GW2

Guild Wars 2

So. Guild Wars 2, like all MMOs, is a bit of a weird one. It’s easy to try out, but the content that’s freely available is the worst content in the game (and not indicative of the game proper either). Honestly, considering you can skip ahead and back at will, if you want to know you like the game I’d recommend buying Path of Fire first and poking at that. If you do, feel free to rewind and try out the story in order. But I strongly recommend skipping Icebrood Saga and, honestly, I’d skip Secrets of the Obscure as well unless you’re really into it.


Total Story Score: +252
Total Gameplay Score: +18
Platinum Number: 283.11
Vanilla Bronze Number: -284.17
Heart of Thorns Bronze Number: 102.23
Path of Fire Bronze Number: 343.9
Icebrood Saga Bronze Number: -62.52
End of Dragons Bronze Number: 280.01
Secrets of the Obscure Bronze Number: -26.07
Janthir Wilds Bronze Number: 18.9
Cheats: Nope
Total Play Time: 21 Days // 158.31 Hours
Time Reviewed: 3-25-2025

Spoiler Story Positives+

Story Positives:

  1. Integration: Co-Op! Yes, several missions in the game actually have custom ‘vehicles’ and modes for co-op, allowing players to keep the narrative of being there alone in lore, but group with friends in gameplay
  2. Background Lore: So as we learn more about how the Elder Dragons actually work we see that a lot of them do what they do basically as a hobby. Their main purpose is consuming magic, the rest is just bonus points. This also extends to their Lieutenants and Champions
  3. Storytelling Mechanic: They don’t show up until Season 1, but the indicators of NPCs having bonus dialogue (and it going away once you’ve talked to them, BUT allowing you to still re-talk to them if you want) is a nice touch
  4. Visual Storytelling: Load screens! Some lovely (if occasionally inaccurate or misrepresentative) artwork for them
  5. Cutscene: The stylized painting brushes cutscenes, even in vanilla, are actually pretty solid
  6. Spritework: Playables. They do a pretty good job with the Asurans, Charr, and Sylvari to the point where they deserve their own positives…
  7. Spritework: …so earn that…
  8. Spritework: …triple
  9. Spritework: So, there’s a lot of ‘side’ races. Like, a lot a lot. They’re all visually distinct and well designed, for how little screen time they get, and deserve recognition
  10. MSQ: Vanilla Sylvari. Unlike Asurans this starts off with surprisingly good, quiet foreshadowing (for both Mordremoth and Orr) and serves as a good hook
  11. Brickwork: Sylvari wilds. Pretty much the entire Tarnished Coast and lead up to Kryta. Green, beach, wilds, woods. This bleeds a bit into Kryta proper which is your typical green fields
  12. Brickwork: Hoelbrak and the Shiverpeaks. Snow, huts, and brutal mountainsides
  13. MSQ: Yes we actually have an honest to goodness story positive for the Whispers choice for the Sylvari MSQ. Hallucinations, silliness, and all kinds of other fun stuff
  14. Brickwork: Divinity’s Reach! This gigantic city of doom has a lot going on and…
  15. Doodads: …has really solid doodad design to boot…
  16. Doodads: …mostly from sheer quantity. It’s also one of the only early cities to have…
  17. NPC Set Dressing: …honest to God NPC Set Dressing
  18. Storytelling Mechanic: The Story Diary in general is a great feature. Good, in-character summarization of all the main story beats of the MSQ
  19. Brickwork: Rata Sum. Love the uniquely alien Asuran architecture, as well as the obvious dichotomy of nature interwoven with very unnatural terrain…
  20. Brickwork: …easy double
  21. Doodads: Rata Sum also gets bonus points for its doodad design
  22. MSQ: Asura vanilla campaign. This is one hell of an aggregate, because it’s for the entire campaign up to the Order choice, but there’s still juuust enough intrigue and decency here to qualify. The dabbling in politics, the cultural stuff establishing how Krewes work and the Asurans in general, and some mildly entertaining side characters
  23. Brickwork: Black Citadel. Big, brutalist, looks like a half completed chunk of metal bolted onto more metal. I love it
  24. MSQ: …Charr! Yes, really. It’s honestly the best of the racial campaigns. Still pretty dull (one positive for 30 levels of quests is not great) but they do SOMEthing with it. We learn a bit about the Ascalonians, why the Charr are the way they are, and bypass most of the aggravating crap of the other races
  25. Visual Storytelling: The Brand. It barely intersects the main story, but it’s almost impossible to miss on the map, and you can go there and see its impact across multiple zones
  26. Character: Tybalt. I’m honestly shocked, a legitimately good character in vanilla, but he’s really good and actually has good acting
  27. MSQ: Whispers 40 quests are weirdly good. Tybalt helps of course but the quests themselves are ultimately decent, and have some honest to God humor in them
  28. Atmosphere: Quaggan are just so coot
  29. Internal Continuity: The nature of Orr attacks across the zones
  30. Internal Continuity: Racial stories coming together in the formation of the Pact
  31. MSQ: Trahearne’s exposition walk through Orr isn’t terrible. It does a good job of getting players up to date on a fairly large amount of relevant history from both games and doesn’t have the usual cutscene issues most of vanilla has
  32. Character: Several supporting cast members during the Pact quests. Notable mention to Tonn and his general jovial demeanor and willingness to do what was needed to be done
  33. Cutscene: My goodness a good cutscene in Vanilla. I’m shocked. Marjory’s first noir cutscene with Thackeray is just the right brand of cheese to work
  34. Character: Scarlet. Even early on there’s hints that there’s more going on with her than just cackling evil
  35. Foreshadowing: Season 1. Lots and lots of little details leading into Heart of Thorns
  36. Cutscene: The destruction of the Nightmare Tower is, like most later cutscenes, pretty well done
  37. MSQ: The spectacle of the Marionette fight
  38. Moment: The lull after the Evacuation of Lion’s Arch is filled with some great personal moments
  39. Voice Acting: Season 2 finally brings in actually decent voice acting
  40. MSQ: Season 2, in general, has some decent follow through of Season 1 and actual development towards Heart of Thorns
  41. Moment: Okay so for all the nonsense with the sudden death of Belinda, Kasmeer and Marjory really sell the impact of it
  42. MSQ: Party Politics. This is easily the best quest as of this point in the MSQ. The entire sequence is well written, engaging, good for world building and character building. It’s also our first real showcasing of Canach…
  43. MSQ: …easy double
  44. Character: Countess Anise is more or less immediately interesting. Playful, intelligent, and dangerous
  45. Character: Taimi! Yes even in Season 2 she’s already an interesting character. A vulnerable but very intelligent child who’s honestly swinging way above her weight class
  46. Background Lore: Season 2 has some nice little side stories in the background that I rather enjoy
  47. Brickwork: Silverwastes and, more importantly, Camp Resolve. You really feel the forward outpost vibe
  48. Brickwork: Glint’s Lair. It looks wonderfully crystalline and magical
  49. MSQ: Caithe’s memories of the ‘secondborn’ and the intricacies of dealing with younger members of a very young race. It’s also good world building for the Asura, the Sylvari, and a few individuals in particular (we even see Scarlet in the background, already tinkering)
  50. MSQ: We also see Vorpp back in the day in the followup quest and how they were capturing and experimenting on Sylvari when they first awoke
  51. Cutscene: The spectacle of the final Shadow of the Dragon fight
  52. Moment: The massive fleet charging into the forest… only to be absolutely bodied by it. Between Sylvari being mind controlled and Mordremoth’s massive body (which is the entire forest), there was never any chance. And so we lose again
  53. Visual Storytelling: The slow expansion of the Verdant Brink
  54. Visual Storytelling: Before I forget, those lovely load screens are back and just as awesome as before
  55. Brickwork: Verdant Brink! Or more accurately, the entire jungle really since it’s all the same tileset, but it really is a very overgrown and wild jungle…
  56. Brickwork: …earning a double positive
  57. Doodads: Verdant Brink. Special mention to the Hylek village
  58. Plot: The twist of the Sylvari is an interesting one. It adds to the dynamic of the type of threat Mordremoth is. Unlike Zhaitan, who has to kill us first, Mordremoth can just flip a switch… but it can be resisted, and it only works on Sylvari
  59. MSQ: Dragon’s Stand is a suitably epic and fantastical spectacle of a fight against Mordremoth’s body
  60. Theme: The change of war doctrine that Heart of Thorns brings. The Pact is shifting to the back, into more of a support role, while most of the heavy lifting is being done by small elite squads (meaning parties, including us). This is actually a consistent shift across the game and they do some great things with it
  61. Cutscene: Faolin betraying the person who literally just saved her life is so in character for her… something she IMMEDIATELY suffers for…
  62. Moment: …but it does lead to the death of Eir. She saw it coming, and the game to its credit does some good with it. Even Braham (of all people) carries the weight of it with his voice acting
  63. MSQ: The egg chooses its Champion (us), Caithe is confronted with what’s left of Faolin, and the plot really starts to kick into high gear
  64. Background Lore: Glint. She is a near constant presence in the plot, though she’s been dead for years, and the way they weave this into the narrative is great
  65. Brickwork: Auric Basin! Mostly thanks to the ruins and of course…
  66. Brickwork: …Tarir itself
  67. Music Direction: General. It’s just so much better in HoT it’s not even funny
  68. Cutscene: The first vision of what Mordremoth wants with the egg and the jungle is wonderfully horrifying. The final shot of the mass of brambles, his eyes barely visible in them, spreading across the plains, is haunting
  69. Moment: Losing Scruffy was actually pretty well done for what it was. And Taimi’s actress really sells it
  70. Music Direction: Mordremoth’s fight has a near perfect song for it. Slow, wild, jungle beat covered in melancholy… until it escalates into a horrifying race
  71. Cutscene: The spectacle of the Mordremoth fight is fantastic. The mindscape, the vines, the thorns
  72. Dialogue: Season 3 just has noticeably improved dialogue
  73. Foreshadowing: Season 3 and the build up to both reveals
  74. Visual Storytelling: Bloodstone Fen. This place looks exactly as horrifying as it should, with floating ruins, upwards bloodstone, and arcs of magic everywhere
  75. Brickwork: The whole place looks fantastic and awful
  76. MSQ: I do like the moment with Caithe. It’s open and honest and tries to push past the drama as fast as possible
  77. MSQ: I absolutely love Canach and how he handles Caudecus. And Caudecus just blithely stumbles forward, thinking he’s the big fish here… and he is not. Literally his second scene has him immediately being upstaged by Lazarus
  78. Moment: Okay, I love the banana monkey in the simulation
  79. Banter: Season 3 and the new writers finally nail the dynamic between characters and they start to feel like actual characters
  80. Plot: The dragon’s magic spectrum thing is a great plot beat. Each Elder Dragon killed spreads their magic to the survivors, making them stronger. This also coincides with increased quality in…
  81. World Building: …the setting construction. The rules are starting to be established and developed in Season 3
  82. Brickwork: The Fire Islands and subsequent lava and ash
  83. Voice Acting: Braham. Yeah I know, but it’s hard to say his acting isn’t on point
  84. Voice Acting: Also special mention to the main character…
  85. Voice Acting: …all…
  86. Voice Acting: …10 of them
  87. Voice Acting: Taimi’s voice actress is probably the overall best of the bunch. She manages pacing, nuance, and tone near perfectly and gets a lot of time to shine…
  88. Voice Acting: …for a double
  89. Voice Acting: Rytlock is only around for a bit but Blum finally shows why he’s so sought after with some proper voice direction
  90. Voice Acting: Special mention for Canach. Dude really nails the snark perfectly
  91. Voice Acting: General voice acting positives for all the supporting cast
  92. Voice Direction: Amazingly and noticeably improved, you can tell an actual director told the actors context and nuance
  93. Character: The Commander! Yes we actually develop an actual personality in HoT, and it’s awesome
  94. Character: Taimi continues to be the best character in the game, but given the new quality of staff and direction you can really start to see it shine
  95. Character: Rytlock really starts to find himself here too
  96. Character: Though we don’t see too much of him after this point, Canach is awesome. Fantastic wit and great delivery
  97. Character: General supporting cast…
  98. Character: …quite a few, and quite good
  99. Character: Kasmeer and Marjory dynamic. These two play off each other so well
  100. MSQ: A Meeting of Ministers is a delightful little side tidbit leading into the White Mantle finale, with some good dialogue, background lore, humor…
  101. Moment: …and a few great moments, like Jennah finally getting to flex a bit
  102. Moment: While a bit telegraphed, the loss of Demmi is very well acted… and a nice moment for Valette
  103. Moment: I love how our characters almost immediately figure out the significance of Caudecus’ treachery towards the White Mantle and Lazarus
  104. Moment: The reveal of Balthazar is a fantastic moment. It makes perfect sense in hindsight, but still manages to come out of nowhere. It also serves as a more personal stake than the elder dragons
  105. MSQ: I also love this entire sequence. Shuffling Phlunt out, Balthazar trapping us in, Kasmeer’s reaction to the reveal and her just peacing out as her entire worldview is completely shattered
  106. Brickwork: Draconis Mons is a gorgeous, wild land inside the volcano
  107. Consequence Storytelling: Taimi, dragons, and sleep deprivation
  108. Brickwork: The Heart of the Volcano is… amazingly terrifying. You really feel how ludicrously hot this area is
  109. Plot: I do love the overall progression of the plot. We defeated Zhaitan because we had no real choice, and Mordremoth pulled us into another conflict before we could think about the consequences of that. By the time we realize what we’ve been doing it’s too late, the dominos are already falling
  110. Dialogue: PC banter in particular is very well written and acted
  111. Visual Storytelling: As usual, wonderful artwork for the Path of Fire…
  112. Visual Storytelling: …honestly some of the best so far
  113. MSQ: Sparking the Flame sets the tone and stakes immediately (while also doing some great foreshadowing and world building)…
  114. MSQ: …easy double
  115. Spritework: Mounts! We can finally discuss mounts. We’ll ignore cosmetics for the sake of this discussion but the basic mounts are brilliantly presented and animated
  116. Brickwork: Amnoon. The last oasis in the north, with some lovely architecture… or what’s left of it
  117. Visual Storytelling: Amnoon also has some fantastic visual storytelling. You can really tell this used to be a much more prosperous place, rather than functionally a ruin surviving on its docks and remaining water supplies and farmlands
  118. Doodads: Amnoon, again. This is starting to push the doodad design up from older stuff…
  119. Doodads: …really laying it on well
