Take On Kralkatorrik Tomorrow In Guild Wars 2: All Or Nothing


Guild Wars 2 is always looking at ramping up the action and drama, and everything comes to a head on January 8 as Tyria’s finest finally take on the elder dragon Kralkatorrik.

In the culmination of the ongoing story started with Path of Fire, players will rally the forces of Tyria to defeat the crystal dragon before it can destroy the world as we know it. With Aurene’s vision of her own death at the hands of Kralkatorrik and the other struggles among the group, players are in a race against time to bring this powerful creature down once and for all.

In addition to the new storyline, All or Nothing introduces a number of features including:

  • A new fractal, Siren’s Reef, in which players will work to break the isle’s curse while surrounded by an army of ghost pirates
  • A new map, Thunderhead Peaks, in which players return to the dwarven fortress of Thunderhead Keep from the original Guild Wars
  • The legendary longbow Pharus that calls down the power of cosmic light
  • A new mount mastery, Bond of Faith, that launches players out of the saddle, allowing for a seamless transition from mount riding to gliding and opening up new exploration possibilities
  • The new “Diviner” gear stat set
  • The new upgradeable “Dragonsblood” weapon set

All or Nothing launches Tuesday, January 8, and is free for all Guild Wars 2 Path of Fire owners.

 

Review: Guild Wars 2 Path of Fire


(Disclosure: MMO Fallout received a copy of Path of Fire for the purposes of review. As always, this does not change my opinion)

I’ve always regarded Guild Wars 2 as the Cadillac of MMORPGs, it’s a title that while not being the apocalyptic horseman for subscription games that some fans prophesied, has cut itself a fine section of the market thanks to its polish and the way that Arenanet went about building the world. Here you have a game with strong non-player characters, an engaging story, and a world that feels more living and breathing than your Eorzeas or Gielinors. It presents maps chock full of stuff to do, and your character at the forefront of ever increasingly dangerous foes.

Path of Fire is the second expansion to Guild Wars 2, continuing the story as it left of in season 3 of the living story. Balthazar, human god of war, has returned to Tyria and plans to kill the elder dragons in order to absorb their power and get revenge on his fellow gods for their betrayal of him. At the end of the season, Balthazar turns his sights toward the Crystal Desert and sets off to kill the elder dragon Kralkatorrik. This is where the story picks up.

The lands of the Crystal Desert aren’t just long stretches of brown and tan, either. The world presented forth is massive, much more open than previous zones (especially Heart of Thorns) and well varied between open deserts littered with the skeletons of massive dead beasts, and a lush oasis of trees and waterfalls.

#1: Mounting With Purpose

I’d like to use this opportunity to gush about the mount system in Guild Wars 2, in part because it was the main focal point of my previous commentary and mostly because it is a huge part of the expansion and a lot of mechanics revolve around the use and leveling of said mounts. You’ll gain several story related mounts, all of which are required to progress through the main story missions and to thoroughly complete each map. These mounts allow you to leap further, jump higher, ride the waves, and the griffon is halfway towards flying.

Now depending on who you ask, the mounts fall into one of two categories: Great handling or cumbersome and horrible. While not entirely like driving a tank, there is no doubt that the mounts in Guild Wars 2 have been built with some idea of realism in mind. Your mounts won’t turn on a dime, you can’t position the camera in front of your mount and perform a crazy backwards leap, it just won’t work. In the wide open maps of Guild Wars 2, these mounts feel great. They sway and roll into each maneuver, you can tell that Arenanet put a lot of love into making something more than just your avatar but with boosted speed/jump. Try to use them to maneuver through small spaces, and they respond exactly like you’d expect walking a giant dinosaur through a China shop would.

The mount system itself introduces a whole new form of progression into Guild Wars 2, with each mount becoming even better at their specialty as you use them and gain experience. Completing tasks, finding nodes, and going through the story missions unlocks mastery points which are needed to upgrade your mounts to be all they can be. The mounts also have a use in old Tyria as while the old zones have a lot more waypoints, you won’t have to spend the money to warp between areas.

#2: The Trivializing of Isaac

The good news is that if you have vast swaths of the game world unexplored, as my newly minted level 80 boosted ranger does, you’re going to have a much easier time doing so. The raptor and hopper mounts perform their jobs excellently, jumping long distances and leaping to extreme heights with ease. On the other hand, those of you who meticulously took the time to complete all those difficult jumping puzzles might not be happy to find out that they’ve all been made trivial and mostly useless thanks to a mount that can leap 50 feet in the air or a raptor that can just bypass a jumping puzzle.

Granted, these abilities already exists in one fashion or another, but Path of Fire basically takes all of that and wraps it up into four mounts and hands them to everyone, regardless of your ownership of Heart of Thorns.

#3: Telling A Story With A Punch

Five years later, I still can’t tell whether I like or hate story boss fights in Guild Wars 2. They remind me of the opening sequence of Game of Thrones, in that if I’m in the right mood, they are epic and just the right length. Other times they can seem cumbersome and overly dragged out.

