Guild Wars 2 Finds Home For Lone Rangers

By Jim Rossignol on July 15th, 2010 at 4:25 pm.


Speaking of MMOs, there’s one that we haven’t been able to take our collective eye off, which is this one: Guild Wars 2. The chaps over at ArenaNet have been revealing a bit more about their fantastical sequel this week, mostly in the form of the ranger class details. GameTrailers, that bandwidth-providing broadcast monster of the internet, has compiled the various videos into a single item, which you can watch below. It reveals that the ranger employs arrows. Yeah, you could probably have predicted that. But there is also a bear, a giant bird, angry seagulls, “whirling defence”, a giant ogre thing and some lovely scenery. Well, it’s looking pretty impressive, anyway, so go take a peek.

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62 Comments »

  1. Premium User Badge

    Jerricho says:

    “There are a variety of Tyrian species that can be charmed, including bears, moas, devourers, and sharks.”

    … and SHARKS?

    Having never played Guild Wars, I now find my curiosity piqued.

    • CJohnson03 says:

      We can finally answer the age old question; Who would win in a fight, shark or bear?

    • Ice-Fyre says:

      That’s gonna be fun when going across land! I’m guessing the ranger gets to carry a large tank of water (maybe on a bear!?) to keep the shark alive when its out of the water

    • Sonic Goo says:

      Silly commenter! Everyone knows sharks walk on their rear fins.

      http://www.toonpool.com/user/1385/files/shark_attack_paddle_192345.jpg

    • Jeremy says:

      If only we could an invent a Seabear, having the qualities of both bear and shark… actually, that would doom us all. Forget I spoke of it.

    • Zogtee says:

      Also, death by seagulls.

      I’m a little worried, though. I’m getting way too stoked by these updates and hope I wont be disappointed when the actual game is out. Still, rangers, eh? Whenever I play an RPG or MMO, I always go for the sort of character who prances around in the bushes and shoots arrows into mans. This looks perfect for me.

      And that bear rocked.

    • Kommissar Nicko says:

      I hate to say it, but saying SHARK makes me think of good ol’ Jabberjaw. For the uninitiated:

    • Wulf says:

      Oh Gods. Haaa… I can see a bunch of Rangers having a shark named Jabberjaw, now.

    • Premium User Badge

      Jerricho says:

      Lets not forget the air-sharks. http://xkcd.com/585/

  2. suibhne says:

    Looks wonderful, but I really, really want to not hear those voices again.

    • Lack_26 says:

      I completely agree, they were rather annoying and if they make it to the final game… Well… Well, I’ll probably voice my discontent over the internet. Yeah, bet that made them quake, they’re sure to remove it now.

    • Pmeie says:

      I thought the voices were funny =]

      Funny cos they’re out of place, and their light heartedness is welcome, makes it not so mmo-soulless-grind-feeling-ish.

      I’m already drafting, however, a stern worded letter on the amount of bloom on that orc(or orc-like creature) in the screenshot’s arm. I’m thinking that because of the uncanny valley it would be better without it – as long as you can turn the bloom off I’m ok! (but it worries me that that looks ok to them)

    • Jake says:

      The voices were pretty terrible, noticed this in a few of the videos now. If they are going to have witty retorts, they could at least go the whole way and have lines from Arnie films.

    • Jimbot says:

      I liked the voices, mainly because that’s Nolan North voicing the human males. The giantbomb fellas joke about Nolan North being in everything, but his voice will never get old to me.

    • Wulf says:

      I really liked the voices, too, as I said below.

      I also like the attention to detail with them, though. The Charr snarls. If they do that a lot, I will be very happy. Having them look all feral, bestial, and rawr is one thing, having them sound like it is another thing entirely.

      I would be happy to put up with a cheesy line here and there to have a snarly-sounding Charr as the trade-off.

    • Nick says:

      apparently they have already confirmed that you can turn them off.

    • Jeremy says:

      Wulf has a man-crush on the Charr. Fact.

