If you want to get an MMORPG player passionately riled up, all you have to do is ask their opinion of one of three subjects (or all three—and be prepared to sit there for a bit): microtransactions, automated group finder tools, and mounts. Anyone who’s played any modern MMORPG for a length of time will have strong feelings about all three subjects.
It’s easy to understand why. All
three are major game changers and can either dismantle or upgrade the worlds
we’re comfortably immersed in. Let’s break it down:
Microtransactions:
Let’s see. Do I want to click a couple buttons in a UI window and instantly pay
real money to get a super cool item, appearance, or boost that could have been added to the game
through other means (thus potentially taking away from the base game’s obtainable
items and/or assets)?
Automated group finder tools: How about clicking a couple buttons to not have to
communicate with players and instead be instantly and automatically paired with
them to do this group activity that was initially created to encourage
communication?
Mounts:
Mounts look badass and make us feel badass as we’re romping through piles of
bad guys on our way to Named Quest Mob #45, but they also act as a highway,
letting us pass over and consequently ignore 75% of the world we’re invested
in. Flying mounts are an even worse offender.
All three issues are big things. A large portion of MMORPG
veterans were there for WoW’s introduction of LFG and flying mounts and
inevitably have strong opinions about those introductions. Microtransactions,
well… Let’s just say that there’s a reason most of us stay away from 75% of the
F2P MMOs that launch these days.
But back to mounts—and how they
relate to one MMORPG in particular: Guild Wars 2. Guild Wars 2 launched as a
game that was immensely proud of its landscapes—its cityscapes, rural streets,
pretty, green parks, and architecture. We got to know every gorgeous detail of
the game. We teleported around at will and learned to use the traits that gave
us speed boosts.
We’d been living in a world that
didn’t contain highways for so long, the announced addition of mounts to Guild
Wars 2’s latest expansion—Path of Fire—came as a surprise to many of us. Some
fans were adamantly against the idea of mounts in the games. From my commentary
above on “the big three”, I bet you’re thinking I was against them as well,
right?
I was, sort of. I was on the fence
for sure. I’m one of those gamers that enjoys taking their time and wandering
around on foot to explore the nooks and crannies of an MMORPG world (you may have guessed that given how late
this review is…), but I also enjoy zipping from place to place occasionally.
Time is money, y’know? Especially after you’ve initially explored an area. There
are only so many times you long to gaze wistfully at those trees in the
distance while auto running to your favorite map event or farming area.
I fired up Guild Wars 2: Path of
Fire as a fence-straddler. The rest of the expansion seemed pretty cool to me—which,
by the way, boasts new story, cool desert maps, some of the best music I’ve
heard in Guild Wars 2, new Mastery paths, new elite specializations/weapon
choices for every profession (class), bounties, and more—but the mount addition
left a big question mark in my head. I wasn’t sure how the game would feel with the addition of mounts since
it was very much designed to not have mounts initially.
The good news? Guild Wars 2 feels lovely with mounts. The game’s
development team approached the addition with the exact right philosophy, in my
opinion. Instead of handing players the standard MMORPG-fare of horses and wolf
mounts that have one function and one function only—to let players travel fast,
the team approached mounts with an eye on the immersive world of GW2 as it
already stands.
They seemed to have asked the question, “How can we present mounts as a part of the living world, and not just a transportation mechanism?” Mounts are a huge part of the story Path of Fire tells. Major towns you come across in your travels “specialize” in a certain style of mount, but unlike most MMORPGs that feature different amounts that do the same exact thing, GW2’s mounts do completely different things.
Your first mount, the raptor, can
jump far distances when you use it to jump. The expansion’s first exploration
areas all feature plenty of jumps so you can get the hang of how to make it
across long distances. Raptors also have an ability to leap you into combat,
group up enemies, do damage, then dismount you. This makes it feel like the
raptor is more than just a highway vehicle, and is also a battle-ready
companion.
As you progress through Path of
Fire’s story, you’ll eventually need to surmount steep cliff sides to continue.
Your poor raptor can’t quiiite do that, however, so this prompts you forward—to
the next area of the map where you can befriend townsfolk who can get you a springer
mount. Guess what springers do as special abilities? Yep—jump high distances
vertically.
Now, there’s a slight gating
mechanism here because to get to the hub that has the springers, you’ll need a
raptor that can jump across a fairly wide chasm. To get your raptor that
experienced, you’ll need to invest some mastery points into the raptor skill. This
is the type of stopgaps Heart of Thorns frequently made use of which I felt were
a bit unwieldly.
In Heart of Thorns, the gating
felt almost immediate and jarring, but in Path of Fire, it feels more natural.
By the time you get to the area that requires the far-jumping raptor, you’ll
likely have the mastery points you’ll need to put the points into the skill
that lets your raptor jump that far. The story drives you forward by suggesting
you put points into the raptor’s abilities, but it seems more natural because
you’re able to explore a fair bit even without those points in place.