  120. Cutscene: Zalambur’s introduction, followed immediately by an introduction to what the Mordent Crescent are, is such a great establisher for the setting and what we’ll be dealing with. It’s also a great followthrough on the brief mention of Joko earlier
  121. Doodads: Crystal Oasis, temples and the like
  122. Brickwork: Crystal Oasis, general. This is a gorgeous desert, with oases, small towns, and just generally great design…
  123. Brickwork: …easy double
  124. Moment: “Kill my god. Please!” Seriously, it’s a terrifying line that does a lot to characterize both her and Balthazar
  125. Cutscene: So we finally learn what happened with Rytlock in the Mists… and it directly ties in to current events. And not in a good way
  126. Brickwork: Desert Highlands is another gorgeous desert… but what really makes it distinct is the large swath of Brand across it
  127. Doodads: And the usual high quality doodad work
  128. MSQ: Vlast’s final words. Well acted, well written, and a lot of implication for a character with almost no screen time
  129. MSQ: It would be so easy to drift into fake drama with Rytlock and destroying the spear. They don’t. Instead this is a great moment for Rytlock and his friendship with the Commander
  130. MSQ: Meeting the Primeval Kings is typical… if not for Rytlock and Canach, who bring some much needed reality to the situation
  131. MSQ: The meeting with the gods (that is to say… just Kormir) is well presented. The absence of music, the vast plain, the arches, the well acted and presented lore dump from Kormir. It’s a solid moment
  132. MSQ: The Way Forward. There’s some really adorable character moments here, like the kids playing Ascension, or the unaware researcher
  133. MSQ: While I think it’s overly padded, I do actually like the afterlife section of The Departing. The nature of the afterlife, the introduction (finally) of Palawa Joko, and the nature of having to fight our way back to life
  134. Brickwork: Elon Riverlands. Same general desert, but still some nice… uh, riverlands here
  135. Brickwork: The Desolation. This place is wonderfully horrible. The sulfur, the bone palace, the chasms…
  136. Brickwork: …absolutely horrible
  137. Dialogue: This is as good of a time as any to mention that the dialogue absolutely pops in Path. Easily the best writing so far…
  138. Dialogue: …for a solid…
  139. Dialogue: …triple
  140. Banter: Continued amazing banter too
  141. MSQ: The finale leading up to Balthazar is really friggin’ good
  142. Cutscene: The spectacle of the big fight against Balthazar is easily the best spectacle in the game to date…
  143. Cutscene: …between him, Kralkatorrik, Aurene, and the giant mech fight…
  144. Cutscene: …easily a triple
  145. Moment: Balthazar’s death is honestly amazing, top to bottom
  146. MSQ: The Path of Fire epilogue is good stuff. The choice of speech you can give, and both serious and silly responses to that, along with custom music depending is a nice touch
  147. External Continuity: I’ve been chewing on this for a bit. A lot of the references to GW1 were just that, but I think Path of Fire finally actually uses the events of Nightfall and develops them
  148. MSQ: The entire lead up to Taimi being captured by Joko is brilliant…
  149. Moment: …but I have to give tons of positives for how they handle the moment itself. The sheer terror in Taimi’s voice, the panic in ours…
  150. Moment: …and Joko’s horrifying menace
  151. MSQ: The entire Scruffy 2.0 fight is exactly as tense and panicky as it should be. Both in her voice acting, the calm recitation of the oxygen being removed, the cold personal cruelty of Joko, and the frenetic music
  152. MSQ: Bug in the System has some rather amusing horror about the Inquest…
  153. Atmosphere: …followed by some ACTUAL horror in the sanitized disinterest with which they perform their experiments. “Notify management that new janitorial staff will be required after today’s resignations.” Yeesh
  154. Plot: I like the slow exposition on what a Champion is and what it entails, seen through our eyes as bit by bit we reveal more of our connection to Aurene
  155. MSQ: The introduction of Blish and Gorrik (despite Gorrik’s irritations) and Joko escalating but still not fully taking us seriously
  156. Cutscene: I love the spectacle of the Lonai fight. Bouncing around the world in portals as we slowly bring her down…
  157. Moment: …leading to an absolutely wonderful moment. We’re lost deep in the Mists, the music stops, the noise stops. We grant Lonai a moment of peace before waiting for the end
  158. Moment: Taimi’s reaction to Blish is perfect for her. The cripple who’s dying because of her own body seeing the man who abandoned it for a golem shell
  159. Moment: The small moment with Blish and his horror at being ‘shut off’ is really properly horrifying
  160. Humor: I’m sorry, Joko alone deserves this
  161. MSQ: I love the infiltration then epic army charge into Joko’s domain
  162. Visual Storytelling: I forgot to mention this earlier but I love the Tar. It’s never explicitly stated but it’s everywhere that Joko’s Awakened are and it’s clear it’s part of the ritual that mass produces them
  163. MSQ: There’s a four-part step where we help out the locals of Kourna. There’s good stuff throughout, especially the town where the local is just too propagandized to do anything but follow Joko
  164. MSQ: Be My Guest is a wonderfully horrible bit of presentation and characterization for Joko
  165. MSQ: The final battle with Joko is absolutely amazing…
  166. Cutscene: …but Joko’s final speech to us is, legit, the best cutscene in the game to this point in time. The speech, the storyboarding as he puts himself together, the acting, and of course the timing on Aurene’s interruption…
  167. Cutscene: …so that’s a solid…
  168. Cutscene: …triple
  169. Moment: And for literally the first time, Braham is amusing and awesome. “Dinner” is a great line, and so is him spelling epidemic. Kabraham!
  170. MSQ: Great writing in the meeting. The seemingly obstinate bureaucrat is actually just posturing and posing to keep a foot in the door out of fear and respect (and acknowledgement of his own weak position). The idiot who thought he had strength tried to kill everyone and died for his troubles
  171. Moment: The Commander on shrooms
  172. Moment: Gorrik overhearing the Chak
  173. Moment: Aurene’s multiple visions of the future, of all the ways we could fight Kralkatorrik… all ending in her death
  174. MSQ: I do like the small side story of Zafirah and showing the consequences of knocking over a deity, though it has a bit of a problem with peeking in and immediately peacing out
  175. MSQ: The frenetic fight inside the Mists, the last ditch effort by Blish to arm the device, the oncoming hurricane, and Blish’s final words
  176. Voice Direction: Taimi absolutely breaking down over Blish’s loss is heart rending. And Gorrik desperately trying to talk over us because he already knows, and you can hear it in his voice
  177. Moment: “I am not him”
  178. Writing: The Commander isn’t the main character in the usual sense, Aurene is… and the story writes around that dynamic very well
  179. MSQ: The build-up to The Crystal Dragon. The charr and the sunspear, the Awakened and the Vigil, and our speech to troops and to Aurene
  180. Cutscene: The spectacle of the Kralkatorrik fight is, of course, fantastic (if a bit confusing at times)
  181. Moment: We finally bring down Kralkatorrik… only for him to get up again and blast everything. We black out, and slowly walk forwards, across a corridor of crystal…
  182. Moment: …and around the corner is Aurene’s corpse, in exactly the same pose she envisioned, dead. Caithe is devastated, Taimi is sobbing, and when asked what to do next the Commander can only say one thing
  183. Moment: “I don’t know”
  184. MSQ: The voice acting, the movement, the lack of music, it all hits like a goddamned truck, but I have to make special mention to (of all people)…
  185. Moment: …Braham. “Go be with your loved ones” “We are.” DAMN
  186. Moment: So, Aurene self rezzes. This is actually wonderfully built up to and presented. The sheer relief in everyone’s voices, the sudden excitement, the new plan…
  187. Moment: …this is unabashedly one of my favorite plot beats in the story…
  188. Moment: …and earns a triple
  189. Cutscene: The sheer spectacle of fighting Kralkatorrik as Aurene in the Mists…
  190. Cutscene: …is completely badass
  191. Brickwork: Dragonfall. It’s Kralkatorrik’s body smothered in chunks of the Mists, what do you want from me
  192. MSQ: The spectacle of the Dragonfall Meta is, as usual, fantastic
  193. MSQ: Okay so, where to even begin. The lead up to the inside of Kralkatorrik…
  194. MSQ: …the internal war between Kralkatorrik’s Torment and his mind…
  195. Background Lore: …the implications of Kralkatorrik being trapped inside his own body…
  196. MSQ: …Aurene finally absorbing the magic and properly distributing it, turning into the first Prismatic Dragon
  197. Voice Acting: Main characters continue to be great…
  198. Voice Acting: …for a triple…
  199. Voice Acting: …positive, but hang on…
  200. Voice Acting: The Asuran female deserves her own positive
  201. Voice Acting: The Charr male does too…
  202. Voice Acting: …in fact he gets two
  203. Voice Acting: And Sylvari female absolutely nails it…
  204. Voice Acting: …for a full…
  205. Voice Acting: …triple
  206. Voice Acting: Kasmeer continues to be good
  207. Voice Acting: In fact all the voice acting is good
  208. Voice Acting: Balthazar absolutely nails his pathetic petulence
  209. Voice Acting: Also Palawa Joki (Nolan North) completely nails it…
  210. Voice Acting: …easy double
  211. Voice Acting: Taimi continues to be top tier…
  212. Voice Acting: …another double
  213. Voice Acting: Gorrik manages a lot in a short period of time
  214. Voice Acting: And I can’t even believe this but Braham continues to be awesomely voice acted
  215. Character: So hey, the main character is a character! And in fact…
  216. Character: …is an awesome character, with relationships, personality, emotional hits, highs, lows
  217. Character: Kasmeer of course
  218. Character: Amnoon NPCs (special mention to Zalambur)
  219. Character: Joko’s Awakened NPCs
  220. Character: General NPCs afterwards
  221. Character: Balthazar is a fantastic villain. So petulant, so small, and ultimately so stupid, but with just enough know-how and charisma to do a ton of damage…
  222. Character: …he even dies pathetically, I love it
  223. Character: Taimi continues to be amazing (though there’s an asterisk in that later)
  224. Character: Blish kind of nailed it for how little screen time he had. Big impact, and a lasting effect on several other characters (including Gorrik and Taimi)
  225. Character: Palawa Ignacious Joko. Good lord this guy is absolutely fantastic. Intelligent, charismatic, weak but strong at the same time, vicious but entertaining, he walks a tightrope and ends up being (honestly) the best villain in the entire game…
  226. Character: …easy…
  227. Character: …triple
  228. Consequence Storytelling: Almost everything in Path is build up and pay off of consequences
  229. Foreshadowing: Quite a bit, but everything to do with Aurene especially qualifies as well set up
  230. Music Direction: General, but especially the big moments…
  231. Music Direction: …with Aurene and Kralkatorrik
  232. World Building: Charr. They really (finally) flesh out the Charr, both in general and in specific. How they celebrate, how they view the world around them, and how Flame operates…
  233. World Building: …easy double territory
  234. Brickwork: Grothmar Valley. It’s a nice valley in general, very autumn like most Charr lands, but I’m especially fond of Aurene’s branding
  235. Cutscene: Rytlock vs. Bangar. Bangar knew exactly how to push his buttons, and exactly how to get him to back down
  236. Plot: Bangar the fascist. His push for nationalism, focusing on several ‘others’, but what’s fascinating is they try to portray him in… not so much sympathetic as understandable
  237. MSQ: I know it sounds weird but Bangar’s overall plan is honestly great in how understandable and stupid it is. He really does think he can do this and he really is incredibly wrong
  238. Storytelling Mechanic: Jormag’s whispers are exactly as creepy and wonderful as they should be. It’s a great way to convey how they operate
  239. Atmosphere: Okay I’ll give you this, Jormag and the north are properly horrifying
  240. Cutscene: Jormag finally reveals themselves to us, treating with us. And it is wonderfully creepy, as they claim their minion’s body to speak through them
  241. MSQ: So, as usual, Jormag is the most interesting thing in any scene in Icebrood. Them trying to convince us that there’s a more peaceful route is actually intelligent (unlike the rest of their approach)
  242. MSQ: Ryland slowly realizing how bad things are, Bangar showing just how far gone he is, his grief at killing Almorra (and Ryland’s refusal to), and burying her with honors
  243. Visual Storytelling: Load screens, as usual
  244. Humor: How in the world is there just suddenly great lines during the Eagle Spirit trial
  245. Moment: I do love the irony of Jormag shackling Bangar’s voice (his one talent) and slaving him to being her voice
  246. Voice Acting: The Main Characters continue to nail it…
  247. Voice Acting: …for the same…
  248. Voice Acting: …triple. Only a triple this time though (we actually don’t talk a lot in Icebrood)
  249. Voice Acting: Of course Rytlock is still amazing
  250. Voice Acting: Bangar does a wonderful job with his role, adds a lot of nuance to the character
  251. Voice Acting: General good voice acting of course
  252. Voice Acting: Special mention to Debra Wilson as Jormag, who really makes them sound exactly as horrifying as they need to be
  253. Character: Bangar. The man is an interesting take on a fascist; He’s actually scared, and legitimately believes in the cause, but ultimately he just isn’t smart enough to follow through and he has no idea what he’s doing. Lost in the past and surrounded by fear, the only voice he’s willing to listen to is his own
  254. Character: Jormag is one of the more interesting Elder Dragons. Horrifying, reasonable, and totally alien…
  255. Character: …great stuff
  256. Outro: For all it does wrong, Ryland’s final confrontation with his parents is VERY powerful. He’s hurt, broken, and lost. They’re disgusted, ashamed, and wounded. And they yell at each other, scream at each other, until finally Ryland makes his last choice…
  257. Outro: Moment: …and Rytlock, without even hesitating, saves Crecia by gutting Ryland… all the while telling him he’s sorry
  258. Visual Storytelling: Of course the loading screens continue to be amazing
  259. MSQ: Ankka’s introduction is basically perfect. She’s clearly the one actually calling the shots, Mai Trinn is barely keeping up, and all the while we’re just chipper shredding our way through their forces
  260. Moment: This leads to the crash landing on Cantha
  261. Foreshadowing: A lot, actually, regarding Ankka
  262. Cutscene: Gorrik freaking out over prison right before being released is perfect (and hilarious)
  263. Brickwork: Seitung Province. The town, the forest, the beach, this is the best looking zone to-date and it shows…
  264. Brickwork: …easy…
  265. Brickwork: …triple
  266. Doodads: Seitung Province also has the best doodad design to-date. The detailing on the shops and township area are…
  267. Doodads: …absolutely amazing
  268. MSQ: Feeding fish to Aurene is weirdly wholesome
  269. MSQ: I actually rather like the politics of the open court, and the smooth exposition of the politics on display, the familiar internecine fighting, the perspectives of Joon and her position (financial and technological) versus Li (traditionalist and honestly blunt). This whole sequence is fantastic…