    • Wulf says:

      Depends on what you mean by that, but I can hardly deny it, can I? It’s a fixation, I suppose. I’ve always been fond of feral, predatory things, and I’m an unashamed werewolf geek. The Charr aren’t that far off from werewolves, and they tick a lot of boxes for me.

      That they have such a unique visual appearance, and that their culture is so interesting is a massive bonus, too.

  3. WFL says:

    Guild Wars was interesting, but it didn’t feel like a real MMO; The only time I could interact with large amounts of other users was in cities, which may just as well be one giant chat room. The PVP aspect was cool, but still not quite fulfilling.

    I grew up on Asheron’s Call (beta, launch, and also played a bit in the later years), and loved that I could randomly run into other players out in the middle of nowhere. PvP was a lot more interesting, too, in that aspect. As well, it was a continuously evolving storyline; Guild Wars’ story and quest progression is more like an anti-sandbox single player RPG, rather than being open-world like other MMOs.

    • Premium User Badge

      James G says:

      Aren’t they changing this with GW2? I thought they were using a shared world for most of the game, with only small areas being instanced, a la WoW.

    • Wulf says:

      That’s exactly right, all though Warcraft shouldn’t be credited for this. I think Everquest was the first to do the open-world-with-smaller-sections-instanced shtick.

      Sorry, a minor pet peeve of mine is people acting like World of Warcraft invented everything, like people pointing at the Ranger and going “Oh, Hunter!”, even though the Ranger has more in common with the Dungeons & Dragons version than it does with the World of Warcraft thing.

      Regardless, yes, Guild Wars 2 will have an open world, but an open world quite unlike any other, where you’ll experience events which will scale to the amount of people in an area (among other factors), and we’ll never see a ! above a head in GW2, which is a blessing.

    • James G says:

      I wasn’t intending to imply WoW had invented localised instancing, merely using it as one of the better known examples.

    • Okami says:

      If my memory serves me right, Asheron’s Call 2 was the first MMO to use instancing.

      As for Guild Wars not beeing a real MMO: That may be true, but it’s a really good game and that’s all that counts.

    • Howl says:

      Looks like they are using a similar PvP model to DAOC, which is all I needed to hear. Hopefully the scale will be on par as well. I really, really miss playing a fantasy MMO with PvP fights involving hundreds of people, with meaningful goals and significant consequences to fucking up.

    • Wulf says:

      @James G

      My apologies. x.x

      I think it’s just a reflexive response I’ve picked up ever since Warhammer Online was in its formative stages, and there were all of these youngsters pointing at it and brazenly claiming that the Warhammer Universe had somehow managed to rip-off the World of Warcraft aesthetic, despite having done that aesthetic first.

      Oh for all of those people lined up, and a powered chainsaw…

      @Okami

      “If my memory serves me right, Asheron’s Call 2 was the first MMO to use instancing.”

      Ahh, fair enough. Good to know, and noted.

      “As for Guild Wars not beeing a real MMO: That may be true, but it’s a really good game and that’s all that counts.”

      This I could not agree with enough, especially seeing as I’m currently playing through one of the campaigns again.

      @Howl

      It seems like most of the Guild Wars 2 boards I’ve read would agree with your conclusion, and apparently the maps will be humongous, hence ‘world vs world’. This is going to be truly large-scale stuff. I’ve also read that it’s going to be goal-based, so there will be PvE-style objectives in each map, which PvPers will have to compete for.

      I wish I could tell you more than that, but I haven’t been paying enough attention to that, since PvP isn’t my thing.

  4. Alexander Norris says:

    I really, really hope that the enemies do die in a couple of hits instead of taking forever to kill like they do in every MMORPG ever as well as the first Guild Wars.

    • Agrajag says:

      Notice that the troll things died from 1 arrow hit, but took forever to die from the bear/WTF-two-legs beasts.

    • Nick says:

      um, what guild wars were you playing where enemies lasted a long time?