This type of pacing continues
throughout the expansion, and eventually you can end up with 5 different mounts—the
raptor, springer, skimmer (it hovers, much as you’d expect—which is perfect for
getting across areas of quicksand), a gliding griffon, and teleporting/sand
portal-traversing jackal.
Each mount has a unique purpose in
the expansion’s new areas, and frankly, that’s cool. Some are more difficult to
obtain and more optional, but act as a dangling carrot for completionists. In
this manner, the mount system feels less of a “It’s time to go AFK midair”
reward and more of a reward that lets you ask yourself, “What are some new ways
I can explore the world?”
This is the smartest way ArenaNet
could have added mounts to Guild Wars 2 in my opinion, and it works
surprisingly well and makes the entire game even more exploration-friendly.
One of the other interesting
points about mounts in GW2 is the fact that there are various “skins” that
change the mount’s appearance. In most F2P MMOs, you’ll have ways upon ways to
obtain new mounts from in-game activities, cash shop promotions, holiday
events, etc. Now, 80% of these mounts will be reskins with new names, of
course. Instead of opting for this route, ArenaNet has given us ways to
customize our base mounts with the skins we’ve obtained.
This system comes with pros and
cons. On the pro side, ArenaNet can release cool bundles that pack together
sets of themed skins. The Halloween mount skin bundle, for example, was
perfect. It let us customize all of our mounts, or just our favorites. On the
con side, ArenaNet seems to have realized that monotonizing skins is a
brilliant idea—and is going about doing so in a somewhat
controversial manner.
The Mount Adoption License is a
new loot box of sorts that was added to the Black Lion Trading Company (in-game
cash shop) for Path of Fire. It gives you a chance to learn a new mount skin
you don’t currently know already for any of the mounts available in the
expansion. Some skins are gorgeous and 100% unique, as you may imagine, and
others are well, not. Simple recolors and the like.
This sort of loot box would be
acceptable, I feel, if it weren’t for one fact. By popping one open, you can
get a skin for any of the 5 mounts
in-game—even if you don’t have all of them unlocked. The skins are also
untradeable/unsellable. In total, there are 30 new skins obtainable with the
license.
A lot of GW2 players are upset
about ArenaNet packing the skins together in this manner without making
different packs for each of the mounts. When it comes to mounts (and mount
appearances as is the case in GW2), you see, MMORPG players tend to have favorites
they love chasing. The license works against that—unless, of course, you have
major bucks to put out. It would cost $120 to unlock all of the appearances
currently.
All ArenaNet had to do was give
players a few options with the skins. Get one you don’t really like? Sell it.
Don’t have all the mounts yet? Buy that separate pack that just contains the skins you actually want. Guild Wars 2 has touted
some of the best cash shop items seen in today’s free-to-play MMO world, but
with moves like this, many are questioning that status—and understandably so.
Cash shop debacles aside, Path of
Fire is an enjoyable expansion that balances the entire game better than Heart
of Thorns did, I feel. It adds to the overall immersion and world experience
while telling a solid story and giving us some great new locales to explore.
The new elite specializations are some of the most unique we’ve seen in GW2,
and that’s also great.
The new zones are also balanced
well. Exploring any area solo often requires a little forethought, safe
pulling, and smart dodging. This makes exploring fun, but also not completely
faceroll if you happen to be out adventuring with friends. ArenaNet seems to be
sticking to its guns regarding solo difficulty/group challenges out in the
world, and frankly—it’s a breath of fresh air.
Exploring new content should be a
challenge at times. We should want to
take a minute to rethink our approach before diving into a new area. The new
enemies in Path of Fire sometimes need to be approached in a different, more
defensive way. This approach goes right in hand with the new specializations,
which is also appropriate.
In Heart of Thorns, I almost felt
stifled at times, due to the constricted nature of its zones and how vertical
they were at times. Path of Fire is almost the opposite and features zones that
are vast, expansive, and ready to fully explore. Huge desert worms and sharks
(yes, sand sharks!) lay ready to strike unsuspecting victims, and even the town
and city hubs have a tint of danger to them since many events focus on helping
villagers and townsfolk survive assaults.
Over the years, Guild Wars 2 has
formed a solid niche for itself in the MMORPG world. Its exploration-focused
world, gorgeous animations and locations, fun, challenging combat, nonlinear
forms of progression, and unique approaches to standard game features make it
an MMO staple that many of us return to time and time again even if it isn’t
our “main” game so to speak.
As I always tell my friends, GW2
is a fun, fair game that knows its playerbase well. Path of Fire continues that
trend with a few cash shop hiccups, but overall makes some great improvements
from Heart of Thorns. And y’know, now we have bunnies to run around on. And
that makes it all worthwhile.
Rating: 4/5
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