
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
Story Positives:
- 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
- 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
- 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
- Visual Storytelling : Load screens! Some lovely (if occasionally inaccurate or misrepresentative) artwork for them
- Cutscene : The stylized painting brushes cutscenes, even in vanilla, are actually pretty solid
- Spritework : Playables. They do a pretty good job with the Asurans, Charr, and Sylvari to the point where they deserve their own positives…
- Spritework : …so earn that…
- Spritework : …triple
- 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
- MSQ : Vanilla Sylvari. Unlike Asurans this starts off with surprisingly good, quiet foreshadowing (for both Mordremoth and Orr) and serves as a good hook
- 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
- Brickwork : Hoelbrak and the Shiverpeaks. Snow, huts, and brutal mountainsides
- 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
- Brickwork : Divinity’s Reach! This gigantic city of doom has a lot going on and…
- Doodads : …has really solid doodad design to boot…
- Doodads : …mostly from sheer quantity. It’s also one of the only early cities to have…
- NPC Set Dressing : …honest to God NPC Set Dressing
- Storytelling Mechanic : The Story Diary in general is a great feature. Good, in-character summarization of all the main story beats of the MSQ
- Brickwork : Rata Sum. Love the uniquely alien Asuran architecture, as well as the obvious dichotomy of nature interwoven with very unnatural terrain…
- Brickwork : …easy double
- Doodads : Rata Sum also gets bonus points for its doodad design
- 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
- Brickwork : Black Citadel. Big, brutalist, looks like a half completed chunk of metal bolted onto more metal. I love it
- 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
- 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
- Character : Tybalt. I’m honestly shocked, a legitimately good character in vanilla, but he’s really good and actually has good acting
- 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
- Atmosphere : Quaggan are just so coot
- Internal Continuity : The nature of Orr attacks across the zones
- Internal Continuity : Racial stories coming together in the formation of the Pact
- 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
- 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
- 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
- Character : Scarlet. Even early on there’s hints that there’s more going on with her than just cackling evil
- Foreshadowing : Season 1. Lots and lots of little details leading into Heart of Thorns
- Cutscene : The destruction of the Nightmare Tower is, like most later cutscenes, pretty well done
- MSQ : The spectacle of the Marionette fight
- Moment : The lull after the Evacuation of Lion’s Arch is filled with some great personal moments
- Voice Acting : Season 2 finally brings in actually decent voice acting
- MSQ : Season 2, in general, has some decent follow through of Season 1 and actual development towards Heart of Thorns
- Moment : Okay so for all the nonsense with the sudden death of Belinda, Kasmeer and Marjory really sell the impact of it
- 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…
- MSQ : …easy double
- Character : Countess Anise is more or less immediately interesting. Playful, intelligent, and dangerous
- 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
- Background Lore : Season 2 has some nice little side stories in the background that I rather enjoy
- Brickwork : Silverwastes and, more importantly, Camp Resolve. You really feel the forward outpost vibe
- Brickwork : Glint’s Lair. It looks wonderfully crystalline and magical
- 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)
- 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
- Cutscene : The spectacle of the final Shadow of the Dragon fight
- 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
- Visual Storytelling : The slow expansion of the Verdant Brink
- Visual Storytelling : Before I forget, those lovely load screens are back and just as awesome as before
- 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…
- Brickwork : …earning a double positive
- Doodads : Verdant Brink. Special mention to the Hylek village
- 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
- MSQ : Dragon’s Stand is a suitably epic and fantastical spectacle of a fight against Mordremoth’s body
- 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
- Cutscene : Faolin betraying the person who literally just saved her life is so in character for her… something she IMMEDIATELY suffers for…
- 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
- 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
- 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
- Brickwork : Auric Basin! Mostly thanks to the ruins and of course…
- Brickwork : …Tarir itself
- Music Direction : General. It’s just so much better in HoT it’s not even funny
- 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
- Moment : Losing Scruffy was actually pretty well done for what it was. And Taimi’s actress really sells it
- 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
- Cutscene : The spectacle of the Mordremoth fight is fantastic. The mindscape, the vines, the thorns
- Dialogue : Season 3 just has noticeably improved dialogue
- Foreshadowing : Season 3 and the build up to both reveals
- Visual Storytelling : Bloodstone Fen. This place looks exactly as horrifying as it should, with floating ruins, upwards bloodstone, and arcs of magic everywhere
- Brickwork : The whole place looks fantastic and awful
- MSQ : I do like the moment with Caithe. It’s open and honest and tries to push past the drama as fast as possible
- 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
- Moment : Okay, I love the banana monkey in the simulation
- Banter : Season 3 and the new writers finally nail the dynamic between characters and they start to feel like actual characters
- 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…
- World Building : …the setting construction. The rules are starting to be established and developed in Season 3
- Brickwork : The Fire Islands and subsequent lava and ash
- Voice Acting : Braham. Yeah I know, but it’s hard to say his acting isn’t on point
- Voice Acting : Also special mention to the main character…
- Voice Acting : …all…
- Voice Acting : …10 of them
- 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…
- Voice Acting : …for a double
- Voice Acting : Rytlock is only around for a bit but Blum finally shows why he’s so sought after with some proper voice direction
- Voice Acting : Special mention for Canach. Dude really nails the snark perfectly
- Voice Acting : General voice acting positives for all the supporting cast
- Voice Direction : Amazingly and noticeably improved, you can tell an actual director told the actors context and nuance
- Character : The Commander! Yes we actually develop an actual personality in HoT, and it’s awesome
- 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
- Character : Rytlock really starts to find himself here too
- Character : Though we don’t see too much of him after this point, Canach is awesome. Fantastic wit and great delivery
- Character : General supporting cast…
- Character : …quite a few, and quite good
- Character : Kasmeer and Marjory dynamic. These two play off each other so well
- MSQ : A Meeting of Ministers is a delightful little side tidbit leading into the White Mantle finale, with some good dialogue, background lore, humor…
- Moment : …and a few great moments, like Jennah finally getting to flex a bit
- Moment : While a bit telegraphed, the loss of Demmi is very well acted… and a nice moment for Valette
- Moment : I love how our characters almost immediately figure out the significance of Caudecus’ treachery towards the White Mantle and Lazarus
- 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