    • Wulf says:

      Four strikes is ‘forever’? Still, I don’t expect one pet (with one more joining in for the last strike) to be as powerful as three rangers using barrage.

  5. Matt Horstman says:

    @James G: It really depends on which one gets the lasers mounted on it.

  6. Jax says:

    I usually don’t reply to comments. But I do lovez the GW2 and want others to lovez it too.

    ArenaNet has already said (somewhere on their GW2 site or their blog) that the battle taunts are toggle-able on/off.

    So, you don’t have to complain about that anymore. They only show them occur so much to “enhance” the vidoes to be.

    • Wulf says:

      Personally though, I really like the taunts, they’re pretty fun. I especially liked the Ranger dancing around and mocking his opponents in the last one.

  7. Jax says:

    @Alexander Norris

    ArenaNet said that the battles you see in the videos are just to make you see how cool it looks. The players are very high levels and the baddies are very very low levels. We should not expect to cleave through enemies this easily when we play. I imagine this means fights will take about as long as they ever did before

    • Wulf says:

      Where did they say this? I’ve read every interview and lots on their blog, and I even follow the forums, but I don’t recall them ever explicitly saying that the critters they were fighting were low, and that the levels of the people involved were high.

      I’d be interested to see this, myself.

    • Nick says:

      Battles never took that long in Guild Wars anyway.

    • Wulf says:

      This is true. My Warrior/Ranger could pretty much cut things down so fast that he barely had time to get off the second part of his one-two attacks, sometimes. And you could take on large groups (even solo) pretty quickly, this is unlike some other MMOs I could name, where you just sort of stand around looking bored and hacking away at a single critter.

  8. HexagonalBolts says:

    who needs quivers when arrows just appear in your hand?

    • Wulf says:

      This is all down to the balance between artistic excellence and gameplay mechanics and has been discussed countless times by smarter people than us. The thing is, if you put in the animation to draw each arrow from the quiver, you slow the game down, and the game – in this case, designed to be fun – suffers in the fun department because of the slower animations.

      At least the bows in this game have working, permanent bowstrings, which is the first time I’ve seen that in an MMO, at least. In fact, it’s the first time I’ve seen permanent bowstrings in an MMO, period. Not that I’ve experienced every MMO out there, of course, but it is nice.

  9. Crescend says:

    Just to make sure no-one dismisses the game purely because of annoying battle shouts, they can be turned off you know. I think it’s a great feature, you can have them on if you like them or have them turned off if they would ruin your otherwise awesome game.

  10. Lilliput King says:

    Hmm. Any actual gameplay footage floating around?

    • Wulf says:

      There will be after GamesCom, there’s going to be a playable demo of Guild Wars 2 on offer there, which people will undoubtedly capture footage of.

      I’m horribly jealous of anyone who gets to go.

      It’ll also be at PAX, too. Come to think of it.

  11. Ian says:

    At the expense of sounding jaded here: what’s impressive about this? The graphics are nice but otherwise it could be WoW.

    • Collic says:

      No subscription model, and a unique way to approaching skills. You unlock them and then can chop and change your set up depending on the situation.

      Both of those are being carried over in some form to GW’s 2, that’s why people are so excited about it.

    • Wulf says:

      You need to be clued in to understand, but yeah, I can understand how someone would make a judgement based on setting alone. Really though, this is about as close to World of Warcraft as Final Fantasy VI is to Icewind Dale.

      I’ll run down some of the highlights (what I can remember, from memory).

      - No ! nonsense, it’s a more dynamic world than that, you actually react to the world around you. If you see a town being burned to the ground, you do something about it. If you see someone screaming in pain and begging for aid, you do something about it. You don’t just run past and ignore this just because you haven’t collected the right !.

      - Dynamic events which change the world. Such as a town being raided, you could intercept at this point or not. If you intercept, you could succeed or fail at stopping the invaders, if you fail, the invaders could take the town and fortify it, installing a leader there. If you ignore it, their plans will be the same, but it’ll happen much more quickly. You can then try and free the town from the slavery imposed on them by the invaders. There’s lots of this.