  270. MSQ: …and earns an easy double
  271. Animation: Also I have to give special praise to the animation quality in cutscenes which is a noticeable step up (though this was in Icebrood as well so…)
  272. Animation: …here’s another plus for Icebrood
  273. Atmosphere: I love the positioning and structure of the plot. We’re a big deal, but not arrogant about it. We have a rep, connections, and the stick to back it, so it’s completely normal and natural that we personally visit with the Empress and can gatekeep on interactions with an elder dragon
  274. Music Direction: Also all of End of Dragons just has some amazing music direction, lovely stuff
  275. Background Lore: Lots. Fun little side tidbits fleshing out side characters and world beats, like logs or news reports
  276. MSQ: I like Mai Trin’s whole progression. We spend all this time reaching her, and she’s… drunk. REALLY drunk. Then she fights us so she’ll die by cop, then she completely loses control to Scarlet, and finally breaks down in desperation, leading to her pledging to help us against Ankka
  277. Brickwork: New Kaineng is one of the most brilliant looking places in the entire game. While it struggles a bit (see the negatives later), it’s still amazing…
  278. Brickwork: …and deserves…
  279. Brickwork: …a triple
  280. Doodads: Also the docks are bonkers good with details and ships and detailing
  281. Visual Storytelling: Even implications and world building in the visuals
  282. Foreshadowing: Lots, really, about the primary focus of the plot and how it’s going to get worse and worse over time
  283. Brickwork: The underwater reactor is brilliant
  284. MSQ: The entire presentation of Ankka’s terrorist attack on the reactor is brilliant, and the absolutely chilling presentation of Ankka helps, but I have to give mention to Mai Trin finally making something of herself
  285. Moment: Special mention to Mai Trin’s final moments, and how totally detached Ankka is the entire scene
  286. MSQ: The sushi dinner is already a great sequence, the special toxic food is even better
  287. Brickwork: Echovald Forest, of course…
  288. Doodads: …but the doodads (especially of the village) really makes it pop
  289. Brickwork: Arborstone. Lovely place, just the right amount of ruins and overgrowth
  290. Moment: Ankka’s death is perfect. Empty until the last
  291. MSQ: I love the escalation of Li and the dynamic between him and Rama
  292. MSQ: And there’s too many small lines and moments to mention individually but a lot about this just kind of nails it
  293. MSQ: The entire Mansion section is a good presentation of the problems Joon and Cantha are facing
  294. Pacing: I really, really like End of Dragons’ pacing. It’s not too rushed (and still has beats and breather sections) but a lot is happening very rapidly. It really adds to the vibe of the finale, which is appropriate… because it is. Thus earning…
  295. Pacing: …a solid…
  296. Pacing: …triple
  297. Moment: The war room, Marjory and Kasmeer… “Side by side, every step of the way”
  298. Brickwork: The Jade Sea is absolutely beautiful. The islands that used to be mostly underwater, the jade quarries, the frozen waves…
  299. Brickwork: …absolutely brilliant stuff
  300. Moment: Worldwide impacts of the Void
  301. Moment: Scion and Champion
  302. Cutscene: The absolutely bonkers spectacle of the final boss is above and beyond what the entire rest of the game has managed, and that’s impressive in a game all about spectacle…
  303. Cutscene: …an easy…
  304. Cutscene: …triple
  305. Music Direction: And of course the different songs per different dragon
  306. Moment: Soo Won’s final sendoff
  307. Outro: Lots and lots of nice little moments with the characters in the epilogue sequence
  308. MSQ: The Dragon’s End event is, of course, interesting (it’s actually three separate mini stories)
  309. Cutscene: The Dragon’s End spectacle is, of course, fantastic
  310. Outro: Kasmeer and Marjory’s wedding proposal scene is exactly as heartwarming and cheesy as it should be
  311. Character: The main character is, as usual, a great character here
  312. Character: Gorrik. He’s fully out of his ‘irritating’ phase and fully into his ‘I’m a total geek’ phase and I love it
  313. Character: Rama. The put-upon good cop who just wants help
  314. Character: Ankka. The broken shell of a person, ruined by the mass murder and the realization of her own insignificance
  315. Character: Li. The completely ordinary man who is a racist, bigoted, close-minded monster
  316. Character: Mai Trin. The ex-pirate and proven murderer trying everything in her power to be better
  317. Character: Ivan. The one loyal crewman who really wants to do something with his life
  318. Character: Ayumi. The adorable tengu, insight into their people, and perspective character
  319. Character: Joon. The big fish in a small pond who can’t handle bigger fish or bigger ponds
  320. Voice Acting: MC, as usual…
  321. Voice Acting: …gets…
  322. Voice Acting: …three
  323. Voice Acting: Plus bonuses…
  324. Voice Acting: …for the really good ones
  325. Voice Acting: Ankka does a really, really good job with her particular tone of detached psychopathy
  326. Voice Acting: Gorrik, of course
  327. Voice Acting: Taimi, as usual
  328. Voice Acting: Rama really nails that ‘bored bureaucrat’ tone really well
  329. Voice Acting: Mai Trin sounds so conflicted
  330. Voice Acting: Ivan showing Steve Blum can act outside of his typecasting
  331. Voice Acting: General. Lots of the same actors, but really good usage and direction thereof…
  332. Voice Acting: …for an easy double
  333. Voice Direction: Really, really good direction top to bottom…
  334. Voice Direction: …easy…
  335. Voice Direction: …triple
  336. Consequence Storytelling: Quite a bit, as per GW2’s norm, as things keep escalating up to the big finale
  337. Dialogue: There’s that wonderful dialogue writing again…
  338. Dialogue: …great stuff
  339. External Continuity: Obvious connections to GW1, but some of the better uses of it in the game…
  340. External Continuity: …for a double
  341. Humor: Plenty of nice tidbits keeping things light
  342. Internal Continuity: This is kind of a bonus for the whole game, but it’s worth noting that End of Dragons nails the internal continuity better than everything else prior to it. This really is the culmination of everything from Vanilla onwards…
  343. Internal Continuity: …earning a solid…
  344. Internal Continuity: …triple
  345. Spritework: Some really great stuff here. Special mention to everything to do with the dragons
  346. Story Sequencing: Really solid construction throughout
  347. World Building: I love the construction of Cantha. A society simultaneously traditionalist and absolutely stuck in the past, bloated with paperwork and procedures, but dragged into technological advancement
  348. Brickwork: Gyala Delve. This is a proper look at the jade quarry…
  349. Brickwork: …and a really well done visualization of an underwater cave (even though the water was frozen into jade)
  350. MSQ: It is pretty logical that the Commander would be as affected by the Oni more so than the others, and the main character does a really solid job of selling how much it’s bothering them
  351. Moment: The Recollector! TAA. DAA.
  352. Cutscene: Rama’s second dinner date is delightful
  353. MSQ: The reporter is mildly amusing, but the new comms feature is nice and cute
  354. MSQ: Good intrigue and build up of Secrets. Legitimately, they start nice and low tier, we fight off some demons, get sucked into another dimension, and we find the dimensional cops. I have other issues with this, but this is still a well constructed mystery
  355. Brickwork: The general Wizard aesthetic. Marble with gold veins and gold outlines highlighted with blue. Some really solid stuff here
  356. Doodads: The Wizard’s Tower, of course
  357. Moment: Zojja absolutely screaming at the demons for taking Mabon for her
  358. Cutscene: And Zojja being devastated in the wake of everything, actually turning her into a character for the first time
  359. MSQ: So, Zojja gets one last talk with Taimi in the background, and the next we see Zojja is dead. That’s… quietly dark
  360. Voice Acting: MCs… are still good, but honestly we have so little dialogue I’m only giving it a solitary positive this time around
  361. Voice Acting: General, as usual
  362. Voice Acting: Mabon was great, as Liam always is
  363. Voice Acting: I can’t believe it but Felicia Day really nails Zojja here. Lots of fantastic nuanced voice acting…
  364. Voice Acting: …for a double
  365. Voice Acting: Cerus, of course
  366. Voice Acting: The kryptis in general. There’s… issues with it, but those issues are not the voice actors themselves
  367. Character: Cerus was weirdly interesting
  368. Character: And I do like what they did with Zojja
  369. Voice Direction: General, but some solid stuff as per usual for modern Guild Wars 2
  370. World Building: I do like what they do with the kryptis. Emotions, dreams, and a culture rotating around both
  371. Brickwork: Inner Nayos is… fine. As with so much of the rest of the expansion there’s nothing overtly wrong with it, but it’s mostly just Maguuma with a reskin
  372. Moment: Irja is… weirdly well characterized for having exactly three scenes. The desperate and the terrified in the realm of a dictator
  373. Cutscene: I honestly really like the construction of the politics at the Tyrian Alliance. Each person sounds like they speak from a totally different culture in how they bring their concerns to the table…
  374. Cutscene: …and a lot of this boils down to…
  375. Dialogue: …some great dialogue
  376. Brickwork: Lowland Shore is gorgeous. Flowing rivers, lush forests, wonderful cliffs…
  377. Brickwork: …great zone
  378. Doodads: Kodan townships also have some great detailing in the furniture, architecture, food…
  379. Doodads: …love it
  380. Moment: For what it’s worth, the reveal of the Titan is pretty solid
  381. Moment: The big battle against Greer? No, the thing that works here is Poised Arrow and Waiting Sorrow’s very persona drama. Her deception, his uncertainty, and some very deep cultural grooves to overcome
  382. Brickwork: Janthir Syntri. Lovely contrast of bloodstone and forestry
  383. Cutscene: There’s a weirdly good scene between Waiting Sorrow and Poised Arrow. No drama, just two people who are hurt, confused, and care
  384. MSQ: The usage of ghosts trapped in the Bloodstone to show different, horrible perspectives on what the Mursaat and Mantle were doing with the Bloodstones is probably one of the best ways to convey how this really was
  385. MSQ: As usual, the personal drama with Waiting Sorrow and Stoic Alder is better acted and written than basically everything else going on
  386. MSQ: The pre-battle feast. A terrible speech, a great speech, some good character moments, some good humor
  387. MSQ: The insight into the horrors of the Mursaat. How they treated their servants, how they treated each other, and the victims of their depravities
  388. External Continuity: Titans, White Mantle, and Mursaat. Pretty well utilized all things considered, and a nice connected point and capstone to those stories
  389. Voice Acting: The Main Character… isn’t as great as usual, nor as common, but…
  390. Voice Acting: …earns a double
  391. Voice Acting: General, as usual
  392. Voice Acting: Special mention for Poised Arrow. I know, it’s Braham’s actor, but his acting has never been the issue there
  393. Character: Waiting Sorrow is a fascinating and well fleshed out character, someone who has a complex past and approaches it with nuance
  394. Character: Stoic Alder is… weirdly good. Wise, long-term thinker, vulnerable and flawed but capable of adapting, he’s sort of…
  395. Character: …one of the best characters to date
  396. Character: Poised Arrow really is Better Braham. The youth finding himself in a much larger pond and struggling with that
  397. Music Direction: General. Some nice music throughout
  398. World Building: The Janthir Kodan. Roles, interactions, cultural stuff
Spoiler Story Negatives+
  1. Cutscenes: So! Cutscenes in vanilla suck. What’s funny is everyone I’ve ever heard play this game says the same thing, but most people can’t put their finger on why (including me!). I spent some time really processing the problem. First, the format of the cutscenes is all wrong; You’re inherently limited to ‘two people talking to each other while idling, occasional emotes, and a panning background’. There’s nothing engaging about this visually. This could be bypassed with good voice acting and sound design but, uh…
  2. Voice Direction: …the voice direction in Vanilla is legitimately terrible…
  3. Voice Direction: …easily worthy…
  4. Voice Direction: …of a triple across the whole expansion. But that’s okay! Surely if we have well designed dialogue it’ll crop up any holes. Well…
  5. Dialogue: …the dialogue in Vanilla is legitimately terrible…
  6. Dialogue: …easily worthy…
  7. Dialogue: …of a triple. Across the whole expansion. But that’s okay! It’s terrible and badly constructed and unnatural but surely it’ll be made up with the animations. So, uh…
  8. Animation: …this is the most obvious problem really (and technically part of the initial negative). There’s NOTHING going on here. If you look away from the screen you miss nothing, and that’s pretty friggin’ bad in a cutscene like this. Honestly they still probably could have salvaged this with creative usage of canned emotes (games like FFXIV, WoW, and Witcher 3 all do this) but instead we have… this nonsense. Just idle animating at each other idly…
  9. Animation: …so this is technically a third animation negative. But never fear! The storyboarding will save us…
  10. Storyboarding: …right, right. So, because of the format they used they can only have two entities on the screen at a time. This is obviously insanely limiting, but it gets worse because the only way to have more than two people talking is to have people fading in and out constantly and there’s no real thought into how they ‘pattern’ that to make sense. So yeah, cutscenes suck in vanilla
  11. MSQ: Vanilla Asura. Boring, irritating, and the usual Vanilla issues
  12. MSQ: Vanilla Human. Somehow even worse than Asuran. There’s just… nothing here. You’re generically heroic, rush to fight centaurs who are nonsensically attacking THE human capital, we’re just barely holding the line but then you rush in and save the day. Then everyone licks your boots and just… the whole thing is awful…
  13. MSQ: …earning a solid double
  14. MSQ: Sylvari step 2, the Green Knight of dumb. Everything about this is just eye rolling, I have nothing to add to this, sorry
  15. Voice Direction: Sylvari, level 30 quests. The voice acting here is… really, really bad, worthy of its own negative. It’s… it’s so bad that I’m afraid, I’m so frightened
  16. MSQ: Norn MSQ boredom. Honestly it’s pretty inoffensive, but it’s also completely unmemorable. It feels like 30 levels of spinning your wheels
  17. MSQ: Human MSQ filler boredom bleh. There’s lots of potential here which goes absolutely nowhere
  18. Internal Continuity: Racial arcs do not lead properly into the dungeon MSQ. To be clear; Every racial chain ends with the guest character (each a member of Destiny’s Edge) say that they’ve been helped by their experiences with us to learn that they need to put aside their differences and reunite with their old friends. Naturally almost the ENTIRE dungeon MSQ is focused on them all being babies whining at each other and refusing to unite. Speaking of which…
  19. Cutscene: There’s a cutscene that plays before the actual dungeon MSQ branches off. And it is SO DAMNED BAD. Oh my God I hate to give individual cutscenes negatives but this is one of the worst in the frickin’ game