- 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
- Brickwork : Draconis Mons is a gorgeous, wild land inside the volcano
- Consequence Storytelling : Taimi, dragons, and sleep deprivation
- Brickwork : The Heart of the Volcano is… amazingly terrifying. You really feel how ludicrously hot this area is
- 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
- Dialogue : PC banter in particular is very well written and acted
- Visual Storytelling : As usual, wonderful artwork for the Path of Fire…
- Visual Storytelling : …honestly some of the best so far
- MSQ : Sparking the Flame sets the tone and stakes immediately (while also doing some great foreshadowing and world building)…
- MSQ : …easy double
- 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
- Brickwork : Amnoon. The last oasis in the north, with some lovely architecture… or what’s left of it
- 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
- Doodads : Amnoon, again. This is starting to push the doodad design up from older stuff…
- Doodads : …really laying it on well
- 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
- Doodads : Crystal Oasis, temples and the like
- Brickwork : Crystal Oasis, general. This is a gorgeous desert, with oases, small towns, and just generally great design…
- Brickwork : …easy double
- Moment : “Kill my god. Please!” Seriously, it’s a terrifying line that does a lot to characterize both her and Balthazar
- 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
- Brickwork : Desert Highlands is another gorgeous desert… but what really makes it distinct is the large swath of Brand across it
- Doodads : And the usual high quality doodad work
- MSQ : Vlast’s final words. Well acted, well written, and a lot of implication for a character with almost no screen time
- 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
- MSQ : Meeting the Primeval Kings is typical… if not for Rytlock and Canach, who bring some much needed reality to the situation
- 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
- MSQ : The Way Forward. There’s some really adorable character moments here, like the kids playing Ascension, or the unaware researcher
- 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
- Brickwork : Elon Riverlands. Same general desert, but still some nice… uh, riverlands here
- Brickwork : The Desolation. This place is wonderfully horrible. The sulfur, the bone palace, the chasms…
- Brickwork : …absolutely horrible
- 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…
- Dialogue : …for a solid…
- Dialogue : …triple
- Banter : Continued amazing banter too
- MSQ : The finale leading up to Balthazar is really friggin’ good
- Cutscene : The spectacle of the big fight against Balthazar is easily the best spectacle in the game to date…
- Cutscene : …between him, Kralkatorrik, Aurene, and the giant mech fight…
- Cutscene : …easily a triple
- Moment : Balthazar’s death is honestly amazing, top to bottom
- 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
- 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
- MSQ : The entire lead up to Taimi being captured by Joko is brilliant…
- 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…
- Moment : …and Joko’s horrifying menace
- 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
- MSQ : Bug in the System has some rather amusing horror about the Inquest…
- 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
- 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
- MSQ : The introduction of Blish and Gorrik (despite Gorrik’s irritations) and Joko escalating but still not fully taking us seriously
- Cutscene : I love the spectacle of the Lonai fight. Bouncing around the world in portals as we slowly bring her down…
- 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
- 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
- Moment : The small moment with Blish and his horror at being ‘shut off’ is really properly horrifying
- Humor : I’m sorry, Joko alone deserves this
- MSQ : I love the infiltration then epic army charge into Joko’s domain
- 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
- 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
- MSQ : Be My Guest is a wonderfully horrible bit of presentation and characterization for Joko
- MSQ : The final battle with Joko is absolutely amazing…
- 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…
- Cutscene : …so that’s a solid…
- Cutscene : …triple
- Moment : And for literally the first time, Braham is amusing and awesome. “Dinner” is a great line, and so is him spelling epidemic. Kabraham!
- 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
- Moment : The Commander on shrooms
- Moment : Gorrik overhearing the Chak
- Moment : Aurene’s multiple visions of the future, of all the ways we could fight Kralkatorrik… all ending in her death
- 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
- 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
- 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
- Moment : “I am not him”
- Writing : The Commander isn’t the main character in the usual sense, Aurene is… and the story writes around that dynamic very well
- 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
- Cutscene : The spectacle of the Kralkatorrik fight is, of course, fantastic (if a bit confusing at times)
- 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…
- 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
- Moment : “I don’t know”
- 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)…
- Moment : …Braham. “Go be with your loved ones” “We are.” DAMN
- 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…
- Moment : …this is unabashedly one of my favorite plot beats in the story…
- Moment : …and earns a triple
- Cutscene : The sheer spectacle of fighting Kralkatorrik as Aurene in the Mists…
- Cutscene : …is completely badass
- Brickwork : Dragonfall. It’s Kralkatorrik’s body smothered in chunks of the Mists, what do you want from me
- MSQ : The spectacle of the Dragonfall Meta is, as usual, fantastic
- MSQ : Okay so, where to even begin. The lead up to the inside of Kralkatorrik…
- MSQ : …the internal war between Kralkatorrik’s Torment and his mind…
- Background Lore : …the implications of Kralkatorrik being trapped inside his own body…
- MSQ : …Aurene finally absorbing the magic and properly distributing it, turning into the first Prismatic Dragon
- Voice Acting : Main characters continue to be great…
- Voice Acting : …for a triple…
- Voice Acting : …positive, but hang on…
- Voice Acting : The Asuran female deserves her own positive
- Voice Acting : The Charr male does too…
- Voice Acting : …in fact he gets two
- Voice Acting : And Sylvari female absolutely nails it…
- Voice Acting : …for a full…
- Voice Acting : …triple
- Voice Acting : Kasmeer continues to be good
- Voice Acting : In fact all the voice acting is good
- Voice Acting : Balthazar absolutely nails his pathetic petulence
- Voice Acting : Also Palawa Joki (Nolan North) completely nails it…
- Voice Acting : …easy double
- Voice Acting : Taimi continues to be top tier…
- Voice Acting : …another double
- Voice Acting : Gorrik manages a lot in a short period of time
- Voice Acting : And I can’t even believe this but Braham continues to be awesomely voice acted
- Character : So hey, the main character is a character! And in fact…
- Character : …is an awesome character, with relationships, personality, emotional hits, highs, lows
- Character : Kasmeer of course
- Character : Amnoon NPCs (special mention to Zalambur)
- Character : Joko’s Awakened NPCs
- Character : General NPCs afterwards
- 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…
- Character : …he even dies pathetically, I love it
- Character : Taimi continues to be amazing (though there’s an asterisk in that later)
- 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)
- 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…
- Character : …easy…
- Character : …triple
- Consequence Storytelling : Almost everything in Path is build up and pay off of consequences
- Foreshadowing : Quite a bit, but everything to do with Aurene especially qualifies as well set up