      - The game has a personal story, this is built in part by a biography you build when creating a character, part of this is based upon class and profession, but beyond that you answer a bunch of questions, this will, in turn, effect the content you see in the game, and there’s branching content from there depending on certain key decisions you make. You can’t just rush through the game and see all the available content with one character, because each of your characters (providing you don’t create clones and make all the same choices) will be different, and have their own story.

      - The skill system won’t rely on sixty buttons and multiple bars on screen, there’ll be one bar with 10 buttons. Five of these buttons will depend on what you have equipped; two-handed weapon, dual wielding, off-hand, shield, and so on, and three will be support skills, one will be a heal, and one will be a high-end unique skill. This will make up the bar as you’ll see it throughout the game. You can swap weapon sets, which will change your role in combat. There are also traits which depend on the weapons you have equipped, which will further allow you to change how you play.

      - There is no holy trinity as we know it, there are no tanks, there are no healers, there is a new system of control & interception, support, and attack. All professions will be able to do all of these, there will be no healer sitting around just watching health bars going up and down, you won’t ever be waiting to go on an adventure just because you don’t have a certain class/profession/build with you. Everyone will be able to fulfil whatever role is needed, so people can just dive in and have fun.

      - Combat will be dynamic and based on watching the battlefield, there will be visual cues as to what your opponents are going to do, every attack will have a unique visual appearance, and you’ll be able to tell what’s going on just by watching the field itself, even more than just paying attention to the UI. As a Warrior with a shield, for example, you can stand in front of a casting mage and hold up your shield, your shield will then block a hail of incoming arrows which were designed to interrupt the mage’s casting. Projectiles don’t home and don’t magically go to their target, so if you can get between them and their target, you can stop them. Another example of this is that shooting arrows through a source of fire will set them alight. The environment is much, much more important in Guild Wars 2 than any other MMO I’ve seen.

      - There’s going to be a response and reputation system, and people will remember how you’ve treated them. I don’t remember the exact terms, but when you talk to an NPC, you’ll have choices like; dignified (professional approach), aggressive (angry approach), and charm (kind approach). If you’re constantly aggressive to a particular race, they might be less inclined to treat you nicely or ask you for help. If one of a race sees you, and they know you’ve been nice to their kind, they might call you over and ask for your aid in taking care of a problem.

      - In regards to the personal storyline system, there are lots of instances where the world will change permanently for you. Let’s say that you find an injured man, and he tells you that he’s been seeking aid to help his farmstead, which is under constant attack from centaur raiders, who tend to ravage their land, steal their crops, and so on. You could choose to help this person, and if you succeed then you’ll be a hero, but you’ll be a special kind of hero, because they’ll know you personally. You could go back there much later, and they’ll still remember you as the one who saved them, and greet you warmly. They might even be willing to share/sell things they’ve come across in order to aid you.

      - Dynamic events scale according to the player response, if the player response is large then the event scales up to match, this happens anywhere in the world, so there’s no sense of competing in order for a quest. If you see a lone player trying to defend a caravan from some bandits, and you join in, then you’ll be able to help out, and aid with driving off the attacking bandits. Thanks to this, you won’t feel you’ll need to group in order to take on an event, but if you see a bunch of players there and you want to jump in? Well, there’s no harm in doing just that!

      - There will be dungeons and instanced sections of the world which will change permanently depending on your success or failure in those areas, some will be related to your personal storyline, and some will be related to the game’s main plot.

      - If you defeat the Zaishen Dragon, the largest threat in the game, then that doesn’t change the world for anyone else. However, it does mean that your story is over. What does that mean? This will be the first MMO to actually have a proper ending! I’m expecting a parade. >.>

      - There will be fun activities in every city, and every city will be absolutely massive and split up into many areas. It will actually take an amount of time to cross a city due to this, and I believe there will be Asura gates which link to different sections of a city due to the sheer size and scale of them. There’ll be lots of unique little things in cities. Like for example: Divinity’s Reach will have a one-man-band contraption, this is sort of like a jukebox for players to use. You can select from a bunch of songs to play, and once one is selected it’ll start playing that and blowing out confetti. The cities will feel more alive, and more involving than other MMOs, where they’re usually just a pretty dead, lifeless hub.