  20. Dialogue: Vanilla dungeon MSQ dialogue is bad. Bad, bad, bad. I’m not even going into details, it hits all the hallmarks. Bad exposition, inaccurate responses, not-how-people-talk, the works…
  21. Dialogue: …earning a bonus double
  22. MSQ: Ascalonian Catacombs. Boring, phoned in nonsense and melodrama. Even the primary plot thread is just fake drama that is badly exposited
  23. MSQ: Caudecus’ Manor. I’m sorry but wow this is just… bad. More fake drama, awful dialogue, terrible pacing, attempts at intrigue I can only refer to as baby’s first politics, and of course the second you ask the dude about a plot he tries to kill you
  24. MSQ: Twilight Arbor. Rytlocke is a child, Logan is a baby, and Fake Drama abounds
  25. MSQ: Also really dumb stuff with Faolin and Caithe
  26. MSQ: Fake Drama of Sorrow’s Embrace… yet again
  27. MSQ: Eir is… VERY stupid in Honor of the Waves, and then turns it around with absolutely no build up
  28. MSQ: I’ve been chewing on this for a bit. The finale for Orr is just… boring. And while a LOT of vanilla’s MSQ is boring, the problem is this is the big charge into the final battle and it falls completely flat. There’s a gameplay problem here but I’ll talk about that later, so for this and for the colossal doldrums…
  29. Padding: …for the padding…
  30. Pacing: …and the awful pacing, I ding the finale for three negatives
  31. MSQ: Commandeering the ships in Orr is weirdly awkward, with noteworthily bad dialogue and awful pacing
  32. Internal Continuity: Choices and irrelevance thereof. Seriously, you make so many choices and NONE of them matter past the immediate branching quest
  33. MSQ: The beachhead of Orr tries WAY too hard to be big and dramatic and emotional and it just falls completely flat
  34. MSQ: Trahearne has finally completed his lifelong task! …okay? This scene sucks, and what’s worse is it’s kind of treated like the end of the MSQ
  35. MSQ: Arah drama. Oh no, Logan’s dead! No just kidding he’s back
  36. Character: I’ve been sitting on this for a bit. All the main characters in vanilla suck. Just…
  37. Character: …all…
  38. Character: …of them…
  39. Character: But I want to give special props to a few. First, Logan, who is a pathetic human being who will not stop stirring the pot or being whiny in any scene he’s in
  40. Character: Second is Zojja, who’s actually worse if you can believe it, as you take the above and combine it with pretentious haughtiness…
  41. Character: …making her even worse
  42. Character: Finally there’s Eir. She’s not as bad as the other two she’s just awful
  43. Outro: Everything about the final battle against Zhaitan is just pathetic. He doesn’t talk (at all! Ever!) and you can just feel the weightless, pointlessness of the presentation. This is a colossal sea-change for the entire setting and it feels less impactful than defeating one of the lieutenants. This is just awful…
  44. Outro: …and deserves…
  45. Outro: …a full triple
  46. Character: Braham. Even in vanilla (he’s introduced in Season 1) all the hallmarks of why he’s a terrible character are here. He’s magically right about everything even when he shouldn’t be, everybody loves him despite having no positive character traits, he never listens to reason or logic, and he never stops whining
  47. Moment: So remember that character introduced literally two quests ago? Yeah she’s turbo dead
  48. World Building: So it’s not all for nothing, but there’s a lot of lack of thought in world building in Vanilla. And a lot of it contradicts later, better world building…
  49. World Building: …so screw all that
  50. Padding: Season 2 isn’t as bad about it, but it still has some padding issues
  51. Padding: Season 1 isn’t as bad as launch, but it still has…
  52. Padding: …pretty bad padding
  53. Padding: And then there’s Launch content. This is just a giant ball of fluff. Huge swaths of quests where almost nothing of note happens, trying desperately to keep you playing (and this isn’t even counting all the gameplay nonsense we’ll cover later)…
  54. Padding: …so earn that…
  55. Padding: …triple
  56. Pacing: The pacing of so much of Vanilla is just off. This is functionally an aggregate but it doesn’t get better until Season 2…
  57. Pacing: …so enjoy…
  58. Pacing: …that triple
  59. Music Direction: It’s not often, but several times the music just is not used well for the scene or fight or dungeon or whatever
  60. Fake Drama: I forgot to give these negatives for all the bullcrap earlier with Destiny’s Edge but this shows up outside of that too, so let’s just call this…
  61. Fake Drama: …a nice big…
  62. Fake Drama: …triple
  63. Fake Drama: One more for everything to do with Caithe. This is really unnecessary
  64. Character: Braham and sulking. Seriously, he doesn’t even come across as if he’s grieving, he’s just sulking
  65. Writing: They really build up this Caithe thing only to drop it immediately
  66. MSQ: So this is kind of an aggregate. They bring up this idea that the Sylvari might die horribly with Mordremoth’s death aaand then do nothing with it. Then they kill off Trehearne for… basically no reason other than to remove him from the narrative. For all the epicness of the fight, the Mordremoth Outro kind of falls flat
  67. Character: Braham doubles down on being a prat here in Season 3. I get what they’re going with but… honestly they’re doing this with an ALREADY irritating character, and he just comes across as this insufferable child
  68. MSQ: Also the Commander clearly just plays into it because of the Mary Sue issues
  69. Character: Braham naming his guild Destiny’s Edge (without consulting the existing, surviving members of Destiny’s Edge) is a bit much even for this asshole. Especially since the game treats this like it’s a respect thing
  70. Padding: The Departing. Why in the world is this a massive recap of THE ENTIRE GAME up to this point? Some of this makes a little sense but they recap EVERYthing and take way too long doing it
  71. Moment: Braham’s return is AWFUL. So let’s track this. First, we’re totally about to die from something completely avoidable, and Braham literally rushes in at the last second (with WINGS) and saves us all! Aaaand then he complains about it later in the most passive aggressive way possible
  72. Moment: Aaaand Braham continues to be terrible later, in a really petty and pathetic way
  73. Character: The exact moment Braham starts becoming more tolerable, Gorrik sort of steps in to take his place. Gorrik DOES get better, but he’s just an uppity prick to start
  74. Writing: There’s a weird irritation where Braham drags attention away from more interesting story beats multiple times. Like Koss and his descendant, or the first (ever!) showcasing of Snaff in the entire game
  75. Writing: So Icebrood has this… weird quality to it that requires a more detailed construction to really break down, but boils down to the story skipping beats to get on with it. Presumptions of things we know being things the characters know, inconsistencies in the timeline, stuff like that
  76. MSQ: So… Braham is the main character. Honestly that’s fine, but what isn’t fine is he’s suddenly two roles he shouldn’t be; The smart one (the one putting things together) and the leader (giving everybody orders)
  77. Writing: Polish… or lack thereof. There’s a weird lack of it in the MSQ in general
  78. Character: So… Braham is the chosen one. No, seriously, he’s the Chosen One. It’s exactly as awful as it sounds
  79. Plot: So then they do everything in their power to make the narrative support Braham The Main Character and the whole story just… tilts weirdly on prophecy and fate to support this
  80. MSQ: I hate how much they lick Braham’s dick during Lost Spirits Found
  81. Dialogue: I’m sorry but the dialogue in Icebrood is noticeably worse
  82. MSQ: So, Jormag just… mind controls Rytlock and Crecia, effortlessly (and Braham!) and like… come on, at least make them actually persuasive. This actually ties back into the dialogue issue I just mentioned
  83. Cutscene: So Bangar shows up to take credit. Cool! But then he Worfs us effortlessly and we nearly die. Uh. Really? But it’s even worse than that because this whole scene…
  84. Moment: …is when Braham FINALLY manifests Wolf and manages to attack them
  85. Moment: Also I’m sorry I really need to re-emphasize how stupid it is that we nearly DIED from Bangar with a bow
  86. Padding: Everything to do with Forging Steel. This has nothing to do with anything
  87. Pacing: So we go from Bangar taking credit for our kill to visions of the past to ‘the civil war is dragging on’ in the space of like 5 minutes. It’s very strange
  88. Story Sequencing: Also the enemy is just… sweeping, to the point where it’s sort of silly. One renegade force is absolutely bulldozing three unified forces (who then have the backing of other powers too)
  89. MSQ: So… the entire padded sequence with helping the war effort is already stupid…
  90. MSQ: …but Smodur is just unnecessarily antagonistic the entire time, to the point of actually getting in the way of the narrative
  91. Cutscene: So. Smodur kills what’sherface, killing any possibility of peace with Ryland. This could have worked but this is pure Idiot Ball as is. First, why is he even involved in this meeting that doesn’t… involve him? Especially given he’s been VERY vocal about his opinions on the matter
  92. Cutscene: Second, why is he put into the room at all and, for that matter, IMMEDIATELY next to our hostage he’s openly threatened repeatedly? This is all stupid Because Plot
  93. Cutscene Incompetence: Ssooo the charge into Jormag’s den is fine, but there is a LOT of cutscene incompetence in the immediate follow through
  94. Character: Braham. Dude is actually at his absolute worst here, narratively. He’s literally the chosen savior of the Norn people, saves the entire world, is constantly Right, acts completely out of character, and the worst part is this all could have worked if this was done properly. But as with so much of Icebrood it was not, and thus…
  95. Character: …he is the worst character…
  96. Character: …in the game
  97. Character: Ryland. This is another Braham situation. Could’ve been interesting and he… super isn’t. He’s just a whiny brat who people won’t shut up about how big his dick is…
  98. Character: …and he screws everything over constantly
  99. MSQ: The first Dragon Response mission is the actual worst “Braham Is Right” stuff in the entire game, and this doesn’t go away
  100. MSQ: Pointless thematic repetition in DRMs
  101. Plot: Failed attempt to make Primordus feel like a globl threat in the DRMs
  102. Padding: The DRMs are also really really boring
  103. Outro: MSQ: Jeez la friggin’ weez. This is bad in and of itself, even if Icebrood was it, but for the big climactic battle between Jormag and Primordus this is very, very dull. Two games of build up and this is just… nothing. They attack and kill each other, the end…
  104. Outro: MSQ: …easy…
  105. Outro: MSQ: …triple
  106. Outro: Writing: OH MY GOD so Braham is… perfectly fine after being frickin’ killed AND having his dragon killed. This is absolutely terrible…
  107. Outro: Writing: So Ryland is fine, and so is Braham, for… absolutely no explanation. We just needed them back that badly…
  108. Outro: Writing: …I hate this…
  109. Outro: Writing: …so much
  110. External Continuity: This… really does not follow through on GW1 well. At all. On any level
  111. Internal Continuity: General. This entire arc does not know how to follow its own continuity
  112. World Building: So… fractals are canon, the multiverse exists. This is admittedly irritating to me but that’s not the source of the negative. The problem is twofold. First, this is a casual lore acknowledgement of the multiverse, which causes lots of problems, especially because…
  113. Consequence Storytelling: …it means lots of things should have been happening that aren’t, and never will
  114. Brickwork: I hate to call this out but the pop in and fog are just awful in New Kaineng, really diminishing the otherwise gorgeous scenery
  115. NPC Set Dressing: Or lack thereof. This is, once again, worst around New Kaineng
  116. Writing: So… why do we randomly lie about hearing voices repeatedly? Only to then immediately reveal it
  117. Moment: Mabon’s death was… flat. Very very flat, especially for how much they both build up and pay it off
  118. Writing: The escalation is… unnecessary, at best. Crossing into dimensional threats seems like a logical progression but it’s handled very clumsily and with…
  119. Atmosphere: …this overall vibe. It’s a regular thing in a lot of fiction (usually in a Chosen One story) but everyone is constantly trying to talk up how biiig and myystical this all is and it just detracts from the atmosphere
  120. Writing: Lots of really, really dry exposition
  121. Dialogue: So this is a weird one. There’s this weird thing where, in addition to the ‘big mystical’ thing I just mentioned, people tend to just… have dialogue that does not fit the scene or the tone or the… anything, really. The whole thing feels like multiple people talking across each other rather than with
  122. Writing: So there’s several tidbits periodically trying to artificially force the player to be pro Peitha artificially
  123. Character: Eparch. Such a nothingburger that it totally diminishes any impact anything he ever does
  124. Character: Isgarren. An asshole who just smarms his way all over everything
  125. Voice Direction: The kryptis in general. I get the whispered thing but that only works if used carefully and precisely. These people have lots of lines, and a lot of it is dry exposition, which does NOT work when someone is speaking slowly and with heavy emphasis on the esses
  126. Pacing: Sometimes things take entirely too long. Sometimes things just race by. It’s frustrating
  127. Cutscene: What in the world is with this Nephus scene? “I’ll never join you, but also I join you unconditionally”… …what?!
  128. Cutscene: Also it’s all people talking too slowly about boring stuff
  129. Cutscene: Eparch is here. And his dick, you have no idea, it’s SO big
  130. Writing: Also we’re… such a backseat here. There is NO reason for us to even be in this story at all, and at a certain point we literally just get stunned so the cutscene can progress without us
  131. Moment: There’s a point where our upper echelons are arguing about what to do, and we’re there, and Peitha shows up, and we say and I QUOTE, “Good, perhaps YOU can help me here” as if we have no idea how to… command. As if we need her to wrangle these people. US. Jesus Christ…
  132. Internal Continuity: …I’m doubling down on this negative, screw this
  133. Cutscene: The big confrontation with Eparch is really dumb. The dialogue isn’t (as in it’s LITERAL nonsense) and then there’s the boring rehashing of what we already knew
  134. Moment: THEN asshole shows up to save the day because we’re just too powerless before his big dick
  135. Writing: There are several early examples of weird, fake drama that happen. People yelling at each other just to make Isgarren look better,
  136. Plot: So this is a weird one but the way the game handles (or mishandles) the reveal of the Titans isn’t great. First they just… casually give it away during the ‘do Rifts’ step of the MSQ. Then when they finally reveal the sucker they… don’t say what it is, which is fine, until the next scene when they just start casually chatting about Titans
  137. Cutscene Incompetence: This is related to another issue I’ll mention in a second but… why do we just sort of let the Titan go without comment or incident as they stand there taunting us, when we have just beat her ass?