- Music Direction : General, but especially the big moments…
- Music Direction : …with Aurene and Kralkatorrik
- 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…
- World Building : …easy double territory
- 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
- Cutscene : Rytlock vs. Bangar. Bangar knew exactly how to push his buttons, and exactly how to get him to back down
- 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
- 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
- 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
- Atmosphere : Okay I’ll give you this, Jormag and the north are properly horrifying
- 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
- 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)
- 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
- Visual Storytelling : Load screens, as usual
- Humor : How in the world is there just suddenly great lines during the Eagle Spirit trial
- Moment : I do love the irony of Jormag shackling Bangar’s voice (his one talent) and slaving him to being her voice
- Voice Acting : The Main Characters continue to nail it…
- Voice Acting : …for the same…
- Voice Acting : …triple. Only a triple this time though (we actually don’t talk a lot in Icebrood)
- Voice Acting : Of course Rytlock is still amazing
- Voice Acting : Bangar does a wonderful job with his role, adds a lot of nuance to the character
- Voice Acting : General good voice acting of course
- Voice Acting : Special mention to Debra Wilson as Jormag, who really makes them sound exactly as horrifying as they need to be
- 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
- Character : Jormag is one of the more interesting Elder Dragons. Horrifying, reasonable, and totally alien…
- Character : …great stuff
- 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…
- Outro : Moment: …and Rytlock, without even hesitating, saves Crecia by gutting Ryland… all the while telling him he’s sorry
- Visual Storytelling : Of course the loading screens continue to be amazing
- 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
- Moment : This leads to the crash landing on Cantha
- Foreshadowing : A lot, actually, regarding Ankka
- Cutscene : Gorrik freaking out over prison right before being released is perfect (and hilarious)
- Brickwork : Seitung Province. The town, the forest, the beach, this is the best looking zone to-date and it shows…
- Brickwork : …easy…
- Brickwork : …triple
- Doodads : Seitung Province also has the best doodad design to-date. The detailing on the shops and township area are…
- Doodads : …absolutely amazing
- MSQ : Feeding fish to Aurene is weirdly wholesome
- 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…
- MSQ : …and earns an easy double
- 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…)
- Animation : …here’s another plus for Icebrood
- 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
- Music Direction : Also all of End of Dragons just has some amazing music direction, lovely stuff
- Background Lore : Lots. Fun little side tidbits fleshing out side characters and world beats, like logs or news reports
- 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
- 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…
- Brickwork : …and deserves…
- Brickwork : …a triple
- Doodads : Also the docks are bonkers good with details and ships and detailing
- Visual Storytelling : Even implications and world building in the visuals
- Foreshadowing : Lots, really, about the primary focus of the plot and how it’s going to get worse and worse over time
- Brickwork : The underwater reactor is brilliant
- 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
- Moment : Special mention to Mai Trin’s final moments, and how totally detached Ankka is the entire scene
- MSQ : The sushi dinner is already a great sequence, the special toxic food is even better
- Brickwork : Echovald Forest, of course…
- Doodads : …but the doodads (especially of the village) really makes it pop
- Brickwork : Arborstone. Lovely place, just the right amount of ruins and overgrowth
- Moment : Ankka’s death is perfect. Empty until the last
- MSQ : I love the escalation of Li and the dynamic between him and Rama
- MSQ : And there’s too many small lines and moments to mention individually but a lot about this just kind of nails it
- MSQ : The entire Mansion section is a good presentation of the problems Joon and Cantha are facing
- 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…
- Pacing : …a solid…
- Pacing : …triple
- Moment : The war room, Marjory and Kasmeer… “Side by side, every step of the way”
- Brickwork : The Jade Sea is absolutely beautiful. The islands that used to be mostly underwater, the jade quarries, the frozen waves…
- Brickwork : …absolutely brilliant stuff
- Moment : Worldwide impacts of the Void
- Moment : Scion and Champion
- 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…
- Cutscene : …an easy…
- Cutscene : …triple
- Music Direction : And of course the different songs per different dragon
- Moment : Soo Won’s final sendoff
- Outro : Lots and lots of nice little moments with the characters in the epilogue sequence
- MSQ : The Dragon’s End event is, of course, interesting (it’s actually three separate mini stories)
- Cutscene : The Dragon’s End spectacle is, of course, fantastic
- Outro : Kasmeer and Marjory’s wedding proposal scene is exactly as heartwarming and cheesy as it should be
- Character : The main character is, as usual, a great character here
- Character : Gorrik. He’s fully out of his ‘irritating’ phase and fully into his ‘I’m a total geek’ phase and I love it
- Character : Rama. The put-upon good cop who just wants help
- Character : Ankka. The broken shell of a person, ruined by the mass murder and the realization of her own insignificance
- Character : Li. The completely ordinary man who is a racist, bigoted, close-minded monster
- Character : Mai Trin. The ex-pirate and proven murderer trying everything in her power to be better
- Character : Ivan. The one loyal crewman who really wants to do something with his life
- Character : Ayumi. The adorable tengu, insight into their people, and perspective character
- Character : Joon. The big fish in a small pond who can’t handle bigger fish or bigger ponds
- Voice Acting : MC, as usual…
- Voice Acting : …gets…
- Voice Acting : …three
- Voice Acting : Plus bonuses…
- Voice Acting : …for the really good ones
- Voice Acting : Ankka does a really, really good job with her particular tone of detached psychopathy
- Voice Acting : Gorrik, of course
- Voice Acting : Taimi, as usual
- Voice Acting : Rama really nails that ‘bored bureaucrat’ tone really well
- Voice Acting : Mai Trin sounds so conflicted
- Voice Acting : Ivan showing Steve Blum can act outside of his typecasting
- Voice Acting : General. Lots of the same actors, but really good usage and direction thereof…
- Voice Acting : …for an easy double
- Voice Direction : Really, really good direction top to bottom…
- Voice Direction : …easy…
- Voice Direction : …triple
- Consequence Storytelling : Quite a bit, as per GW2’s norm, as things keep escalating up to the big finale
- Dialogue : There’s that wonderful dialogue writing again…
- Dialogue : …great stuff
- External Continuity : Obvious connections to GW1, but some of the better uses of it in the game…
- External Continuity : …for a double
- Humor : Plenty of nice tidbits keeping things light
- 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…
- Internal Continuity : …earning a solid…
- Internal Continuity : …triple
- Spritework : Some really great stuff here. Special mention to everything to do with the dragons
- Story Sequencing : Really solid construction throughout
- 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
- Brickwork : Gyala Delve. This is a proper look at the jade quarry…
- Brickwork : …and a really well done visualization of an underwater cave (even though the water was frozen into jade)
- 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
- Moment : The Recollector! TAA. DAA.