      - In relation to the above, there are activities in cities. No two cities will have the same activities, as each activity will be unique, and each city will have a selection of activities. One example of this is a a bar brawl. Once you enter into one, your abilities change into fun things such as clocking someone over the head with a mug of ale and the like. From what I understand, the bar brawl will be a free for all with NPCs and players all duking it out and being crazy. There’s also a shooting gallery mentioned, polo, a Norn version of basketball played with a keg, and many others.

      - ArenaNet’s philosophy is pretty much an anti-life sucking one. Ridiculous grind is usually present in an MMO because it has a subscription, the subscription must be justified over X number of months in order for the developer to rake in monies. However, with a subscriptionless MMO, grind because unnecessary. ArenaNet has promised that their anti-grind philosophy will always be in place, regardless of who likes that or doesn’t. Their game will be casual friendly, and it won’t be designed to eat your soul. Another facet of this is that the game will have map travel with a small fee attached, as opposed to elongated, dull, snorefest flights with a fee attached. A lot of the negative stigma in games like World of Warcraft is tied into the subscription. Guild Wars showed that it could be a game without grind (the only grind is optional, and for cosmetic things), and ArenaNet wish to continue down that path.

      - There will be real underwater areas. I’m not talking of the barren underwater areas in games like World of Warcraft (which couldn’t even really stand up to Ecco of the Dreamcast area), but proper, detailed underwater areas, where there’s content players can enjoy. This is one of the reasons that Rangers can charm a shark, and keep it as a pet. An example of this is shown in the Sylvari element of the Races of Tyria trailer, that beautiful underwater scene wasn’t just for show. Players will be able to swim and explore some truly alien underwater locales.

      - Exploration. I know you’ve mentioned the prettiness, but I have to expand on this. ArenaNet have some of the best artists in the industry, and they area amazing. The Art of Guild Wars 2 book is proof positive of this, you might remember Kieron spazzing out over it a bit back, and the spazzing was deserved. In a game like World of Warcraft, you go to an area to question, not to truly gasp at the beauty of it all. Guild Wars, even by today’s standards, is aesthetically and artistically beautiful, in many ways. Guild Wars 2 will be graphically enhanced, to match today’s computers, but it will also be aesthetically and artistically beautiful, something that few MMOs are. In other words, you’ll want to go to places just to see them, there will be times when you’ll stand on a cliff edge, and the vista that rolls out before you will have your jaw on the floor before you can blink. It’s nice to actually want to see areas because they’re that pretty.

      There’s other stuff I could talk of, stuff I’ve likely forgotten to mention (and will kick myself for doing so later), and things relating to PvP (which I’m not at all interested in), but this should be enough to illustrate a certain point: It’s not at all World of Warcraft, then. More than that, it’s the antithesis thereof.

  12. Out Reach says:

    And then I saw the seagulls and I knew I would be a ranger.

    Maybe it’s my love for the film the birds. Please let there be an alternative version with crows…

  13. Prowlinger says:

    Has anyone confirmed the 8 classes?

    so far we have –

    Ranger, Elementalist, Warrior

    Gonna love me some GW2!

    • Wulf says:

      Necromancer and Mesmer were mentioned in Ghosts of Ascalon!

      *helpful!*

  14. Montoli says:

    Actually if you want an MMO where enemies die pretty fast (and hence leave you feeling pretty awesome for the whole game) you might like City of Heroes. That game was great! And really good at making you feel cool from day 1. Instead of starting out fighting giant rats and snails with a rusty dagger (and having to run from them) you start out fighting thugs with chains in the park. And instead of the rusty dagger, you have eye-lasers, or maybe fireballs or a sword made of plasma or something.

