The progression of Guild Wars 2 is quite astounding. Going from nothing more than rumors that it was happening to a still image stylized story synopsis; then nothing for a while but some class information, and suddenly in Germany- a huge game play reveal!
When the game was shown, people were blown away. Arenanet kept their lips tight about almost every aspect of the game, and here they were showing the actual game, barely filtered and ready for analysis. People began to notice things that were never said or seen before. No auto attacking was present in the game like in the first- every attack corresponded to a skill on the player's skill bar. This means the removal of the standard, weak auto attack- which for most came in the form of a colored ball flying towards the enemy. Instead, players will be able to right click a skill to set it to auto attack instead. Although it may seem similar, such a feature is a bit of an advancement from the previous title. It was also revealed just how much more player interaction will affect the combat this time around. Spells were shown being cast while the player runs around. In the original Guild Wars, players had to stand still to cast most spells. Should they move while the progress bar was charging, the skill would be canceled. Changed for good reason, this new facet goes hand in with a player's ability to jump, roll out of the way, and in general move around more while in battle. No longer are players limited to standing around spamming attack/buff skills to defeat an enemy. What this gives is more chance for a player to interact with the game. Finally, Guild Wars will allow players to distinguish themselves through their skill as a video game player.
| The scale of battles in GW2 has gone epic |
Not much has flowed out since that live demo until now.
| Leather now looks like leather, metal like metal, and cloth like cloth! Goodbye gray. |
Even more recently, another post has gone out outlining the loot of Guild Wars 2. If you know what it was like in the first game, you won't be lost in the second. The monster drops are assigned to players who participated in the battle, and at the end of dungeons each player gets an item (or several even) from the chest. Something interesting and new, however, is the fact that each dungeon will have a unique set of armor that players can earn. Unless this game is tiny compared to the first, that means quite a lot of variations on armor. The article's author, John Hargrove, makes note that the armor will reflect what the player experienced in that particular dungeon. To allow players to stay truly unique, a transmutation system has been implemented so that players can take their favorite looking armor along with the armor that has the best stats and combine them into their most astonishing piece.
The demo and these updates really convey to a Guild Wars player that the team at Arenanet have been listening to players and, as with the first game, are continuing to try to keep this MMORPG different (and better) than others. I was never much for mixing. If I wanted a dark blue, it always was painful to mix a blue dye with a black one (last worth 8k). And yes, it was quite a burden on my storage chest to collect colors.