  138. Writing: This isn’t as bad as it was back in Secrets but once again… why are we here? We are relevant in the politics scenes (which is nice) but past that we have no real presence in the story. As usual I’m not asking for us to be the main character (weird as that may sound) just that we have some relevance to the story we are physically present for. Aurene was the main character back in the day, we still mattered then. The scene I just gave a negative to up there is a great example of what I’m talking about; The reason we flee Decima is because HE’S injured, not us. So of course he has to flee, which makes sense, but then why do… we flee with him? It’s not like he has to be carried to safety, he goes through a damned portal. The reason why is because we ‘aren’t there’ narratively, we have no impact or relevance to events. Only the actual characters do
  139. Voice Acting: Inconsistent voice acting… thanks to the strike, but it’s still there. It’s REALLY awkward when two people who have no voices all of the sudden are talking to each other
  140. Fake Drama: The last minute nonsense with Livia is really pointless. This woman has absolutely no reason to be this ‘rushed’, and she constantly lists her reason for being so rushed is because we ‘haven’t done anything’. (This is AFTER we’ve already killed three Titans successfully)
  141. Pacing: The moment we kill the three titans the pacing just lurches all over the place
  142. Outro: MSQ: So the finale stumbles pretty badly, but let’s go into why. The first, most aggregate negative is for the fact that they don’t up the stakes, or side the stakes, or… anything the stakes. I’m explaining this badly, they try to escalate to White Mantle, Titans, and the Realm of Torment, but don’t… DO anything with it. It’s like a guided tour of the areas before being ushered along
  143. Outro: Plot: Now let’s talk about how the big bads of the ENTIRE expansion are… three asshole White Mantle who got lost and found the literal forge of a god. This is already ridiculous but hang on…
  144. Outro: MSQ: …these three dickheads are… it. This is the big climactic battle. AFTER we defeat the city Titan we go in there and just smash these three idiots in the face without pomp or circumstance…
  145. Outro: MSQ: …so that by itself…
  146. Outro: MSQ: …deserves a triple
Spoiler Game Positives+

Gameplay Positives:

  1. Itemization: Gear progression in general is actually quite smooth. You will move up to yellows relatively easy, and there’s a lot of sources of oranges. And if you want to make that big step up to Ascendeds there’s ways to do that. Speaking of which…
  2. Power Progression: …the power progression itself, which is almost entirely horizontal, is really well done for the most part. Abilities, relics, runes, talents, elite specs, all does a great job of letting you keep inching forward while staying the same level you always have been
  3. Map: This is one of the better maps in MMO design. With only a few exceptions it is easy to parse, navigate, and utilize…
  4. Map: …easily earning…
  5. Map: …a full triple positive
  6. QoL: Map zoom-to markers. This is such a small feature but it saves so much time, and it’s well designed where each spot sends you to on the map
  7. Guidance: Mouseover completion marker sparkles. A quick mouseover in the upper right and you can see where icons of X type are left on the map, to help you hunt down things
  8. Camera: The ability to zoom out as far as we can is nice, the fact that a whole new level of zoomed out unlocks on big bosses is even better
  9. Cosmetic: Unlocks and sharing. The basic system of unlocking gear and just keeping it is good stuff
  10. Builds: So here’s the dealio. There’s an absolute ton of build potential in this game, for every single class. Any class can be basically anything. It’s so much that I (no joke) spent about half an hour sitting down tabulating how many weapons, skill trees, and the like each class had and came to the weird realization that unlike some other games, each class has equally great Build potential. So that very suddenly makes reviewing this easy, because all we have to do is give each class a triple. Because they’re all fantastic. So! First of course we have Thief…
  11. Build: …which gets…
  12. Build: …a triple
  13. Build: Then there’s Engineer…
  14. Build: …for another…
  15. Build: …triple
  16. Build: Then of course Warrior…
  17. Build: …so enjoy…
  18. Build: …that triple.
  19. Build: Mesmer…
  20. Build: …and this triple…
  21. Build: …is no illusion
  22. Build: Guardian who…
  23. Build: …despite not being a paladin…
  24. Build: …is still a triple
  25. Build: Ranger…
  26. Build: …which gets one per adorable pet…
  27. Build: …so that’s another triple
  28. Build: Necromancer…
  29. Build: …raised their buddies…
  30. Build: …as a triple
  31. Build: Revenant…
  32. Build: …which channels…
  33. Build: …a triple
  34. Build: And finally Elementalist…
  35. Build: …which to keep the gag going should get four…
  36. Build: …but instead enjoys a triple
  37. Kit: So as I mentioned up in Builds, I did some digging on exactly how much stuff each class gets and, like it or not, it’s all pretty even. So we’re going to start with weapon kit (to be clear this is ONLY the abilities given by equipping weapons) and, again, Thief…
  38. Kit: …gets a double
  39. Kit: Engineer…
  40. Kit: …for a double
  41. Kit: Warrior…
  42. Kit: …crushes a double
  43. Kit: Mesmer…
  44. Kit: …phantasms a double
  45. Kit: Guardian…
  46. Kit: …spirits a double
  47. Kit: Ranger…
  48. Kit: …has double pets
  49. Kit: Necromancer…
  50. Kit: …and their undead double
  51. Kit: Revenant…
  52. Kit: …and, uh, MORE spirit double
  53. Kit: And Elementalist…
  54. Kit: …which gets two per, so it’s more even this time
  55. Kit: Utility is in the same boat. Each class gets Utility skills. They’re… not great actually if I’m honest, at least not compared to the weapon stuff, but they’re still there and they’re still decent. So each class gets a single in this case! Starting with Thief
  56. Kit: Engineer and their builds
  57. Kit: Warrior and their banners (please don’t nerf them again)
  58. Kit: Mesmer and their teleports
  59. Kit: Guardian and their buffs
  60. Kit: Ranger and their stances
  61. Kit: Necromancer and their wells of eternal black suffering of endless suffering death
  62. Kit: Revenant and their spiky pits of doom
  63. Kit: And Elementalist and whatever weird thing they do. Ask Gyga, I dunno
  64. Kit: Okay! We’ve finally hit the point where the classes diverge enough (in my opinion) to vary up the pluses. They’re all good to some extent but some just have more use than others. To-wit; the Thief just does not have that good of Elites in my opinion (outside of PvP and the like). Thieves Guild is… there. Dagger Storm is some AOE damage but on entirely too big of a cooldown for this game. Basilisk Venom is incredibly situational, Impact Strike is mostly a stun, Shadow Meld is a stealth, and Shadowfall is entirely too small an area. So that’s a single
  65. Kit: Engineer is probably one of the better designed ones. Elixirs (to transform you temporarily), mortar kits (equipping a… mortar… kit), supply crates (some variety here, can drop turrets or be detonated like a bomb), light beam of doom (also can leave behind burning if done properly) and of course overclocking (for your jade mech). Great stuff…
  66. Kit: …for a solid double
  67. Kit: Warrior elites. So we have the Battle Standard (revives and buffs), Rampage (super buff), Signet (super buff again), Head Butt (sounds simple but WEIRDLY good, considering it does a double stun, gives adrenaline, and extends berserk), Winds of Disenchantment (strips buffs from enemies in an area), and Tactical Reload (reloads all ammo and buffs your next Dragon Drigger). This is another great setup with some good usage and variety…
  68. Kit: …for another double
  69. Kit: Mesmer elites! Time Warp is actually not that great (WAY too long a cooldown and too small an area to be truly useful), Mass Invisibility (situational), Signet of Humility (doesn’t work on half the enemies you’d want it to), Gravity Well (actually pretty good but mostly just a 1m cooldown nuke), Jaunt (a shadowstep? Really?) and Thousand Cuts (one of the only decent ones, a line of tons of damage). So alongside Thief, I’d say this only warrants a single
  70. Kit: Guardian Elites. I’m… really not impressed here. Renewed Focus recharges virtues (sure… but a 90s cooldown), Feel My Wrath is an aoe buff (probably one of the better ones, gives Fury too), Signet of Courage (nice for healing), Dragon’s Maw (mean trap), Manra of Liberation (there’s just too many better sources of Stability), and Heaven’s Palm (weird dodge + hit combo that also does a knockback)
  71. Kit: Ranger Elites. Strength of the Pack (big buff with your pet), Spirit of Nature (summons an interesting spirit that transfers debuffs into buffs), Entangle (aoe bleed and root… which doesn’t work on anything it should work on), Glyph of the Stars (nice heal actually, with some malleability in how you use it), One Wolf Pack (great double strike stance, probably one of the nicest burst elites I’ve seen), and Forest’s Fortification (great tanking ability). Overall pretty solid…
  72. Kit: …for a double
  73. Kit: Necromancer Elites. I love this class to death but its elites are pretty lacking. Plaguelands is lackluster for what it is (should do more debuffs and a bigger area AND a shorter cooldown), Summon Flesh Golem (way weaker than it should be), Lich Form (swap forms, and gain some nice abilities, but that 150s cooldown is killer), Chilled To The Bone (again, far too short a radius for what it does), Ghastly Breach (ditto), and Elixir of Ambition (this one’s fascinating. Give yourself every boon, give one target every condition. Sounds neat, but buffs and debuffs go away too fast for this to matter by itself)
  74. Kit: Revenant Elites. These are weird due to how they interact with the F1 abilities so I’m going to skip over most of the details and instead just say these all deserve a single. We’ll come back to this though
  75. Kit: Elementalist Elites. So don’t let Gyga catch me saying this, but these are pretty solid. First there’s one for each element and almost all of them do something really nice. Tornado grants stability while flinging, Whirlpool is a nice ranged yank, Conjure Fiery Greatsword… sucks actually, and Glyph of Elementals conjures an element based on your current attunement to either stun, buff, burn, or knockback/heal. Then you have Rebound which would be great if it lasted longer and had less of a cooldown, Weave Self which changes how attunements work and can lead to Perfect Weave, and Elemental Celerity which can seriously speed up your output. This all probably deserves…
  76. Kit: …a solid double
  77. Kit: So! Final class coverage; the actual class abilities. Thief is… fine. You start off with Steal which gives you a random ability which generally sucks. Specter gains Shroud for some live and stealth capacity. Daredevil gains better dodging which is… actually pretty nice, plus synergies with dodging. And of course Deadeye comes with the Mark, which is a ‘really kill this ONE enemy’ type builder thing
  78. Kit: Engineer’s kind of crazy. First you have the tool belt, which changes up half your abilities based on what toolkit you grab. Function Gyro is a weird one; it lets you rez nearby allies (or finish enemies if you’re pvping) with a few stipulations. Photon Forge gives a whole heat mechanic to manage. Then of course Mechanists get their jadetech pet. All of these are well designed, different from each other, and make Engineer unique and fun…
  79. Kit: …for a solid…
  80. Kit: …triple
  81. Kit: So, Warrior. Not a lot of variety here, but still some simple but solid design. Almost all the class abilities involve the same thing; Build up Adrenaline, spend it on something. Whether that’s a berserk mode, a big hit, a counter, and Flow (which is sort of a separate build/spend type bar). It’s good stuff
  82. Kit: Mesmers! They probably vary the least, but the design of them is really solid. Every Mesmer spec has the same basic format (build up phantasms or swords or whatever) and then spend them on abilities. What makes this work is the design of each spec’s abilities you can spend on. Chrono is great at buffs and debuffs, Mirage is great for tanking, and Virtuoso is great for being a badass
  83. Kit: Guardians! First off they get Stances which are fine. Dragonhunters get an additional bit of abilities completely which act like cooldowns. Firebrands get the entire book mechanic which is a little too complicated to summarize here, but it gives you an entirely new 1-5 bar and has additional effects based on which tome you’re flinging pages from. And Willbender gains an entire set of additional utility and movement kit. Overall some good stuff…
  84. Kit: …for a double
  85. Kit: Ranger! So their first mechanic is just… a pet. It’s there. It’s kinda bleh honestly. Druids gain Avatar, which changes your weapon and glyph skills and functions as a super mode (and a great healer). Soulbeast actually merges you with your pet, gaining new abilities based on the pet you merged with (which as you might imagine, there are a lot of options here). And Untamed get… honestly the pet abilities and controls I was expecting with vanilla. Good stuff here, but a bit lacking in a few respects
  86. Kit: Necromancer starts off with Shroud, which gives them an extra health bar that refills when nearby deaths happen (and there are abilities to push it as well obviously). Reapers gain an alternate form mode with great reach, mobility, and insanely good kit. Scourge gain access to regular Shade abilities that can be summoned and can do all kinds of synergy effects. And finally Harbinger upgrades Shroud to cause Blight, and gain some new mean abilities from it. I still don’t think it’s quite at the level of Engineer…
  87. Kit: …but there’s some damned good design here
  88. Kit: Revenant is a weird one. Each profession ability is basically the same, similar to Mesmer, but what they do is they give access to new spirits which give you totally different kit. These are pretty well designed (especially Vindicator) and I’m with it
  89. Kit: Elementalists! So each Elementalist weapon is functionally four weapons due to being able to swap between elements more or less at will. Then you have Tempests which gain Overload to boost the elements even more, Weavers who then start regularly rotating through the elements in a specific order, and Catalysts who gain access to dropping a Sphere regularly (15s cooldown) which then synergizes with a bunch of abilities to gain new effects. Like it or not this makes Elementalist more complicated, and in a lot of cases not quite worth it, except in more modern stuff
  90. Cosmetics: The dyeing system in general is probably the best one I’ve ever seen. Lots of colors to pick from, colors remain unlocked once you procure them, there’s an eyedropper tool for sampling colors, and most things have a full four dye channels, dyes hit differently based on material, plus you can dye your mounts…
  91. Cosmetics: …for a solid…
  92. Cosmetics: …triple
  93. Secondary: Jumping puzzles. Let’s be clear, this game is not designed around jumping puzzles (issues with telling where you’re standing, issues with telling where terrain is) but the puzzles themselves are actually pretty well designed throughout…
  94. Secondary: …so they earn a solid double
  95. Cosmetic: Lots. Lots and lots and lots and lots…
  96. Cosmetic: …but not much outside of the shop…
  97. Cosmetic: …so it’s ‘merely’ a triple positive
  98. Core Combat: Combos. So, GW2 has a whole combos system (that’s never properly explained anywhere) which adds some fun variety and complexity to combat. Different types of setups and different types of payoffs depending on the class
  99. Core Combat: General. While there are some related issues, GW2’s core combat is some of the best in the business. Lack of targeting (which works out pretty well), very short cooldowns on abilities, great mobility, weapon swapping on the fly, it’s all great stuff…
  100. Core Combat: …earning a solid…
  101. Core Combat: …triple
  102. Interface: Chat design and interactions. Good interactions, mouseovers, and color distinction…