- Cutscene : Rama’s second dinner date is delightful
- MSQ : The reporter is mildly amusing, but the new comms feature is nice and cute
- 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
- Brickwork : The general Wizard aesthetic. Marble with gold veins and gold outlines highlighted with blue. Some really solid stuff here
- Doodads : The Wizard’s Tower, of course
- Moment : Zojja absolutely screaming at the demons for taking Mabon for her
- Cutscene : And Zojja being devastated in the wake of everything, actually turning her into a character for the first time
- MSQ : So, Zojja gets one last talk with Taimi in the background, and the next we see Zojja is dead. That’s… quietly dark
- Voice Acting : MCs… are still good, but honestly we have so little dialogue I’m only giving it a solitary positive this time around
- Voice Acting : General, as usual
- Voice Acting : Mabon was great, as Liam always is
- Voice Acting : I can’t believe it but Felicia Day really nails Zojja here. Lots of fantastic nuanced voice acting…
- Voice Acting : …for a double
- Voice Acting : Cerus, of course
- Voice Acting : The kryptis in general. There’s… issues with it, but those issues are not the voice actors themselves
- Character : Cerus was weirdly interesting
- Character : And I do like what they did with Zojja
- Voice Direction : General, but some solid stuff as per usual for modern Guild Wars 2
- World Building : I do like what they do with the kryptis. Emotions, dreams, and a culture rotating around both
- 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
- Moment : Irja is… weirdly well characterized for having exactly three scenes. The desperate and the terrified in the realm of a dictator
- 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…
- Cutscene : …and a lot of this boils down to…
- Dialogue : …some great dialogue
- Brickwork : Lowland Shore is gorgeous. Flowing rivers, lush forests, wonderful cliffs…
- Brickwork : …great zone
- Doodads : Kodan townships also have some great detailing in the furniture, architecture, food…
- Doodads : …love it
- Moment : For what it’s worth, the reveal of the Titan is pretty solid
- 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
- Brickwork : Janthir Syntri. Lovely contrast of bloodstone and forestry
- Cutscene : There’s a weirdly good scene between Waiting Sorrow and Poised Arrow. No drama, just two people who are hurt, confused, and care
- 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
- MSQ : As usual, the personal drama with Waiting Sorrow and Stoic Alder is better acted and written than basically everything else going on
- MSQ : The pre-battle feast. A terrible speech, a great speech, some good character moments, some good humor
- 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
- External Continuity : Titans, White Mantle, and Mursaat. Pretty well utilized all things considered, and a nice connected point and capstone to those stories
- Voice Acting : The Main Character… isn’t as great as usual, nor as common, but…
- Voice Acting : …earns a double
- Voice Acting : General, as usual
- Voice Acting : Special mention for Poised Arrow. I know, it’s Braham’s actor, but his acting has never been the issue there
- Character : Waiting Sorrow is a fascinating and well fleshed out character, someone who has a complex past and approaches it with nuance
- Character : Stoic Alder is… weirdly good. Wise, long-term thinker, vulnerable and flawed but capable of adapting, he’s sort of…
- Character : …one of the best characters to date
- Character : Poised Arrow really is Better Braham. The youth finding himself in a much larger pond and struggling with that
- Music Direction : General. Some nice music throughout
- World Building : The Janthir Kodan. Roles, interactions, cultural stuff
- 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…
- Voice Direction : …the voice direction in Vanilla is legitimately terrible…
- Voice Direction : …easily worthy…
- 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…
- Dialogue : …the dialogue in Vanilla is legitimately terrible…
- Dialogue : …easily worthy…
- 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…
- 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…
- Animation : …so this is technically a third animation negative. But never fear! The storyboarding will save us…
- 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
- MSQ : Vanilla Asura. Boring, irritating, and the usual Vanilla issues
- 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…
- MSQ : …earning a solid double
- MSQ : Sylvari step 2, the Green Knight of dumb. Everything about this is just eye rolling, I have nothing to add to this, sorry
- 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
- MSQ : Norn MSQ boredom. Honestly it’s pretty inoffensive, but it’s also completely unmemorable. It feels like 30 levels of spinning your wheels
- MSQ : Human MSQ filler boredom bleh. There’s lots of potential here which goes absolutely nowhere
- 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…
- 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
- 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…
- Dialogue : …earning a bonus double
- MSQ : Ascalonian Catacombs. Boring, phoned in nonsense and melodrama. Even the primary plot thread is just fake drama that is badly exposited
- 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
- MSQ : Twilight Arbor. Rytlocke is a child, Logan is a baby, and Fake Drama abounds
- MSQ : Also really dumb stuff with Faolin and Caithe
- MSQ : Fake Drama of Sorrow’s Embrace… yet again
- MSQ : Eir is… VERY stupid in Honor of the Waves, and then turns it around with absolutely no build up
- 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…
- Padding : …for the padding…
- Pacing : …and the awful pacing, I ding the finale for three negatives
- MSQ : Commandeering the ships in Orr is weirdly awkward, with noteworthily bad dialogue and awful pacing
- Internal Continuity : Choices and irrelevance thereof. Seriously, you make so many choices and NONE of them matter past the immediate branching quest
- MSQ : The beachhead of Orr tries WAY too hard to be big and dramatic and emotional and it just falls completely flat
- 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
- MSQ : Arah drama. Oh no, Logan’s dead! No just kidding he’s back
- Character : I’ve been sitting on this for a bit. All the main characters in vanilla suck. Just…
- Character : …all…
- Character : …of them…
- 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
- Character : Second is Zojja, who’s actually worse if you can believe it, as you take the above and combine it with pretentious haughtiness…
- Character : …making her even worse
- Character : Finally there’s Eir. She’s not as bad as the other two she’s just awful
- 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…
- Outro : …and deserves…
- Outro : …a full triple
- 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
- Moment : So remember that character introduced literally two quests ago? Yeah she’s turbo dead
- 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…
- World Building : …so screw all that
- Padding : Season 2 isn’t as bad about it, but it still has some padding issues
- Padding : Season 1 isn’t as bad as launch, but it still has…
- Padding : …pretty bad padding
