News | 3/15/2011 at 4:45 PM

Guild Wars 2: PAX East Interview/Demo and Hands-On Impressions

I would be a bloody liar if I said that Guild Wars 2 wasn’t one of my major reasons for going to PAX East. I’ve been playing the original Guild Wars since the launch of GW: Factions back on April, 2006. Guild Wars is the game I always fall back on when I’m in-between games, and as a result, I’ve logged over 2,000 hours in the game. It’s safe to say I’m pretty darn excited about the sequel. That may or may not have come across in the preview I wrote up last fall. Mike and I had the opportunity to have an interview/demonstration with the developers and Mike, Nick, and I all had a chance at other times during the event to try out the game for ourselves.

Interview/Demo:

The interview consisted of four of the fine folks from ArenaNet and was mostly led by Lead Content Designer Colin Johanson and Designer Jeff Grubb who’s behind much of the lore of the games. Colin talked about the mechanics and gameplay side of things and Jeff detailed the personal story and customization of the characters one can play in the game.

The demo started out with creating a Norn Guardian (a profession that was announced at the very end of January). The Norn are one of the five races available for play in Guild Wars 2 and while at first glance they may appear to be simply “large humans,” they’re complete with their own unique traditions and values. Jeff walked us through the various choices one can pick on character creation that create differences in the experiences players have playing the game. For example, one of the questions involved what happened at an alemoot your character attended. You could choose that you blacked out, swore vengeance on a foe, or lost an heirloom. Somewhere down the line, this decision will manifest in the game and give your character an opportunity to do something different than the other choices. There were several other questions that further customized the personality of your character (e.g. how you deal with confrontation, your choice of totem animal, etc.). After making these choices, we were launched into the Norn starting area.

The first thing our guardian did was talk to an NPC to progress his personal story. We were greeted with a full-screen conversation between our guardian and said NPC that was fully voice-acted. Colin informed us they’re not interested in presenting players with walls of text - things should be more immersive than that. In line with that view, the game will not have any traditional questing. Everything you do will be associated with your character’s personal story or be a dynamic event out there in the world. Anyway, our guardian was informed that to join the Great Hunt, he would have to prove his worth by hunting three ferocious beasts located nearby. These beasts weren’t just all waiting out in the world to die, however. One of them required our character to shake a bush to scare it out, another required he reset a trap to cause it to appear. Throughout this, another character was doing the same thing nearby. As Colin pointed out, in many MMOs if you see someone doing the same task as you, it’s usually groan-worthy as now you have to worry about them stealing your kills. In Guild Wars 2, however, they want you to be excited to see other players. Every player that participates gets credit for the task, and every player can loot the mob. Our guardian collected all his hunt trophies will no delay (in fact, it was probably faster!) due to the other ungrouped player doing the same task.

After presenting the trophies, our character was deemed worthy for the Great Hunt alongside the Norn champion in the game, Eir Stegalkin. After running a short ways with her and our other Great Hunt-worthy Norn allies, we were confronted with an enormous Frost Wyrm. This was a foe worthy of battle! This is the point that in other games you’re still killing five rats or collecting wolf tails, Colin enthusiastically pointed out. In Guild Wars 2, they want you to get into the epic action right away. As the encounter with the Frost Wyrm is a dynamic event, it will scale as more players join in. What this means is that perhaps more smaller adds will show up, or the boss will start to do some fancier attacks - that kind of thing. After a short while of fighting the Frost Wyrm, it was defeated (the difficulty had been scaled down for the demo in order to get through it quickly), and our Norn guardian was commended for his hunting prowess.