  103. Interface: …for a solid double
  104. Interface: Quest log. So here’s the thing. There’s two quest logs. One’s the achievement page (which is fine, and is searchable) and then there’s the MSQ page which is fantastic. Good indicators, good searching, good navigation
  105. Alternate Leveling: Masteries and related additions to playstyle
  106. Penalty For Failure: The entire resurrection system. This entire system is fantastic, but let’s break it down a bit. First, it’s easy to do; Just use the interact key on a player. Second, the more people doing it, the faster you rez. Third, there’s actually two stages of failure; Dead and Turbo Dead (more properly, Downed and Dead). Once you go down you have a health bar which slowly bleeds out, but gain access to abilities that are class specific that allow you to keep fighting and get back up. If something you’ve tagged dies while you’re Downed, you get back up, boom. (Also there’s more to this later but we’ll cover that in expansions). Also you have a channeled ability to heal yourself slowly, preventing the bleeding… but! As you channel, if you take any damage you get interrupted and it goes on cooldown. So there’s incentive to position yourself accordingly. Finally, even if you’re Turbo Dead (and cannot do anything) other players can still rez you, it just takes longer. This entire system is fantastic…
  107. Penalty For Failure: …and earns an easy…
  108. Penalty For Failure: …triple
  109. HUD: Also there’s some fantastic HUD design in how dead people are really visible, both on the map and in the game world (the icons for dead players have either highest or near-highest priority on rendering)
  110. Co-Op: Also if you rez people you get credit for what they’re doing, and it takes so little time to do that the entire thing really encourages people to do it
  111. Co-Op: Designed around casual partying. The entire co-op system is great because you don’t… actually have to be in a party to share credit and help each other out. Attacks will hit their targets, tagging is fully free, and heals just heal / buff nearby stuff. There’s actually a priority system for limited target things, but the point is if you and a total stranger happen into the same boss, you both help each other automatically. This is so pro co-op and I love it…
  112. Co-Op: …for an easy…
  113. Co-Op: …triple
  114. NG+: So! Aside from Vanilla (sigh) you can, at any point in time, skip to any quest you’ve already unlocked and replay it (in fact the game encourages this with the achievements and rewards). This is a wonderful and granular system…
  115. NG+: …easily deserving…
  116. NG+: …a triple
  117. Interface: Icon distinction. Not much to add here, but you can almost always tell what you’re looking at with just a glance
  118. Itemization: Wizard’s Vault. A nice ‘go do stuff, get rewards for gameplay benefit’ side thing. Great source of Legendary crafting and Ascended gear, plus cosmetics
  119. HUD: Achievements and related buffs. So they give you buffs showing which achievements you can get in the current quest. These buffs track which ones you’re currently succeeding on (the buffs go away if you fail a condition), if you mouseover it tells you what to do for them, and they’re pretty worthwhile (they give Mastery points, loot, and Ascended gear)…
  120. HUD: …an easy…
  121. HUD: …triple for the quality of life and worthwhileness
  122. Viscerality: Warriors, visual primarily. Warriors just look cool
  123. Viscerality: Elementalist, visuals. This is the coolest, most well designed looking class in the game visually (with one exception we’ll note later). Each of the four elements look great on every weapon and across all the utilities…
  124. Viscerality: …for a solid…
  125. Viscerality: …triple
  126. Viscerality: Elementalist, audio also sounds great
  127. Viscerality: Ranger in general, but mostly visuals
  128. Viscerality: Thief, again with the visuals. Look it’s a great viscerality game on the visuals I don’t know what you want for me
  129. Viscerality: Revenant, visuals. Nicely ghostly and doomy…
  130. Viscerality: Revenant, audio. …especially on the audio side
  131. Viscerality: Necromancer, visuals, nicely green coded too
  132. Viscerality: Necromancer, audio. Love the horrifying death sounds
  133. Viscerality: Guardian, visuals. Big, bright, and blue
  134. Viscerality: Guardian, audio, nice echoey
  135. Viscerality: Engineer, visuals. This is probably the second (or third, rather) best viscerality in the game. Turrets and mechs and holographic armor…
  136. Viscerality: …great stuff
  137. Viscerality: Engineer, audio. Lovely sounds here
  138. Viscerality: Mesmer, visuals. This is the other best class in the game for viscerality. These visuals are just eye-droppingly amazing, even on the smaller skills, and with things like the phantasms or swords…
  139. Viscerality: …so that’s a triple…
  140. Viscerality: …for visuals
  141. Viscerality: Mesmer, audio. This is the final thing that pushes it above Elementalist. This is some fantastic sound design…
  142. Viscerality: …an easy double
  143. Respec: It’s not as relevant as in a lot of games but you can change your ‘talents’ more or less at will
  144. Level: Citadel of Flames. Yes, we’ve finally managed a single gameplay positive for a dungeon. I’m as shocked as you are. It’s not great, and the ENTIRE dungeon gets a single positive, but it’s still something
  145. Tutorialization: Class trials at 80 (and limitations). This is… actually not a great trial really, but it IS a trial and you’re given quite a bit to play with to figure things out
  146. Co-Op: Yes even back in vanilla there are custom and bespoke co-op options for story sequences (I honestly thought these didn’t show up until expansions)
  147. Integration: Co-Op! Yes, several missions in the game actually have custom ‘vehicles’ and modes for co-op, allowing players to keep the narrative of being there alone in lore, but group with friends in gameplay
  148. MSQ: Molten Furnace. Actual jumps, nice side objectives, and an interesting boss
  149. Boss: The Twisted Marionette, weirdly enough. Minibosses, buffing allies, and not too much health
  150. MSQ: Party Politics. Interesting branching, nice penalty for failure, rewards the player for paying attention, and mostly skippable
  151. Difficulty Mutator: The achievements for Season 2 are actually pretty legit, and allow you to vary up how you do things for decent rewards (and fun)
  152. Overworld: I’m as shocked by this as you are but there is ONE decent zone in Vanilla, and that is Caledon Forest. There’s a few small details that make the hearts and the navigation actually worth a damn, go figure
  153. MSQ: Dragon’s Stand. It’s actually probably the weakest of the big dragon Metas, but it’s still damned good. The three lanes with their varying content, the unlocking progression on enemies and bosses, the variety of events as you go…
  154. MSQ: …and most importantly the big combat with Mordremoth towards the end across the islands, and his multitude of attacks on them
  155. Terrain: Okay so I have issues with the Verdant Brink… but I will say they do a lot of manual crafting of things (like updrafts and vines) to make the zone itself part of the gameplay
  156. Overworld: Auric Basin. Visual navigation, terrain design, landmark design
  157. MSQ: Prized Possessions, and the egg abilities helping you to navigate a level designed around it
  158. Boss: Mordremoth, the interior. This is a brilliant fight (with a group). The various phases, the wonderful mechanics, and just the right amount of intensity without taking too long…
  159. Boss: …easy double
  160. Overworld: Bloodstone Fen. Same generally good design of the previous HoT zones, but better across the board. And of course they do one thing very right; they make the initial waypoint the highest point in the zone so you can always glide down to anywhere in the zone
  161. Overworld: Fire Islands. The chutes, the water, the layout are all surprisingly well designed (I guess I’m the only one surprised, since they’ve had good zone design for a bit now)
  162. Enemy Design: I’ve been chewing on this for a bit because most of the enemy design up until now has been very tepid, but as of Season 3 they’ve finally started doing some interesting things with cross enemy elements and designs
  163. Overworld: Draconis Mons. At first it looks irritating, but a combination of gusts, leylines, and thermal tubes really helps with navigating this colossal zone
  164. Traversal: Mounts in general are a game changer. Each one operates a bit differently and changes how you can interact with the terrain
  165. QoL: Keybinding mounts! You can hotkey each specific mount, and given that you can swap on the fly out of combat while moving, this really makes getting around much smoother
  166. Traversal: The Skyscale gets special mention. On the face of it it’s just a crappier WoW style mount, but between the wall grip, the dash, the nuke, and the fireballs, plus the second chain of acquisition (and buffs) in its second mastery, it earns its own point
  167. Traversal: The Turtle is weirdly well designed. A two seater mount that has each player helping each other out with their abilities, one can fly and slam and the other can shoot and buff. Thing’s a tank
  168. Co-Op: Still pro co-op, but harder to sync up than ever before for some stupid reason
  169. Overworld: Crystal Oasis. As is going to be the norm for a bit, we have a good zone here. Good events, good flow, good layout…
  170. Overworld: …good usage of mounts
  171. Overworld: Desert Highlands isn’t quite as good (in fact its reliance on gating the player behind masteries hurts its design) but there’s still good stuff here
  172. Boss: The Facet of Glint fight is a nice escalation fight and actually follows the rule of 3 (first phase, figure out the light facet. Second phase, the dark one to break. Third, combine both)
  173. MSQ: The Enemy Of My Enemy has a great segment where you play with a bunch of troops. This is just long enough to not be dull, and the enemies play around with the concept (different enemies that benefit from different tactics)
  174. MSQ: The third quest is ALSO pretty good. It’s a race, where you use enemies to boost, and it has good co-op options to boot
  175. MSQ: The big charge up through Balthazar’s forces alongside the Awakened is already awesome…
  176. Hyperbeam Moment: …made even better with Sohothin and the absolute devastation you can bring to his forces
  177. Boss: I love the Balthazar fight. Easily the best fight to date in the game…
  178. Boss: …easy double
  179. Boss: I’m very fond of the dervish boss fight with Warden Amala as she rotates through her Avatars
  180. Boss: Scruffy 2.0 is all the right types of hectic (at least if you’re in a group). Fire everywhere (but it’s filled telegraphs so you have more time than it looks to avoid), jumping out to grab the conduits to break the shield, fun stuff
  181. Mid Mission Checkpoints: So it looks like some specific bosses have a built in checkpoint going right back to that boss if you fail or leave the mission
  182. MSQ: I actually rather liked the stealth section in Rata Primus. Good sight-lines, good kit, and some nice optional objectives
  183. MSQ: Escorting the kids across the village with Braham. Banelings bots, plenty of extras to mulch, and a tutorial for the upcoming boss fight
  184. Boss: Mark 2 Beta Exterminator Golem. Mean but fair, great attack patterns, nice variance in phase 1 and 2, and properly intense
  185. Boss: Commander Lonai. Relatively simple attacks, but the arena changing and the new attacks to dodge is great
  186. MSQ: Forearmed is Forewarned. Well designed stealth section (with a few glitches) and a great charge into the fortress
  187. Overworld: Domain of Kourna. Nice flow, nice events, nice meta
  188. Boss: I LOVE the Joko fight. Lots going on, great escalation, great usage of the illusion ring mechanic
  189. MSQ: Helping the refugees flee the Shatterer is just well designed enough to be fun
  190. Boss: The spider queen… thing is actually a really solid fight. Braham having to be encouraged to knock out the webs, keeping trash off him while dealing with the big’n
  191. MSQ: Glint’s final trial is reasonably fun. Interesting, dynamic, and not terrible solo
  192. MSQ: Dragonfall is a better designed Dragon’s Stand. Same general idea (split into three) but far better lead up and execution, plus just straight up giving the player the leyline pathing for free to help with navigation (and each wound cleared adds a leyline)…
  193. MSQ: …easy…
  194. MSQ: …triple
  195. Overworld: Dragonfall. Between leylines, drafts, vents, and routes, this place is really well designed
  196. Boss: Kralkatorrik. Fun, if problematic without a group
  197. Enemy Design: Of course. Friggin’ Hydras
  198. Co-Op: Yep. Some really cool interactions here honestly
  199. Overworld: Consider this a general overworld positive for the three zones. There’s, I’d say, two good events across all of them, and a pittance of good terrain design enough to qualify for an aggregate
  200. MSQ: For what it’s worth, I do like Dragonstorm. Quick, well built, lots going on, good variety, and generally fun
  201. Mid Mission Checkpoints: Same generally good design as in Path
  202. Co-Op: End of Dragons naturally has the same co-op design and support as the previous expansions
  203. Tutorialization: For the first time we actually have in game tutorials of things like Defiance and Combos! They’re not perfect tutorials, but they are still good
  204. MSQ: Initial
  205. Overworld: Seitung, events and hearts. Yes, really, they finally have legitimately good stuff to do, I’m as shocked as you. Zone design isn’t great though (we’ll talk about that in the negatives)
  206. Boss: Mai Trin, aka Scarlet again. Fun fight though
  207. Kit: Jade Bots are weirdly good. They give a substantial vitality boost, they have lots of options for equipment chips that boost your stats or loot or mobility, all of this is good stuff…
  208. Kit: …but what really makes them work is they don’t lock anything mandatory behind grind walls
  209. MSQ: Fun airship fight, fun optional bonus powers, fun boss fight with Ankka
  210. Boss: The Minister Li fight is one of the best fights so far in End of Dragons. Good variance between adds and him, and good escalation…
  211. Boss: …easy double
  212. Boss: Joon. While it has some issues, there’s still some nice complexity to it and general fun
  213. Hyperbeam Moment: Aurene merging with us and turning us into an absolute ball of destruction for the final boss is exactly as awesome as it should be
  214. Boss: The final boss fight with the Dragonvoid is nothing short of amazing. The initial fight, the escalation and variation of each specific platform, the aforementioned hyperbeam moment, the final boss against Soo Won, this thing is absolutely amazing…
  215. Boss: …earning a solid…
  216. Boss: …triple, for being quite likely the best fight in the game (at least to-date)
  217. MSQ: Dragon’s End. While tight with the timing and execution, this is unquestionably the best of the big dragon metas…
  218. MSQ: …easy…
  219. MSQ: …triple
  220. Boss: Soo-Won, Event version. Mean, brutal, complex, has some helper mechanics for people less geared…
  221. Boss: …great stuff
  222. Mid Mission Checkpointing: Once again, quite a few, and quite well designed
  223. Co-Op: Secrets, as usual. Even right off the bat we get special co-op design
  224. Secondary: Rifts are… fine. They’re quick, rewarding, and have a lot of people doing them. They’re nothing special but that’s it really
  225. Hub: The Wizard’s Tower. Everything is laid out in a circle around the Mystic Forge, the bank and AH are right next to each other, the crafting stations are close by and well laid out, and there’s a vendor right there
  226. Mid Mission Checkpoints: Yep, they’re still good
  227. Minigame: Housing. Lots to do, lots to decor, lots of options…
  228. Minigame: …easy…
  229. Minigame: …triple
  230. Co-Op: Housing also has legitimately valuable gameplay benefits, which is nice in general, but also you can drag other people with. So they can benefit, which encourages people to join housing, which encourages decor and style both (races, fanciful things, layouts, etc.)