    They specifically balanced the game around the idea that one hero could easily go toe to toe with around 4 “Minion” class enemies, or 2 “Lieutenants”, or one “Boss”. And that’s low-end. Towards mid-late game, even someone solo will be moving between groups of 4-12 enemies, and engaging in glorious melee. It turns out that the folks at Cryptic realized an important truth: It is more fun to beat up 10 little guys than it is to beat up 2 big ones.

    Now if only they had remembered this when they made the end-game epic encounters. :( (They’re 50 players vs. one enemy lag/spam fests.)

    • Lilliput King says:

      It was a pretty nifty game in a lot of ways, looking back.

    • Howl says:

      CoH was such a shining example of how to do it properly. The developers took a fun, solid combat engine and made a great MMO with it. I wish more developers would start from the foundations as well. Most MMO’s in the last 10 years clearly follow the same, flawed development. They commit their millions on realising some fantasy world that nobody will get to see because their core game experience sucks balls.

      Just look at the most recent example, in APB. It’s a dire, dire core game experience. Everything built on top of that awful shooting/driving engine is a waste of development. It will crash faster than Tabula Rasa, imo.

    • Tei says:

      Is fun that you mention Tabula Rasa and APB, because I enjoyed Tabula Rasa in beta, but at released the killing got nerfed. From oneshoting groups of wilflife, to that boring 1vs1 long combats that most mmorpg games have. And It closed.

      APB is a good game. The combat is tactical, positioning, flanking the enemy, teamwork, is actually much more important than the shotting. And the weapons are soo different, than you are doomed the moment you get into a “mele” fight with a sniper riffle. The weapon you have make your “class”. Vehicles are also like that. Theres a learning curve for every type of vehicle. Your jericho will drive very different to a cisco.
      The customization of the game is another level completelly. People is angry at me, because I am male, my character is a soo sexy character everyone want to have sex with it.
      If APB is not doing good, then is more the fault of the gamming community than the game itself.
      Of course, can be better, much better (all mmo games). And is very dry in lots of areas. Maybe the first 10 hours of the game can be harsh. Is probably the first game of his type, so most gamers have to learn a lot of skills, like driving, thinking tactically, teamwork.

  15. Atlas says:

    A really good friend of mine argued the “it’s good and that’s all that counts” point to me the other day, when I left the hairdressers. The only problem was, I’d purchased a completely different cut and was entirely unhappy, regardless of the quality. So I’ll say the same thing to you as I said to him, “THAT’S NOT ALL THAT COUNTS.”

  16. Hmm-Hmm. says:

    Those are NOT SEAGULLS! *sigh* They’re a smallish type of predatory bird like, say, a hawk. Actually I think they are hawks.

  17. Baka says:

    There’s not a single horizontally aligned camera in this trailer.

    • Guildenstern says:

      They apparently come from Battlefield Earth school of camerawork.

  18. Adrian says:

    @Wulf you should work for some game company or something, you totally sold me on this!

    • Wulf says:

      >.>; I’m just completely hyped about the game. It’s once in a blue moon, once in a period of a good five or so years, that a game comes along that checks this many of my personal boxes.

      It’s online, that’s good, I can play it with my likeminded friends. I love co-op. Recently completed War for Cybertron in co-op and that was such fun. I wish War for Cybertron wasn’t so boring looking though, they need to release some DLC for that that replaces all the visuals and sounds so that it looks like the old cartoons. Tangent, sorry.

      It has interesting races, it has bizarre lore that I’ve been quite enjoying sticking my nose into (the first game whose lore I’ve been intrigued by since Uru), it’s got an anti-grind philosophy, it’s everything I loved about Guild Wars, it’s technically Guild Wars++… well, of course it is, it’s Guild Wars 2, but that really needs to be stressed. ArenaNet just do a sort of gameplay style that I really like. The only people who’ve come even marginally close to capturing this are Cryptic with Champions Online.

