Ever
since the Prophecies campaign hit the ground running in the spring
of 2005, the
Guild Wars
franchise has continued to evolve in new and interesting ways,
consistently defying industry norms and carving an impressively large
chunk of the MMOG pie to the tune of 6 million units sold. If not for
the debatable status of the title belonging to the MMOG club proper,
Guild Wars
would only play second fiddle to Blizzard’s rampaging WoW
beast in the western market. That said, it should come as no surprise
that the number of new titles featuring a lobby-based instancing
approach with a strong focus on competitive arena gameplay is clearly
on the upswing. Whether or not any of these upcoming games will have
the staying power of ArenaNet’s runaway hit remains to be
seen.
A few weeks ago,
Guild Wars
fans were treated to a repeat of the popular Wintersday in July
celebration, complete with PvP snowball fights and more Frosty Tonics
than you can shake a Candy Cane Shard at. Being a long-time fan of the
game’s seasonal events, I brought my Ritualist out of
hibernation and have been spamming a long trail of spirits across Tyria
and beyond ever since.
One thing that instantly stood out for me is that while each new
campaign has added a significant amount of new content and meaningful
gameplay mechanics, one of the series’ main strengths lies in
the plethora of new ways to approach the available content. For
example, Nicholas the Traveler and his trusty dolyak Professor
Yakkington have become a weekly Easter egg hunt of sorts, as players
scour zones to discover his new location and which collectible items he
wants in exchange for one of his random gifts. Last week the good
Professor gobbled up a few bowls of Skalefin Soup and Nicholas rewarded
me with a hefty stack of ale and other assorted consumables, and this
week the process begins anew with another 5 chances at a rare or unique
item.
Beyond
the Breach
Speaking of rare items, I also spent a good amount of time exploring a
couple of older but more challenging (and proportionately rewarding)
zones, the Underworld and the Fissure of Woe. While both locations have
been farming hot spots for years now thanks to rare crafting drops that
fetch a few platinum each at the local NPC traders, I was more
interested in seeing what kind of trouble I could get into soloing
without the support of heroes or henchmen and otherwise push the limits
of what my Ritualist was capable of.
Not one to take the easy road, I opted to stick to the Hard Mode
versions of the zones, which is another of the game’s unique
ways of keeping older content perfectly viable even for skilled vets.
Truthfully I haven’t had as much fun soloing in an MMO since
I last played my necromancer in EQ. Sure I died more than a few times
which can sting a little considering that it instantly boots you from
the zone requiring you to plunk down another hefty entrance fee to dive
back in, but in my book it was well worth it. While I wasn’t
necessarily even interested in loot (trust me, my storage account is
already stuffed full as it is), I did manage to snag a few Skill Tomes
which are another feature that was introduced with Hard Mode that
allows you to learn a skill that’s already been unlocked on
your account. While not as varied as questing for skills was in the
original
Prophecies
campaign, obtaining them solo in zones initially intended as a
challenge for a full group of skilled players was easily just as fun.
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