From there we were switched over to a Charr (the ferocious feline race) Thief, a profession which was just announced on the first day of PAX East! Our thief was in somewhere around level 27 or so, so we got to see some of the later content in the game. Our Thief participated in another dynamic event while we were shown the types of things a thief could do. Due to a different mechanic than all the previously announced professions, the thief is all about slipping in, doing a ton of damage, then jumping back out again to recover and begin again. As a result, the thief is constantly in motion, and I don’t just mean running forwards and backwards. Our thief was leaping through the air, rolling to the side, springing away from combat. Thieves also have special access to a “steal” ability at all times. This allows them to steal something from an enemy. These pilferable items are part of a small pool of items specific to that type of enemy. These can be weapons or some type of consumable (for example, we were somewhat gleefully told that you can steal a branch from a tree-type mob and then beat them with it). Your stolen item swaps in different skills on your skillbar, so our thief stole an axe from an enemy, then threw it back at him.

Hands-on Impressions

Tally: As far as hands-on impressions go, I got to play a level 27 thief (much like our demo thief) for a good half an hour. This was my first time playing the game, and I was delighted that I was treated to an experience that somehow simultaneously felt welcomingly familiar, yet completely new at the same time. The graphics are surely updated, but they preserve the same basic aesthetic as Guild Wars. You still have a limited number of skills (10 this time instead of 8), but while some of them are completely up to your choice, others are predetermined by your weapons. Guild Wars was extremely fast-paced, and the combat in Guild Wars 2 seems fast-paced as well, but in a slightly different way. Mobs take longer to kill, but your character is harder to kill as well. Contrary to the idea that this might slow the action down, it actually seems to facilitate a more action-oriented experience. In Guild Wars people and enemies were certainly often in motion (e.g. kiting around to lessen damage, running out of aoes, etc.), but in Guild Wars 2 there are positional skills and skills that propel you out of harm’s way. The first game was certainly about reflexes and timing and the sequel shares that aspect - however, instead of it being hit X skill here, or you’re dead, it’s hit X skill here to avoid a ton of damage or hit Y skill here and do a move that does a bunch of additional damage.

Since much of the game takes place in the open world, I was worried about how long it would take to get around to do stuff. Playing the game alleviated my worries in this area, however. There are tons of points on the map that you can pay a very minimal fee to instantly port over there. I used a few in just my brief time playing to get back and forth over a small area that consisted of a couple towns and outlying plains. When you die, you can also resurrect at any of these teleport points. This makes it extremely easy and efficient to navigate a large world.

My time with Guild Wars 2 was all too brief and left me wanting more, but I was extremely happy to get a chance to play it myself. Some things were slightly different than I was expecting, but I was in no way disappointed with what I saw. As usual, I eagerly await the next piece of information on the game.

Nick: Its been a good 3 or 4 years since I touched Guild Wars, but I was anxious to get back into the game world. I chose to create a Human Warrior and found the character creation process delightfully unique. Questions like - “Did your character want to run away and join the circus growing up?” make a truly unique experience.

Once in the game it wasn’t long before I got my first taste of combat. I had a few quick attack types of skills on the left, my favorite of which was a maneuver with a hammer that launched enemies in the air. Soon I realized you can actually have two weapon sets with two completely different sets of skills. After clicking that button I began dual wielding swords and taking out enemies with a whirlwind type attack.

The battles began to feel epic as more and more folks joined into the fray. After 15 minutes I simply had to quit - not because I was bored - but because I was getting sucked in too much. Everything about Guild Wars 2 from the art style, the animations, and the overall feel hooked me. Please come out this year Guild Wars 2...please.

Mike: The first thing I actually noticed about Guild Wars 2 was that the combat felt much more visceral than your average MMO. Positioning and movement are important skills to learn right from the beginning, and leaping into and out of combat as a lithe Thief was great fun. While it doesn’t exactly feel like a standard action game, it comes about as close as anything I’ve played in this genre. I only wish I had experimented with the “steal” ability my character had.

The dynamic events feel very similar to the concept of Public Quests in Warhammer Online, but they fit much more naturally into the game world. Fighting an enormous ice wurm with an army of NPCs and other players as a level 1 character was definitely a great first impression.

The character creation took me back to ye olden days of CRPGs, and I liked how your character’s story tied into the game world. If ArenaNet can pull off the dynamic events and keep things as fresh as the starting area felt, Guild Wars 2 stands a very good chance at reshaping what we call an MMO.