield sixty tokens, which means you get the best of both worlds. The rewards... and the gameplay experience.
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Another day at work for a Charr paramedic |
Plus, you can create and use Iron-man style 'Alpha Siege Golems', (Sort of like Dreadnoughts from Warhammer: 40k) which is a reason to play by itself.
This brings me to the Legendary weapons. I'm talking supreme instruments of mass Skriit destruction. A unicorn bow that shoots rainbows, and all that good stuff. These may be cool as can be, but I disagree with how they are attained. They require you to spend weeks gathering enough Karma, enough dungeon tokens, enough crafting skill, enough WvWvW tokens and gold to make, and I think that for a game that was sold promising 'no grind,' this seems very out of place. I can understand that ArenaNet only want a few people on each server having one, but creating a super-long grind isn't the way to achieve that end. Having an achievement-based system (i.e. accomplishing something that's near impossible) would have worked better. It says more about the weapon bearer if they got it through achieving something, rather than having a lot of spare time on their hands. Eventually, as it stands, everyone who really wants one will eventually get it before the expansions are released. Still, it's something to work towards that MMO players really want when they play, so an item that takes a long time to acquire achieves that end.
At last, I'm brought to the sPvP (structured). It's not really 'endgame' as such, nor is it 'early' or 'mid-game'. It's a different game entirely, and one where the only progression is aesthetic rewards. It's sleek, tactical and requires some game knowledge to play and watch, but no where near as much game knowledge to watch as a game like WoW does. This is thanks to the capture & hold mechanic on all of its maps. Red and blue numbers make it easy to determine who's winning, and who just did something awesome. The catch? It's not going to attract any audience outside its own player base. This is no Starcraft, which can be appreciated by a broad range of viewers. When the ranked tournaments are finally released, however, I think we will see the Guild Wars 2 PvP scene explode with enthusiasm.
So, the endgame has its issues, and its dead-ends. However, the levelling experience is by far and away the most engaging levelling experience in an MMO to date. There is also no subscription fee, and paying for the expansions means you pay for content as it is released, rather than for how long the developer takes to bring out said content. The WvWvW game is infinitely captivating and the PvP has a healthy competitiveness in its community that so many other games miss. The PvE game will not keep you occupied as long as other MMO's, but that's because it doesn't hold you back at every turn with arbitrary grinds and restrictions. It's a shortened PvE experience with most of the tat taken out and left aside.