Game Review:
Funny thing about expectations: they can blind you both ways. After claims that Guild Wars 2 would shake up the stagnant genre of massively multiplayer online games, many were surprised, and a little disappointed, to find that it looked and played just like an MMO. But deflated expectations can be just as deceptive as the hype that led to them.
It's true that you can hardly call Guild Wars 2 an iconoclast. From its high-fantasy head to its role-playing toes, it's an unashamed genre piece, an MMO through and through, a giant engine designed to grind out experience points and loot beneath the tattoo of a hundred thousand hotkeys. But don't let its familiarity blind you to the fact that this engine has been re-engineered from first principles, and purrs sweeter than any has before.
In fact, Guild Wars 2 is by far the most important - and plain enjoyable - massively multiplayer game since 2004's World of Warcraft. At long last, it's the changing of the guard.
To understand what ArenaNet has achieved and how, it's more helpful to look at the details than the big picture. Let's start with one apparently small change to the MMO rulebook.
In most of these games, it's traditional that once you attack an enemy in the open world, it's tagged as "yours". Its experience points and loot belong to you alone, as does any quest progression associated with killing it. If you're playing in a party, these things are rationed between you. If you help to kill a monster that's already been tagged, you get nothing. Things are done this way because someone once decided that it was fair.
Features:
GodMode
Magic
Cooldown hack
Auto looting
Teleport
Fly
Speed
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