One of the bosses you’ll fight against during the Path of Fire story is the Herald of Balthazar in Act 1. Personally I hated this character, not because of the character itself but for its game mechanics. There is no thought to most of the Herald’s fights, you just pummel her uselessly with attacks while she goes around murdering the people you’re trying to save. I get it, and although clumsy the presence of no-win situations is a nice addition. Who wants the protagonist to come out on top at all chapters of the story?

Otherwise the story boss fights are pretty grand, more than a simple “do more damage than the other guy until one of you is dead.” Fights against Balthazar become desperate, as he continues to make the field more dangerous. One boss I fought against had a mechanic where he would summon allies, and if you didn’t beat them fast enough he would siphon their energy and replenish some of his health. One thing Guild Wars 2 does great with its story boss fights is making that 10 minute fight seem like a real struggle, making you hate the giant bastard after you finally think you’re making progress only for Balthazar to show up and start wrecking your stuff while taunting you the whole time. After a while you realize that it’s not so much frustration at game mechanics that you’re feeling but actual immersion in the world and its inhabitants.

I eagerly await Season 4 and how the story will continue going forward.

#4: Closing Thoughts

In summary, Path of Fire is exactly what you would want out of an expansion. It adds a bunch of new content, reasons to log back in and keep playing, while keeping your existing toys more or less intact. The Crystal Desert is a beautiful place to roam around in with tons to do. There is more content coming with Path of Fire that simply hasn’t been unlocked yet, but we’ll be doing an updated look when it does.

Verdict: 4.5/5 – I loved the story of Path of Fire, and the mounts are a positive addition to the game. Arenanet avoided a major pitfall by not diluting the world with flying mounts. It’s impressive to see how far the story has come, via a series of flashbacks in Path of Fire’s main story.

Diaries From Guild Wars 2 Part 1: Path of Fire


(Disclosure: I received a copy of Path of Fire for the purpose of writing about. As always, this has no bearing on my opinion on the game)

Guild Wars 2 has been my on-again off-again MMO for the past few years (five, it’s been five years since Guild Wars 2 launched. Crazy, right?) The past year or two, it’s been more off again as I found my interest waning as Arenanet seemed to be confused as to where they wanted the game to go. Still, Guild Wars 2 has gone down in my books as one of the most polished MMOs on the market.

Path of Fire ditches the jungle atmosphere of Heart of Thorns and heads straight into the desert, in a world that is just stunning to look at. Head off in any direction in the multiple zones and you’ll see that there is much more to the world than just sand and stone. In fact, your first real taste of the world sets the tone for what is ahead, as you come across massive, sprawling, crumbling pyramids.

Similarly, the main city of Anmoon is beautiful, a massive city with giant pyramid buildings and tons of activities going on. The first moment I set foot in Anmoon, I ignored the story quest and started to check out what the city had to offer. The major events takes place around the casino, with players collecting coins while also taking care of some seedier troublemakers. I found myself in a race around the desert on the game’s mounts, which was fun even though I was clearly outmatched by my fellow racers.

And speaking of mounts, it looks like Path of Fire is all about the mounts. Very early on in the story, you get your hands on a raptor mount that is capable of jumping farther distances, allowing you to get to previously inaccessible areas. The mounts are great not just because they add a new mechanic, but by how well built they are in terms of usefulness and animation.

As you travel throughout the lands and complete activities, you’ll gain mastery points to make your mount even more useful. They’ll jump higher, leap farther, and just generally do things better. Mounts have been a long time coming for Guild Wars 2, and it’s great to see that they serve more of a purpose than simply boosting your speed.

There is plenty more to do in Guild Wars 2, so I’ll be getting back to it. Expect more detailed coverage in Part 2.

Guild Wars 2: Path of Fire Is Live


Arenanet today launched the second expansion to Guild Wars 2, titled Path of Fire, now available in digital and retail stores. The expansion launches just in time for Guild Wars 2’s fifth anniversary. Players must unite against the god Balthazar as his Forged legion descends upon the kingdom in a hunt for the elder gods.

“We’re thrilled to be bringing players back to the Elonian desert region, the setting for the Guild Wars: Nightfall campaign, after 250 years and dispatch them on their most daring adventure yet,” said Mike O’Brien, co-founder and president of ArenaNet. “We have packed Path of Fire full of exciting features and immersive content that gives players alternative ways to experience Guild Wars 2, including new mounts and elite specializations for each of the classes.”

Path of Fire introduces mounts to Guild Wars 2 as well as nine new elite specializations, new zones, and more.

Guild Wars 2 Releases Path of Fire Launch Trailer


Arenanet has released the launch trailer for Guild Wars 2: Path of Fire. Check it out embedded above. Are you prepared to confront a god? Path of Fire launches September 22.

Guild Wars 2 Announces Next Expansion: Path of Fire


Arenanet has announced the next expansion pack coming to Guild Wars 2: Path of Fire. Set to launch later this September, Path of Fire introduces a new villain in the form of the god Balthazar, who comes to Tyria to destroy the world and kill the elder dragons. The expansion brings tons of new content, including mounts, elite specializations, and more.

Path of Fire is available for purchase now. A free weekend coming up will allow players to preview the expansion, anyone with an account in good standing will be able to participate. More news on Guild Wars 2 to come.