Guild Wars 2 - Review
In a market that sees new names popping up all the time, new names that equally disappoint the expectations of their publishers and players, the new magic word is Free 2 Play, an economic model that does not foresee initial costs for users nor a monthly subscription . At the moment only World of Warcraft and EVE Online seem to be able to survive the onslaught of Free 2 Play, while Guild Wars 2 offers a hybrid economic model already used in the past by its predecessor: players must buy the game (the official price it's 55 euros, slightly higher than the average for PC games), but they don't have to pay a monthly subscription to continue connecting to the official servers. NCsoft and ArenaNet will finance and financially support the game thanks to the publication of expansions that will probably introduce areas, equipment and classes, but which will be completely optional to continue playing. Even if it doesn't seem, not having to pay a monthly allowance to play is a big incentive and sales so far seem to give NCsoft reason. The other source of income for developers comes from the gems that can be purchased on the store integrated in the game, which are used to buy aesthetic items and additional inventory space. Their cost in real currency is definitely not cheap, but fortunately it is also possible to buy them using the gold accumulated by playing (at the moment, with about 2 pieces of gold and 50 of silver you get 600 gems).
The creation of the characters is quite traditional and the five races have an excellent characterization, probably able to satisfy everyone's tastes. It is among the eight available classes that we find the first new features of Guild Wars 2 compared to the canons of the genre: there are still classes such as warriors in heavy armor and agile ones in light armor, hunters specialized in the use of weapons such as bows and rifles and magicians, but, contrary to what we are used to, in Guild Wars 2 we do not find predefined roles, such as the sacred trinity of the MMORPG, i.e. tank, curator and DPS (i.e. who does damage in the group). This solution frees players from the obligation to always have certain classes in a group and makes the formation of a party much easier, but it also makes fighting in the dungeons much more confusing than usual, due to the lack of a structure of default game. In addition, players are forced to change their habits, clashes are much more dynamic and staying still for too long often leads to a rapid and painful death, perhaps also due to a not perfect balance between monster damage and ability defensive characters.
The variety of monsters and enemies is impressive.
Each character has at their disposal five offensive and five support abilities; while the latter are freely selectable from those unlocked up to that point, the former are linked to the weapon being contested. So, for example, a warrior will have a set of five attacks holding a club and a shield and five completely different ones with a two-handed sword (and each class has many different combinations). It is a versatile system, which allows you to adapt your character to the contingent situation and the needs of the group, also thanks to the possibility of having two sets of weapons and being able to switch between them at any time. Once all weapon and passive abilities are unlocked, and you can do it quickly enough, you only have to assign the points of the Trait, five branches of passive characteristics that enhance the character's statistics and give access to passive abilities that can be changed at any time. Although initially you have the feeling that the character, once you learn the skills of weapons, stops evolving, in reality the Trait system offers a remarkable freedom of personalization and that I frankly did not expect.