- 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)…
- Padding : …so earn that…
- Padding : …triple
- 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…
- Pacing : …so enjoy…
- Pacing : …that triple
- 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
- 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…
- Fake Drama : …a nice big…
- Fake Drama : …triple
- Fake Drama : One more for everything to do with Caithe. This is really unnecessary
- Character : Braham and sulking. Seriously, he doesn’t even come across as if he’s grieving, he’s just sulking
- Writing : They really build up this Caithe thing only to drop it immediately
- 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
- 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
- MSQ : Also the Commander clearly just plays into it because of the Mary Sue issues
- 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
- 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
- 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
- Moment : Aaaand Braham continues to be terrible later, in a really petty and pathetic way
- 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
- 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
- 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
- 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)
- Writing : Polish… or lack thereof. There’s a weird lack of it in the MSQ in general
- Character : So… Braham is the chosen one. No, seriously, he’s the Chosen One. It’s exactly as awful as it sounds
- 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
- MSQ : I hate how much they lick Braham’s dick during Lost Spirits Found
- Dialogue : I’m sorry but the dialogue in Icebrood is noticeably worse
- 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
- 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…
- Moment : …is when Braham FINALLY manifests Wolf and manages to attack them
- Moment : Also I’m sorry I really need to re-emphasize how stupid it is that we nearly DIED from Bangar with a bow
- Padding : Everything to do with Forging Steel. This has nothing to do with anything
- 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
- 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)
- MSQ : So… the entire padded sequence with helping the war effort is already stupid…
- MSQ : …but Smodur is just unnecessarily antagonistic the entire time, to the point of actually getting in the way of the narrative
- 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
- 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
- Cutscene Incompetence : Ssooo the charge into Jormag’s den is fine, but there is a LOT of cutscene incompetence in the immediate follow through
- 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…
- Character : …he is the worst character…
- Character : …in the game
- 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…
- Character : …and he screws everything over constantly
- MSQ : The first Dragon Response mission is the actual worst “Braham Is Right” stuff in the entire game, and this doesn’t go away
- MSQ : Pointless thematic repetition in DRMs
- Plot : Failed attempt to make Primordus feel like a globl threat in the DRMs
- Padding : The DRMs are also really really boring
- 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…
- Outro : MSQ: …easy…
- Outro : MSQ: …triple
- Outro : Writing: OH MY GOD so Braham is… perfectly fine after being frickin’ killed AND having his dragon killed. This is absolutely terrible…
- Outro : Writing: So Ryland is fine, and so is Braham, for… absolutely no explanation. We just needed them back that badly…
- Outro : Writing: …I hate this…
- Outro : Writing: …so much
- External Continuity : This… really does not follow through on GW1 well. At all. On any level
- Internal Continuity : General. This entire arc does not know how to follow its own continuity
- 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…
- Consequence Storytelling : …it means lots of things should have been happening that aren’t, and never will
- 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
- NPC Set Dressing : Or lack thereof. This is, once again, worst around New Kaineng
- Writing : So… why do we randomly lie about hearing voices repeatedly? Only to then immediately reveal it
- Moment : Mabon’s death was… flat. Very very flat, especially for how much they both build up and pay it off
- Writing : The escalation is… unnecessary, at best. Crossing into dimensional threats seems like a logical progression but it’s handled very clumsily and with…
- 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
- Writing : Lots of really, really dry exposition
- 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
- Writing : So there’s several tidbits periodically trying to artificially force the player to be pro Peitha artificially
- Character : Eparch. Such a nothingburger that it totally diminishes any impact anything he ever does
- Character : Isgarren. An asshole who just smarms his way all over everything
- 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
- Pacing : Sometimes things take entirely too long. Sometimes things just race by. It’s frustrating
- Cutscene : What in the world is with this Nephus scene? “I’ll never join you, but also I join you unconditionally”… …what?!
- Cutscene : Also it’s all people talking too slowly about boring stuff
- Cutscene : Eparch is here. And his dick, you have no idea, it’s SO big
- 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
- 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…
- Internal Continuity : …I’m doubling down on this negative, screw this
- 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
- Moment : THEN asshole shows up to save the day because we’re just too powerless before his big dick
- Writing : There are several early examples of weird, fake drama that happen. People yelling at each other just to make Isgarren look better,
- 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
- 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?
- 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
- 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
- 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)
- Pacing : The moment we kill the three titans the pacing just lurches all over the place
- 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
- 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…
- 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…
- Outro : MSQ: …so that by itself…
- Outro : MSQ: …deserves a triple
Gameplay Positives:
- 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…
- 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
- Map : This is one of the better maps in MMO design. With only a few exceptions it is easy to parse, navigate, and utilize…
- Map : …easily earning…
- Map : …a full triple positive
- 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
- 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
- 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
- Cosmetic : Unlocks and sharing. The basic system of unlocking gear and just keeping it is good stuff
- 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…
- Build : …which gets…
- Build : …a triple
- Build : Then there’s Engineer…
- Build : …for another…
- Build : …triple
- Build : Then of course Warrior…
- Build : …so enjoy…
- Build : …that triple.