  231. Co-Op: Also the usual co-op goodness
  232. Boss: Greer. It’s barely a boss, mostly mechanics, but they’re well done
  233. Boss: Decima. Good variety of mechanics, good escalation, and doesn’t overstay its welcome
  234. Mid Mission Checkpoint: As usual
  235. Overworld: Consider this a full aggregate. The zones are… fine. Decent events, decent layout, decent design
Spoiler Game Negatives+

Gameplay Negatives:

  1. MTX: Shop. This is the worst of the Big 3’s cash shops (though not as bad as some others I’ve seen). An absolutely huge amount of stuff in the game costs money cosmetically…
  2. MTX: …so that’s…
  3. MTX: …a triple
  4. MTX: Then there’s the huge amount of quality of life features and gameplay aspects locked behind the shop (things like bank space, shared slots, build slots (which is actually a scam don’t buy those), even hero points can be bought in the shop). So that’s a lot of awful…
  5. MTX: …and deserves its own…
  6. MTX: …triple
  7. MTX: But then there’s arguably the worst aspect of all. Most things can’t be bought at all times, they become available for purchase periodically. There’s no indicators of when something will go on sale, the rotation isn’t linear, and the duration of something being available isn’t set in stone either and can be as few as several days. This is an awful way to try to force players to constantly log in just to check the shop just to be capable of giving the game money for something they want…
  8. MTX: …and it can go…
  9. MTX: …directly to hell
  10. Tutorialization: Or lack thereof. For there are a lot of things that really just ‘go look it up on the wiki’. In the interests of fairness, the wiki is REALLY good, but the game doesn’t get credit for that. Hell, something the game doesn’t tell you is that the /wiki command is a thing in game
  11. Interface: AH and Chromium issues. Put simply the Auction House actually runs on Chromium and has all the related issues that implies
  12. Itemization: Dye gacha. Dye packs can be bought on the Auction House but other than that, it’s a random chance from a random pack. Good luck!
  13. Interface: Also the interface just… sucks in general. It’s got some shiny graphics on it but it’s old and it shows, with inconsistent interactions, weird window movement, odd cross-referencing, having to do single-type interactions across multiple windows, etc…
  14. Interface: …for a double
  15. Itemization: Loot shotgunning. The game absolutely bombards you with loot. This is an issue on the face of it…
  16. Itemization: …but it gets worse when you consider the related issues of crafting, salvaging, and researching
  17. Itemization: Currency bloat. There are just way, way too many currencies in this game, and which ones are useful for what is a web of insanity to untangle
  18. Builds: The range and quality of builds is just too big. It’s a rare problem, but one that crops up every now and again. The gap between a good build and a bad build is enormous, and there’s no skill or improvement to bridge that gap, it’s just pure math and stats which drags the whole system down
  19. Secondary: Jumping Puzzles. Or, more accurately, the game itself. This is a game where it’s difficult to tell where you are and where is navigable terrain, and that’s a problem when you have dickish jumping puzzles
  20. HUD: I’ve seen worse, but there’s a lot of baffling decisions here. Bad color distinction, tiny usage of space, and real customization at all
  21. HUD: Also I’m not a fan of the tooltips
  22. Power Progression: Hero points. Screw Hero Points. These aren’t account bound and require doing stuff that more or less mandates grouping, but are also required for accessing elite specializations (also known as ‘the actual classes and builds’) so that sucks. It’s okay though, you can buy them in the store for real money! I’ve chewed on this a bit and I was originally only going to give the single but I realized something. The group wall aspect by itself…
  23. Power Progression: …mandates a second negative, but I’ve got a third cooking. See, on your first character as you progress through the story naturally you’re probably going to find hero points and gain them as you go. Cool. What about on your alt? What if you want to try out another class? At that point…
  24. Power Progression: …it’s worse. Because you either just redo the expansions and/or zones, or you get lucky and find a Train (which are getting less and less common it’s worth noting)
  25. QoL: Real life timers on Metas. Why is this a thing? It makes it regular, sure, but if a given Meta always happens when you’re busy working or sleeping or at school, sucks to be you
  26. Traversal: This is a good time to mention that walking is not great in this game. It’s slow, and terrain is not designed around it. And here’s the thing; over in WoW they baked Dragonflying into the leveling experience even for a brand new account, so we considered that in the equation for reviewing. Guild Wars 2 does not. So I hope you enjoy spending a colossal amount of time walk…
  27. Traversal: …walk…
  28. Traversal: …walking
  29. Traversal: Collision. So, an inordinate number of games have this form of ‘interpretation’ of collision boxes. This is old tech, going back to the NES era in fact. You’ve probably heard of it called Coyote Time, but there’s lots of little nudging and smoothing that happens to prevent… exactly what happens in this game from happening. So in this game if you collide with even a single pixel wrong, it stops you dead because the collision has none of this interpretation baked into it. This is incredibly irritating and provides a more or less nonstop frustration in just getting from point A to point B. It actually gets worse when you get mounts as their collision boxes are different than yours. So…
  30. Traversal: …it earns…
  31. Traversal: …a triple
  32. Viscerality: Thief, audio. I’m sorry, guns sound SO BAD in this game, I’ve actually switched specs to avoid it
  33. Co-Op: This is a weird one. In a game so co-op focused, there’s entire swaths of quests where the people who aren’t the quest starter just cannot interact with things. This is not just irritating, it can easily lead to ‘everyone die so we can progress’ scenarios
  34. Level: Ascalonian Catacombs. Meandering guidance, disinteresting elites that are stronger than bosses, almost no real boss mechanics to speak of, murky graphics
  35. Level: Caudecus’s Manor looks like it should be fun, but it isn’t. The initial section stumbles over itself by forcing you to just spam the same NPCs over and over while waiting on timers, then it’s just giant piles of elites followed by non-bosses…
  36. Level: …honestly this one’s worse than the Catacombs
  37. Intro: All. Seriously, every single Intro to this game is awful. They take maybe a few minutes, tops, to be like ‘hey here’s how you move’ then shove you into a boss fight which is terribly designed, then slap you on the back and give you the Adventurer’s Guide and call it a day. Speaking of which…
  38. Tutorialization: …the Adventurer’s Guide. This is.. Not a very good guide. I’ve seen worse, again, but it feels very tacked on. Probably because it was
  39. MSQ: Sylvari 2, Green Knight. This entire fight is irritating, and an HP Barrier boss on top of that
  40. Level: Twilight Arbor. This dungeon really sucks. Everything about this place sucks. Irritating enemies that are overtuned, irritating boss fights, frustrating corridors, and nothing to flesh it out past ‘hallways with enemies’…
  41. Level: …make for…
  42. Level: …a triple
  43. Level: Sorrow’s Embrace. Yet another irritating dungeon for, honestly, all the reasons I just listed…
  44. Level: …so I’ll just give it…
  45. Level: …the triple, but hang on
  46. Terrain: The terrain is especially bad in here. Actually gets in the way of simple navigation and combat
  47. Level: Honor of the Waves. Bad hitboxes, bad signposting, and two bad bosses in a row…
  48. Level: …make for…
  49. Level: …another triple
  50. Boss: Gaheron. This dungeon was actually fine, but the boss was AWFUL. So you have to pick up an item and throw them at him. The items have very short range so you have to get close. He’s constantly throwing waves of death and circles of death, both of which basically kill you. Recovery is frustrating or impossible, and when you finally knock him out of this mode his vuln period is so small half the time you can’t even reach him to hit him before he restarts. And then just rinse and repeat this thanks to HP Barriers. This boss…
  51. Boss: …absolutely…
  52. Boss: …sucks
  53. Hub: The Grove. Too vertical, too irritating to navigate, and stuff is everywhere
  54. Hub: Divinity’s Reach. Way, way, way too big for what it is
  55. Hub: Rata Sum. This place has all the issues of the previous towns combined…
  56. Hub: …for a double
  57. MSQ: So, vanilla quest design… isn’t. I’m not going to be mean, but this is some very basic X of Y stuff. The ‘good’ news is there’s not a lot of it, relative to how long it all takes
  58. Grind: So let’s talk about Vanilla leveling. It sucks. They’ve actually made it better in recent years by adding the Adventurer’s Guide, but it’s still a slog your first time through. In fact it’s not even super obvious HOW you level (the answer is by doing all the activities in zones, by the way; Hearts, Events, Vistas, Points of Interest, and Hero Points). Once you hit 80 this smooths out considerably (except in Maguuma) but getting to 80 initially is such a damned chore. Honestly, just buy a character boost and use that…
  59. Grind: …and avoid…
  60. Grind: …the triple negative. I know what you’re thinking, ‘This sounds like more than a triple negative!’ And I agree. But we’ll bake those other negatives into zone design, because honestly that’s where the meat of the negatives really lie
  61. Overworld: So. First let’s get this out of the way; I’m not reviewing every zone in the game. This is because (due to the deliberately limited scope of this review) a lot of zones aren’t relevant, and you will never even visit. So those zones get a pass. That does still leave the rest, and if you’re reading this you’ll notice this is in the negatives section, and that’s for a reason.