      Champions Online is actually a game you play for the gameplay, because frankly, the content is a bit shit. It’s the reverse of City of Heroes, in City of Heroes you had fantastic content, brilliant story arcs, and a far more interesting world, but the gameplay mechanics were truly more than a bit shit. Going back from Champions Online to City of Heroes now… I can’t do it. I need at least some tactical action in my MMORPGs in order to be able to enjoy them any more, Guild Wars corrupted me in this respect.

      It’s a living world. I geek out over living worlds. I mean, they even talk about animal ecologies in the game, and that just made me all kinds of happy. For example: If you kill all the herbivorous creatures in a forest, then the carnivores are going to have to come out of that forest to look for food elsewhere. Gothic III did this, Ryzom did this, and not enough games do this. When a game world is dead, it feels artificial to me, and it can actually harm my immersion. I want to see groups of NPCs fighting occasionally, instead of the unmodded Oblivion approach where everything that sees me comes for me all at once.

      It’s beautiful, and this matters to me as an aesthete. I am, quite unashamedly, an aesthete to the core. So graphics don’t really matter to me, but art direction, specifically art itself? That’s of the highest level of importance! Looking at Guild Wars, and all Guild Wars (and 2) related concept artists, you can see that they have the best artists in the business working for them. It’s been noted before that ArenaNet has a sort of in-house art school thing going on, it’s like an art college, people being brought in and taught, a very open, artistic atmosphere, and… it’s something that only a rare few other development houses seem to have. They care about their artists.

      Not just graphical splendiferosity either, since any game can do that with lots of polygons, shaders, and graphics card torturing, but I mean… where you can walk into an area, and it’ll look as close as damn it to a painting as could be, where you can just stare out across it, and let it soak in, and actually feel like it’s worth looking at. Guild Wars had moments like that, incredible vistas, sights from cliff-edges with land that rolled on into the horizon, absolutely brilliant stuff, and because it’s art rather than graphical excellence, it even stands up to a lot of what’s out there today.

      I once had a friend comment to me in Guild Wars that I find the most incredible dead-ends, since my mind seems to be automatically wired to seek out the highest points in outdoors Guild Wars maps, just so I can get a good look at everything. And every time it was worth it, and even said friend agreed with this, which is why he encouraged such antics rather than stifling them. And you know, Guild Wars is one of the few games where I wanted to explore and do that, where I wanted to get up high and just take it all in. I look forward to doing that with Guild Wars 2.

      Everything about it just seems to be a game designed for me. I’m going to play an interesting Charr character who’s a bit off the wall, a character with his own story, one whom I could roleplay in a truly beautiful world that will be worth my time to explore.

      For me, a game like this? It’s an event. Another like this won’t come along for many, many years, sadly. Experiences like this one are singular.

  19. Rhyme says:

    Wulf, you sound like the kind of person I really enjoy playing with. I admire your view on Guildwars 2, and find it really similar to mine. Being an original GW player from the first months it came out, I can’t wait for this to be released, and hope that maybe we can meet up and play together when it does.

    • Wulf says:

      Thanks! I’ll certainly be looking for people to faff around with when I’m in there. It’ll be good to have another person to quest with, and perhaps play a game of basketkeg with.

  20. Calabi says:

    @Wulf,

    Talking about the art I’m on a forum where one of the Art guys frequents, I think he’s modelled some of the charr. He was trialing an online lesson thing, was very interesting to see the process.

    There are very few games I’m excited about that are coming out soon, this is one of them.

    • Wulf says:

      That pleases me, but it doesn’t surprise me, really. With a lot of the artsy types from ArenaNet, I’ve really heard they have a teach-and-share-alike attitude, since their headquarters seems to be part games developer and part bloody art college, and this has surprised a few people who’ve paid them a visit.

      So if that’s one of their guys, it doesn’t surprise me to see him wanting to teach. It’s just their attitude. And a grand attitude it is, too.