- Build : Mesmer…
- Build : …and this triple…
- Build : …is no illusion
- Build : Guardian who…
- Build : …despite not being a paladin…
- Build : …is still a triple
- Build : Ranger…
- Build : …which gets one per adorable pet…
- Build : …so that’s another triple
- Build : Necromancer…
- Build : …raised their buddies…
- Build : …as a triple
- Build : Revenant…
- Build : …which channels…
- Build : …a triple
- Build : And finally Elementalist…
- Build : …which to keep the gag going should get four…
- Build : …but instead enjoys a triple
- 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…
- Kit : …gets a double
- Kit : Engineer…
- Kit : …for a double
- Kit : Warrior…
- Kit : …crushes a double
- Kit : Mesmer…
- Kit : …phantasms a double
- Kit : Guardian…
- Kit : …spirits a double
- Kit : Ranger…
- Kit : …has double pets
- Kit : Necromancer…
- Kit : …and their undead double
- Kit : Revenant…
- Kit : …and, uh, MORE spirit double
- Kit : And Elementalist…
- Kit : …which gets two per, so it’s more even this time
- 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
- Kit : Engineer and their builds
- Kit : Warrior and their banners (please don’t nerf them again)
- Kit : Mesmer and their teleports
- Kit : Guardian and their buffs
- Kit : Ranger and their stances
- Kit : Necromancer and their wells of eternal black suffering of endless suffering death
- Kit : Revenant and their spiky pits of doom
- Kit : And Elementalist and whatever weird thing they do. Ask Gyga, I dunno
- 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
- 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…
- Kit : …for a solid double
- 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…
- Kit : …for another double
- 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
- 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)
- 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…
- Kit : …for a double
- 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)
- 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
- 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…
- Kit : …a solid double
- 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
- 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…
- Kit : …for a solid…
- Kit : …triple
- 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
- 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
- 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…
- Kit : …for a double
- 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
- 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…
- Kit : …but there’s some damned good design here
- 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
- 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
- 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…
- Cosmetics : …for a solid…
- Cosmetics : …triple
- 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…
- Secondary : …so they earn a solid double
- Cosmetic : Lots. Lots and lots and lots and lots…
- Cosmetic : …but not much outside of the shop…
- Cosmetic : …so it’s ‘merely’ a triple positive
- 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
- 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…
- Core Combat : …earning a solid…
- Core Combat : …triple
- Interface : Chat design and interactions. Good interactions, mouseovers, and color distinction…
- Interface : …for a solid double
- 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
- Alternate Leveling : Masteries and related additions to playstyle
- 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…
- Penalty For Failure : …and earns an easy…
- Penalty For Failure : …triple
- 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)
- 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
- 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…
- Co-Op : …for an easy…
- Co-Op : …triple
- 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…
- NG+ : …easily deserving…
- NG+ : …a triple
- Interface : Icon distinction. Not much to add here, but you can almost always tell what you’re looking at with just a glance
- 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
- 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)…
- HUD : …an easy…
- HUD : …triple for the quality of life and worthwhileness
- Viscerality : Warriors, visual primarily. Warriors just look cool
- 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…
- Viscerality : …for a solid…
- Viscerality : …triple
- Viscerality : Elementalist, audio also sounds great
- Viscerality : Ranger in general, but mostly visuals
- 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
- Viscerality : Revenant, visuals. Nicely ghostly and doomy…
- Viscerality : Revenant, audio. …especially on the audio side
- Viscerality : Necromancer, visuals, nicely green coded too
- Viscerality : Necromancer, audio. Love the horrifying death sounds
- Viscerality : Guardian, visuals. Big, bright, and blue
- Viscerality : Guardian, audio, nice echoey
- Viscerality : Engineer, visuals. This is probably the second (or third, rather) best viscerality in the game. Turrets and mechs and holographic armor…
- Viscerality : …great stuff
- Viscerality : Engineer, audio. Lovely sounds here
- 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…
- Viscerality : …so that’s a triple…
- Viscerality : …for visuals
- Viscerality : Mesmer, audio. This is the final thing that pushes it above Elementalist. This is some fantastic sound design…
- Viscerality : …an easy double
- Respec : It’s not as relevant as in a lot of games but you can change your ‘talents’ more or less at will
- 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
- 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
- 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)
- 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
- MSQ : Molten Furnace. Actual jumps, nice side objectives, and an interesting boss
- Boss : The Twisted Marionette, weirdly enough. Minibosses, buffing allies, and not too much health
- MSQ : Party Politics. Interesting branching, nice penalty for failure, rewards the player for paying attention, and mostly skippable
- 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)
- 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
- 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…
- MSQ : …and most importantly the big combat with Mordremoth towards the end across the islands, and his multitude of attacks on them
- 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
- Overworld : Auric Basin. Visual navigation, terrain design, landmark design
- MSQ : Prized Possessions, and the egg abilities helping you to navigate a level designed around it
- 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…
- Boss : …easy double
- 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
- 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)
- 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
- Overworld : Draconis Mons. At first it looks irritating, but a combination of gusts, leylines, and thermal tubes really helps with navigating this colossal zone
- Traversal : Mounts in general are a game changer. Each one operates a bit differently and changes how you can interact with the terrain
- 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
- 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
- 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
- Co-Op : Still pro co-op, but harder to sync up than ever before for some stupid reason
- 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…
- Overworld : …good usage of mounts
- 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
- 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)