  62. Overworld: So let’s talk zone design. We will start with Queensdale which… sucks. The early parts are actually quite fine, but the moment you leave the super noob tutorial area the quality of events and hearts immediately plummets. This is on top of frustrating navigation with the cliffs and river running through it…
  63. Overworld: …so that’s a double
  64. Overworld: Plains of Ashford isn’t as bad but suffers from the same issues. Irritating to navigate and gets noticeably worse the moment you pass that invisible barrier
  65. Overworld: So here’s a weird one. We then dip our toes into several zones (where they expect us to level, yay… more on that in a bit). But we don’t really experience these zones unless we decide to level there. So for all the 15-25 zones we’ll just smother an Aggregate over all of that
  66. Overworld: Then we sort of bounce around a lot until we start doing regular quests in the 40 zones. The Bloodtide Coast is… not good, which is the nicest thing I could possibly say about it
  67. Overworld: Lornar’s Pass is so, so much worse though. This place is a pain to navigate NOW nevermind as a new character without mounts…
  68. Overworld: …so screw this place
  69. Secondary: Speaking of which, Hearts. I hate Hearts. They’re Tasks, which under normal circumstances would mean we don’t review them at all, but they’re considered mandatory for leveling and are a huge portion of Vanilla’s content. So what’s the issue with them? Honestly much of the issue boils down to two things GW2 vanilla has in all aspects of its game design; They didn’t quite know how to design individual aspects (like how much % completion a given action gives) and they were too ambitious for what they could manage. This leads to things taking too long and being too irritating. So I’ve decided we’re going to be VERY generous and merely give each zone that’s an intended leveling zone a negative for Heart design. This means starting with Queensdale
  70. Secondary: Metrica Province
  71. Secondary: Wayfarer Foothills
  72. Secondary: And Plains of Ashford. Then we hit up the major leveling zones for each region
  73. Secondary: Starting with Diessa Plateau
  74. Secondary: Snowden Drifts
  75. Secondary: Kessex Hills
  76. Secondary: And the Brisban Wildlands
  77. Secondary: At this point they start to merge a bit. Sylvari, Asuran, and Human all get funneled into the Gendarran Fields
  78. Secondary: While Charr and Norn shuffle over to Lornar’s Pass. Both of these naturally funnel into Lion’s Arch, and at that point it gets a bit weirder (and worse) to level
  79. Secondary: So we’ve got the Harathi Hinterlands
  80. Secondary: Bloodtide Coast
  81. Secondary: Dredgehaunt Cliffs
  82. Secondary: Timberline Falls
  83. Secondary: Sparkfly Fen
  84. Secondary: And Mount Maelstrom
  85. Difficulty Curve: Claw Island is a noticeable bump up in difficulty, but not in a good way. Enemies just suddenly hit harder and it leads to a lot of frustration and deaths
  86. Difficulty Curve: Orr is even worse. We’ll talk more about this in zone design but the Orr zones are clearly designed for people already at 80 with gear, and it sucks
  87. Overworld: Speaking of Orr. These zones aren’t the worst zones in the game, but they are NOT good. Every one of these suffers the same basic problems. First, they are absolutely flooded with events… events that can be frustrating to do and often lock out navigation. Second, navigating these ruins on foot is atrocious, at best. Third, there are irritating enemies absolutely everywhere. And finally, even WITH a mount they’re frustrating to traverse. Every one of these zones are awful, starting with the Straits of Devastation…
  88. Overworld: …an easy double
  89. Overworld: Then the Malchor’s Leap…
  90. Overworld: …for a double
  91. Overworld: And finally the aptly named Cursed Shore… which isn’t actually as bad as the others so it gets a single
  92. MSQ: Romke and holding the line against artillery and endless waves of doom
  93. MSQ: Hold the line quests are fine. Boring hold the line quests that last forever are not
  94. MSQ: Alliance Investigation is a legitimately awful quest. Go do ‘stuff’ to progress a bar (basically a big Heart quest). Thing is what counts and what doesn’t feels arbitrary, and even the things that do count give miniscule progress. There’s some hidden secret stuff that give a big chunk but there aren’t enough to actually finish out the quest, so you end up having to grind Events. You know, the things that are timer based and may or may not even be up right now. We ended up (accidentally) doing the same cow event three friggin’ times to finish this out. Screw this quest…
  95. MSQ: …and everything about it
  96. MSQ: Aetherblade Investigation. This one isn’t as bad as the previous one but it’s still awful for basically the same reasons. The big difference is each manual interaction actually prompts an event which helps speed along progress
  97. MSQ: Kessex Hills Investigation. Again, not as bad as the original one, but still can go straight to hell
  98. Padding: Health. Way too many enemies have way too much health in vanilla…
  99. Padding: …for an easy double
  100. MSQ: Battle for Lion’s Arch is… fine, honestly, but has just way, way too much trash for what it is
  101. Boss: Also each boss is legitimately terrible. They’re fairly basic, and that’s fine, but they have way… way… WAY too much health…
  102. Boss: …for an easy double
  103. Unskippable Cutscenes: So, I know this is sort of a damned if you do damned if you don’t, but the (much improved) cutscenes… are unskippable. It’s not bad in Vanilla really though
  104. MSQ: The Aerin fight. I get what they were going for (in fact it’s a cool idea) but the implementation is just irritating. Grab a crystal (which goes away in one use and doesn’t respawn quickly) and use its ability to keep up with a constantly moving boss
  105. Overworld: Dry Top. There’s worse, but between the sandstorms, the rivers of sand, irritating navigation, and the janky crystal mechanic? Not a great place
  106. MSQ: Uprooting the Iron Marches
  107. MSQ: Hidden Arcana… and Glint’s Lair (constant damage, slowly respawning enemies, mandatory safety bubbles, and jank)
  108. Boss: Distorted Facet of Darkness. So every now and again he does an attack which spawns a thing which pushes you to 1 HP which you take to a node which periodically absorbs your buffs which then dies which then damages him. This takes FOREVER and is janky as hell to boot
  109. Boss: Also the last boss has a horrible padding problem. Even when you figure out what to do, it just takes too damned long
  110. Boss: Tracking the Aspect Masters and the tedium of the Mordrem Teragriff fight. He’s incredibly boring, has very inconsistent hurtboxes, has way too much HP, and is a nice big red light / green light fight to boot
  111. Interface: Feedback issues. There’s just too often where there’s too little feedback on what the hell is actually happening, which makes improving a pain
  112. Core Combat: So this is a weird one. Enemies can do knockbacks, knock ups, and juggle you. And you can take falling damage and all kinds of fun stuff… and they can’t. Considering how much terrain can matter and players have access to plenty of knockbacks, it’s a weird oversight
  113. Bug:
  114. Bug: So the Vanilla quests like to do this thing where they constantly shove the exit portal forwards and if you’re not paying attention, once, at all, go redo the ENTIRE instance again because you accidentally exited
  115. QoL: So in Vanilla instances there’s no exit without just… leaving the game. Logging out. Which also kicks you out entirely
  116. Overworld: Silverwastes. Irritating to navigate, frustrating map, and the Skritt thing requiring events to move. Also some of the Meta stuff literally blocks progress in just navigating
  117. Boss: The Shadow of the Dragon final fight is AWFUL solo. It’s already irritating (and cheats, with HP Barriers and invincible adds) but doing this fight solo is long, sloggy, and boring
  118. Grind: Mandatory glider and mushroom grind in Heart of Thorns. This is nowhere near as bad as it used to be, but it still mandates stopping the game and grinding in a zone with terrible experience gains…
  119. Grind: …and it still sucks
  120. Grind: There’s actually ANOTHER grind wall in Auric Basin I totally forgot about! So that sucks too
  121. Grind: Did you know there’s yet another grind wall? Even further in you need Nuhoch! Geez laweez
  122. Overworld: Verdant Brink navigation. There’s worse, but getting around this zone kind of gets frustrating, especially with the sheer verticality (and especially before you get access to wind drafts)
  123. Encounter: Line attacks. So these have inconsistency in hurt boxes, they do WAY too much damage, they’re easy to miss in the chaos, and they lock you down once you die on them. They are honestly pretty badly designed
  124. MSQ: City of Hope has some legitimately good ideas but they kind of suck in execution, especially the bunny segment
  125. Map: Tangled Depths. In a game with one of the better maps in MMOdom, the map of this place just inexplicably sucks. The roads are improperly labeled, the layers are irritating to see through, and it not only doesn’t help but it gets in the way of navigation
  126. Boss: Mordremoth and soloability. This fight just SUCKS to solo
  127. MSQ: So there’s a quest to gather ingredients for an elixir. It honestly kind of sucks in general… but it has a weird oversight too
  128. Bug: See, it lasts until the next reset, which is at a set time every day. So if you do this quest right before that reset, or don’t have time to finish the next quest… sucks to be you
  129. Boss: The Ice Beast is… irritating. It’s a nice experiment but it’s vague, janky, and irritating
  130. MSQ: Breaking the Siege and the return of ‘go do stuff’ Investigations quests. Seriously please stop making me do these, they suck. This one’s actually particularly bad…
  131. MSQ: …easily earning a second
  132. Boss: Caudecus. This fight sucks in a group (tiny area, confusing visuals, tons of damage everywhere) but it’s absolutely miserable solo. This might legitimately be one of the worst fights in the entire game…
  133. Boss: …screw this fight
  134. Bug: Balthazar’s hounds have a very easy bug to fall into which, without knowing it’s a bug, can totally screw over the player’s ability to figure out what the heck is going on
  135. Bug: The puzzles of “Where’s Balthazar” can actually bug out in one of two separate ways (either permanently unsolvable, or the nodes not interacting in linear fashion)
  136. Grind: Wow. One last grind wall apparently; You need to push Raptor up to Canyon Jump before you can even progress the MSQ (and get the other two mounts). What in the world
  137. MSQ: The Way Forward. It’s just… run around talking to the same NPCs like three times
  138. MSQ: The Departing. There’s an absence of guidance… no actually there’s WRONG guidance, telling you the wrong thing. This is on top of it being…
  139. Padding: …INCREDIBLY padded. Like holy crap this takes forever. Actually…
  140. Padding: All of Path of Fire has this weird padding problem. There’s only three acts but they take HOURS to slog through, even if you skip the mastery grind…
  141. Padding: …for a solid…
  142. Padding: …triple
  143. Bug: Scruffy 2.0 fight has a game-breaking bug where if you mount a skyscale in the fight it softlocks it and you have to start over
  144. Boss: Scruffy 2.0 is yet another ‘sucks to solo’ fight
  145. Bug: So! That wonderful ‘hey do you want to leave the instance’ popup following you through missions is back
  146. Bug: Speaking of. Hurtboxes are always inconsistent but it only really sucks when the game demands precision
  147. Boss: Zafirah solo… sucks (yeah I know not the first time… or second…)
  148. Bug: Would you like to leave the instance! Seriously this bug gets worse the further into Path you get
  149. Boss: Kralkatorrik solo. Yeah I know you’re tired of hearing this but it’s true, this fight is just not great without a group
  150. Unskippable Cutscenes: Sadly, they return
  151. Unskippable Cutscenes: (Also for Heart of thorns, whoops!)
  152. MSQ: Revels & Rivals, aka ‘go do events for an hour’. I really dislike these quests, but the piddling amount of progress events give makes it even worse…
  153. Padding: …and oh my gawd it takes so friggin’ long
  154. MSQ: Lack of polish, again. Quests stumble over each other, events don’t trigger quite right and layer on top of each other, triggers are smaller or harder to see, all kinds of stuff
  155. Bug: Lots. All little ones, but lots. Icebrood has issues
  156. Traversal: So this is… weird. They actually let us mount in instances back in Path, and it was awesome! And then they… don’t in Icebrood. This is such a weird inclusion, especially since other methods exist already to limit player exploration
  157. MSQ: Okay so the Wolverine Trial… SUCKS. Easy to fail, hard to backtrack and reset (unless you succeed), and it’s so arduous and long…
  158. MSQ: …it deserves a double by itself
  159. MSQ: The Ox Trial isn’t nearly as bad but it still sucks and I still hate it. Grab and drag… while taking damage. That’s… it. That’s all
  160. MSQ: Aaaand Eagle Trial. Run against the current (which means… run slowly… again)
  161. Unskippable Cutscene: Oh by the way, unskippable cutscenes
  162. MSQ: So! Go do events. …again. They know there are other types of quests right?
  163. Choice: So this is a weird one. Icebrood has a lot of gameplay options… thaaat either mean NOTHING or are actually false choices (like you pick one, and then… nothing happens differently)
  164. Bug: By the way that stupid ‘exit the zone’ bug is back and as bad as it was in Path
  165. MSQ: So let’s get this out of the way. There are 10, count them, TEN mandatory Dragon Response missions to progress the MSQ. In a ROW. It’s… I don’t even know how to put this into words. This was absolutely arduous when this was new, and it’s arguably even worse now. So what we have is three major problems slamming into each other simultaneously. First is these basically require a group (or a very good solo/duo build). There is a built in group finder but if no one’s available or you don’t want to, sucks to be you. This is MSQ too so you’re locked out unless you get a group. Considering how large of a hurdle this is…
  166. MSQ: …this is already…
  167. MSQ: …a triple
  168. MSQ: Then problem two… there’s no real incentive for doing these. Here’s the thing. GW2 has a tendency to keep older content relevant thanks to drops, masteries, legendaries, collections, etc. But there’s nothing really there to keep the Dragon Response Missions relevant so… nobody really goes back to do this stuff. Sooo good luck getting a group!
  169. MSQ: And then we have the final problem. These aren’t bad (not really) but they’re very, very simple. And they never vary. And there are TEN of them. IN A ROW. And this blocks the Outro to Icebrood. This is, easily, the worst part of the entire thing…
  170. MSQ: …and this is another awful, awful…
  171. MSQ: …triple for Dragon Age 2 Syndrome
  172. Boss: The ‘dodge the aoe stuff’ boss of the DRM’s is honestly really boring
  173. Boss: And then there’s the Destroyer Wyvren which is juuust irritating. Lots of lunges, huge aoe swipes, and frustrating vuln phases
  174. Overworld: This is a weird one. Seitung is just… irritating to navigate if you don’t have a Skyscale. Now they have these ziplines to navigate but these have several issues. First, they’re an unlock you don’t get until the next zone. Second, nothing shows them on the map or minimap. Third, you can’t interrupt them in mid stream. And finally they don’t chain properly. If all of this sounds familiar, they fail at every single thing the previous thermal vents had already done properly
  175. MSQ: So, yeah, yet another ‘go do events’ quest. Why do they keep doing these?
  176. Overworld: So… New Kaineng is not very well designed gameplay wise. Navigation is a pain, especially if you don’t have a Skyscale (sound familiar?) but it’s even worse here. This is a HUGE zone and very vertical and the ziplines just do not work for it
  177. QoL: No gliding or mounts in instances. In some cases this makes sense, but it’s just a blanket restriction and just slows things down
  178. MSQ: Have fun doing two hearts to progress! You don’t HAVE to which is why this is only one negative
  179. Bug: Way too easy to get stuck in collision boxes. Seriously it happened like 4 times on accident
  180. Unskippable Cutscenes: These are never going away by the way
  181. MSQ: So as usual there’s a big boring ‘go do stuff’ step. But it’s actually worse than usual because each step layers so you’re functionally doing three of them…
  182. MSQ: …and on top of that one of them has no proper indicators of where to do it…
  183. MSQ: …AND it’s done in the place where you require a filter just to access
  184. MSQ: The entire ‘flee the caves’ sequence with the Ravenous Wanderer is too long and too boring both
  185. Boss: The entire FIGHT against the Ravenous Wanderer is way too long and way too boring
  186. MSQ: Also this entire sequence has a weird lack of polish. Lots and LOTS of little details that are just wrong
  187. MSQ: Good tutorialization for a TERRIBLE stealth section. This commits every single sin of bad stealth design. No kit to avoid being caught, binary difficult (being caught at ALL is a total failure point), hobbling movement speed, and any failure means starting all over. The only saving grace is it’s short but…
  188. MSQ: …it’s still an absolutely terrible entrance to the new expansion
  189. Bug: Exit to ZONE??!
  190. MSQ: So the first major quest in Secrets is to go do Rifts. The SECOND major quest is to… go do Rifts
  191. MSQ: Okay now go do events
  192. MSQ: Tower of Secrets… sucks. It’s long, and I mean LONG, and filled with irritation and awful guidance…
  193. MSQ: …easy double
  194. Overworld: Big, huge, open zones with a Skyscale which doesn’t have a lot of its traversal… fun if you have a Griffon, boring if you don’t
  195. MSQ: Go do Rifts. Again
  196. MSQ: …go do Rifts… …again…
  197. MSQ: ….a…gain… this is five times now just in Secrets
  198. MSQ: …do… e…v.e.n…t.s…
  199. MSQ: …itchy… rifts…
  200. MSQ: Oh and go do events but JUST events on the west side
  201. MSQ: One… last… event bundle… this is FORTY TWO mandatory events by the way
  202. Grind: Oh by the way, there’s a step to grind the zone currency. It’s not even clear that’s what you need (I needed a walkthrough to determine this) and if you don’t have the currency, go grind
  203. Boss: Eparch is a really pathetic fight. I hesitate to even call it a boss
  204. Unskippable Cutscenes: As usual. Though this might get even worse in Janthir
  205. Unskippable Cutscenes: The worst in the entire game. Literally half hour cutscenes with no way to skip is a bit much…
  206. Unskippable Cutscenes: …actually it’s closer to 45 minutes of unskippable cutscenes
  207. Unskippable Cutscenes: Also it happens constantly across the expansion
  208. Interface: Housing controls. These aren’t the worst I’ve seen but they are… rough
  209. MSQ: Go do some gathering, now go craft, now go do a heart!
  210. MSQ: Please stop making me do hearts
  211. MSQ: PLEASE stop making me go do events
  212. Graphics: So… the engine is just old and not keeping up anymore. This wouldn’t be an issue but they keep being more and more ambitious with their zones and their details so it keeps being an issue…
  213. Graphics: …with pop up, bad LoD, and bad loading
  214. Boss: Decima and Greer at the same time was… boring. Just do their mechanics, individually and separately, again, three times in a row
  215. MSQ: So hey! Go grind a mastery to progress. Again, by the way, this is two times in Janthir. First time since friggin’ Path
  216. MSQ: One last ‘go do events’ step. Sigh
  217. Outro: Boss: The final boss is three random ghosts. Sigh