- 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)
- 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
- MSQ : The big charge up through Balthazar’s forces alongside the Awakened is already awesome…
- Hyperbeam Moment : …made even better with Sohothin and the absolute devastation you can bring to his forces
- Boss : I love the Balthazar fight. Easily the best fight to date in the game…
- Boss : …easy double
- Boss : I’m very fond of the dervish boss fight with Warden Amala as she rotates through her Avatars
- 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
- 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
- MSQ : I actually rather liked the stealth section in Rata Primus. Good sight-lines, good kit, and some nice optional objectives
- MSQ : Escorting the kids across the village with Braham. Banelings bots, plenty of extras to mulch, and a tutorial for the upcoming boss fight
- Boss : Mark 2 Beta Exterminator Golem. Mean but fair, great attack patterns, nice variance in phase 1 and 2, and properly intense
- Boss : Commander Lonai. Relatively simple attacks, but the arena changing and the new attacks to dodge is great
- MSQ : Forearmed is Forewarned. Well designed stealth section (with a few glitches) and a great charge into the fortress
- Overworld : Domain of Kourna. Nice flow, nice events, nice meta
- Boss : I LOVE the Joko fight. Lots going on, great escalation, great usage of the illusion ring mechanic
- MSQ : Helping the refugees flee the Shatterer is just well designed enough to be fun
- 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
- MSQ : Glint’s final trial is reasonably fun. Interesting, dynamic, and not terrible solo
- 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)…
- MSQ : …easy…
- MSQ : …triple
- Overworld : Dragonfall. Between leylines, drafts, vents, and routes, this place is really well designed
- Boss : Kralkatorrik. Fun, if problematic without a group
- Enemy Design : Of course. Friggin’ Hydras
- Co-Op : Yep. Some really cool interactions here honestly
- 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
- MSQ : For what it’s worth, I do like Dragonstorm. Quick, well built, lots going on, good variety, and generally fun
- Mid Mission Checkpoints : Same generally good design as in Path
- Co-Op : End of Dragons naturally has the same co-op design and support as the previous expansions
- 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
- MSQ : Initial
- 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)
- Boss : Mai Trin, aka Scarlet again. Fun fight though
- 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…
- Kit : …but what really makes them work is they don’t lock anything mandatory behind grind walls
- MSQ : Fun airship fight, fun optional bonus powers, fun boss fight with Ankka
- 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…
- Boss : …easy double
- Boss : Joon. While it has some issues, there’s still some nice complexity to it and general fun
- 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
- 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…
- Boss : …earning a solid…
- Boss : …triple, for being quite likely the best fight in the game (at least to-date)
- MSQ : Dragon’s End. While tight with the timing and execution, this is unquestionably the best of the big dragon metas…
- MSQ : …easy…
- MSQ : …triple
- Boss : Soo-Won, Event version. Mean, brutal, complex, has some helper mechanics for people less geared…
- Boss : …great stuff
- Mid Mission Checkpointing : Once again, quite a few, and quite well designed
- Co-Op : Secrets, as usual. Even right off the bat we get special co-op design
- 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
- 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
- Mid Mission Checkpoints : Yep, they’re still good
- Minigame : Housing. Lots to do, lots to decor, lots of options…
- Minigame : …easy…
- Minigame : …triple
- 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.)
- Co-Op : Also the usual co-op goodness
- Boss : Greer. It’s barely a boss, mostly mechanics, but they’re well done
- Boss : Decima. Good variety of mechanics, good escalation, and doesn’t overstay its welcome
- Mid Mission Checkpoint : As usual
- Overworld : Consider this a full aggregate. The zones are… fine. Decent events, decent layout, decent design
Gameplay Negatives:
- 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…
- MTX : …so that’s…
- MTX : …a triple
- 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…
- MTX : …and deserves its own…
- MTX : …triple
- 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…
- MTX : …and it can go…
- MTX : …directly to hell
- 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
- Interface : AH and Chromium issues. Put simply the Auction House actually runs on Chromium and has all the related issues that implies
- 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!
- 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…
- Interface : …for a double
- Itemization : Loot shotgunning. The game absolutely bombards you with loot. This is an issue on the face of it…
- Itemization : …but it gets worse when you consider the related issues of crafting, salvaging, and researching
- 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
- 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
- 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
- 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
- HUD : Also I’m not a fan of the tooltips
- 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…
- 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…
- 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)
- 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
- 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…
- Traversal : …walk…
- Traversal : …walking
- 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…
- Traversal : …it earns…
- Traversal : …a triple
- Viscerality : Thief, audio. I’m sorry, guns sound SO BAD in this game, I’ve actually switched specs to avoid it
- 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
- Level : Ascalonian Catacombs. Meandering guidance, disinteresting elites that are stronger than bosses, almost no real boss mechanics to speak of, murky graphics
- 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…
- Level : …honestly this one’s worse than the Catacombs
- 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…
- 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
- MSQ : Sylvari 2, Green Knight. This entire fight is irritating, and an HP Barrier boss on top of that
- 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’…
- Level : …make for…
- Level : …a triple
- Level : Sorrow’s Embrace. Yet another irritating dungeon for, honestly, all the reasons I just listed…
- Level : …so I’ll just give it…
- Level : …the triple, but hang on
- Terrain : The terrain is especially bad in here. Actually gets in the way of simple navigation and combat
- Level : Honor of the Waves. Bad hitboxes, bad signposting, and two bad bosses in a row…
- Level : …make for…
- Level : …another triple
- 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…
- Boss : …absolutely…
- Boss : …sucks
- Hub : The Grove. Too vertical, too irritating to navigate, and stuff is everywhere
- Hub : Divinity’s Reach. Way, way, way too big for what it is
- Hub : Rata Sum. This place has all the issues of the previous towns combined…
- Hub : …for a double
- 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
- 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…
- Grind : …and avoid…
- 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
- 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.
- 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…
- Overworld : …so that’s a double
- 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
- 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
- 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
- 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…
- Overworld : …so screw this place
- 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
- Secondary : Metrica Province
- Secondary : Wayfarer Foothills
- Secondary : And Plains of Ashford. Then we hit up the major leveling zones for each region
- Secondary : Starting with Diessa Plateau
- Secondary : Snowden Drifts
- Secondary : Kessex Hills
- Secondary : And the Brisban Wildlands
- Secondary : At this point they start to merge a bit. Sylvari, Asuran, and Human all get funneled into the Gendarran Fields
- 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
- Secondary : So we’ve got the Harathi Hinterlands
- Secondary : Bloodtide Coast
- Secondary : Dredgehaunt Cliffs
- Secondary : Timberline Falls
- Secondary : Sparkfly Fen
- Secondary : And Mount Maelstrom
- 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
- 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
- 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…
- Overworld : …an easy double
- Overworld : Then the Malchor’s Leap…
- Overworld : …for a double
- Overworld : And finally the aptly named Cursed Shore… which isn’t actually as bad as the others so it gets a single
- MSQ : Romke and holding the line against artillery and endless waves of doom
- MSQ : Hold the line quests are fine. Boring hold the line quests that last forever are not
- 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…
- MSQ : …and everything about it
- 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
- MSQ : Kessex Hills Investigation. Again, not as bad as the original one, but still can go straight to hell
- Padding : Health. Way too many enemies have way too much health in vanilla…
- Padding : …for an easy double
- MSQ : Battle for Lion’s Arch is… fine, honestly, but has just way, way too much trash for what it is
- Boss : Also each boss is legitimately terrible. They’re fairly basic, and that’s fine, but they have way… way… WAY too much health…
- Boss : …for an easy double
- 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
- 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
- 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
- MSQ : Uprooting the Iron Marches
- MSQ : Hidden Arcana… and Glint’s Lair (constant damage, slowly respawning enemies, mandatory safety bubbles, and jank)
- 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
- Boss : Also the last boss has a horrible padding problem. Even when you figure out what to do, it just takes too damned long
- 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
- 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
- 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
- Bug :
- 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
- QoL : So in Vanilla instances there’s no exit without just… leaving the game. Logging out. Which also kicks you out entirely
- 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
- 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
- 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…
- Grind : …and it still sucks
- Grind : There’s actually ANOTHER grind wall in Auric Basin I totally forgot about! So that sucks too
- Grind : Did you know there’s yet another grind wall? Even further in you need Nuhoch! Geez laweez
- 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)
- 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
- MSQ : City of Hope has some legitimately good ideas but they kind of suck in execution, especially the bunny segment
- 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
- Boss : Mordremoth and soloability. This fight just SUCKS to solo
- 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
- 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
- Boss : The Ice Beast is… irritating. It’s a nice experiment but it’s vague, janky, and irritating
- 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…
- MSQ : …easily earning a second
- 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…
- Boss : …screw this fight
- 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
- 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)
- 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
- MSQ : The Way Forward. It’s just… run around talking to the same NPCs like three times
- 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…
- Padding : …INCREDIBLY padded. Like holy crap this takes forever. Actually…
- 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…
- Padding : …for a solid…
- Padding : …triple
- 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
- Boss : Scruffy 2.0 is yet another ‘sucks to solo’ fight
- Bug : So! That wonderful ‘hey do you want to leave the instance’ popup following you through missions is back
- Bug : Speaking of. Hurtboxes are always inconsistent but it only really sucks when the game demands precision
- Boss : Zafirah solo… sucks (yeah I know not the first time… or second…)
- Bug : Would you like to leave the instance! Seriously this bug gets worse the further into Path you get
- 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
- Unskippable Cutscenes : Sadly, they return
- Unskippable Cutscenes : (Also for Heart of thorns, whoops!)
- 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…
- Padding : …and oh my gawd it takes so friggin’ long
- 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
- Bug : Lots. All little ones, but lots. Icebrood has issues
- 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
- 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…
- MSQ : …it deserves a double by itself
- 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
- MSQ : Aaaand Eagle Trial. Run against the current (which means… run slowly… again)
- Unskippable Cutscene : Oh by the way, unskippable cutscenes
- MSQ : So! Go do events. …again. They know there are other types of quests right?
- 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)
- Bug : By the way that stupid ‘exit the zone’ bug is back and as bad as it was in Path
- 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…
- MSQ : …this is already…
- MSQ : …a triple
- 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!
- 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…
- MSQ : …and this is another awful, awful…
- MSQ : …triple for Dragon Age 2 Syndrome
- Boss : The ‘dodge the aoe stuff’ boss of the DRM’s is honestly really boring
- Boss : And then there’s the Destroyer Wyvren which is juuust irritating. Lots of lunges, huge aoe swipes, and frustrating vuln phases
- 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
- MSQ : So, yeah, yet another ‘go do events’ quest. Why do they keep doing these?
- 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
- 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
- MSQ : Have fun doing two hearts to progress! You don’t HAVE to which is why this is only one negative
- Bug : Way too easy to get stuck in collision boxes. Seriously it happened like 4 times on accident
- Unskippable Cutscenes : These are never going away by the way
- 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…
- MSQ : …and on top of that one of them has no proper indicators of where to do it…
- MSQ : …AND it’s done in the place where you require a filter just to access
- MSQ : The entire ‘flee the caves’ sequence with the Ravenous Wanderer is too long and too boring both
- Boss : The entire FIGHT against the Ravenous Wanderer is way too long and way too boring
- MSQ : Also this entire sequence has a weird lack of polish. Lots and LOTS of little details that are just wrong
- 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…
- MSQ : …it’s still an absolutely terrible entrance to the new expansion
- Bug : Exit to ZONE??!
- MSQ : So the first major quest in Secrets is to go do Rifts. The SECOND major quest is to… go do Rifts
- MSQ : Okay now go do events
- MSQ : Tower of Secrets… sucks. It’s long, and I mean LONG, and filled with irritation and awful guidance…
- MSQ : …easy double
- 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
- MSQ : Go do Rifts. Again
- MSQ : …go do Rifts… …again…
- MSQ : ….a…gain… this is five times now just in Secrets
- MSQ : …do… e…v.e.n…t.s…
- MSQ : …itchy… rifts…
- MSQ : Oh and go do events but JUST events on the west side
- MSQ : One… last… event bundle… this is FORTY TWO mandatory events by the way
- 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
- Boss : Eparch is a really pathetic fight. I hesitate to even call it a boss
- Unskippable Cutscenes : As usual. Though this might get even worse in Janthir
- Unskippable Cutscenes : The worst in the entire game. Literally half hour cutscenes with no way to skip is a bit much…
- Unskippable Cutscenes : …actually it’s closer to 45 minutes of unskippable cutscenes
- Unskippable Cutscenes : Also it happens constantly across the expansion
- Interface : Housing controls. These aren’t the worst I’ve seen but they are… rough
- MSQ : Go do some gathering, now go craft, now go do a heart!
- MSQ : Please stop making me do hearts
- MSQ : PLEASE stop making me go do events
- 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…
- Graphics : …with pop up, bad LoD, and bad loading
- Boss : Decima and Greer at the same time was… boring. Just do their mechanics, individually and separately, again, three times in a row
- MSQ : So hey! Go grind a mastery to progress. Again, by the way, this is two times in Janthir. First time since friggin’ Path
- MSQ : One last ‘go do events’ step. Sigh
- Outro : Boss: The final boss is three random ghosts. Sigh















