Guild Wars: Factions Review
Guild Wars, one of the most acclaimed MMORPGs of 2005, was unpredictable when it was announced in 2003 with screenshots at the time. During the construction process, it was thoroughly formed and when it was released in its final form about a year ago, it was discussed how to “fight” its peer, this time called World of Warcraft. But Guild Wars did what it did, emerged with all its nobility and, according to many, managed to survive as the undisputed leader of its kind. Before the game’s Factions came out, it had close to 2 million players; We can safely say that factions will double this number.
It is worth noting immediately; Factions are not an additional package. In other words, it has no structural connection to the previous game, Guild Wars, which means that you don’t have to have the first Guild Wars (Prophecies) to play factions. If you have both, you get the chance to take your hero in Tyria to the land of Cantha and add two more to the number of available character slots; the overall game content does not vary much except for these two details. When you create a new PvE hero in factions, you meet Master Togo at the Shing Jea Monastery, which will constantly appear throughout the game’s script. He tells you that, centuries after the death of Shiro Tagachi, the right-hand man of Emperor Angsiyan, one of the former rulers of Cantha, he has come back to the land of Cantha and wants to spread evil again, and after this short introduction, The Factions begin. Master Togo also sends a letter to Mhenlo, one of his former students in Tyria, inviting the heroes in Tyria to prevent the spread of this evil in Cantha. Thus, the beginning of the script is presented to the actors in two different ways. If players have Guild Wars, they go to Cantha by ship by making a quest in the game, while players who start the script with Factions must warm up later in the game with a pre-searring period, such as in prophecies. This part of the game takes place on the island of Shing Jea, and unlike prophecies, players can come here again at any time. And yes, you have to admit, Shing Jea island is a little harder than pre-searing.
… many times have passed, evil has returned …
Users who step into cantha will first notice the difference in the surrounding structures. Producer ArenaNet mentioned the Far Eastern architecture and ambience in the game as one of the topics that factions focused most on throughout its production. It is also possible to notice this with music and character modeling. Domed buildings and slant-eyed NPCs have given the game a different air. Users starting the game from Shing Jea Island find themselves in an area with plenty of greenery in pre-searring style; And from Tyria, they encounter Kaineng city, set on narrow streets sandwiched between wooden structures that pierce the sky. The differences between cities and regions in the prophecies were generally reflected seasonally, while Factions offer them darkness and daylight according to the choice of players. Much of the scripted progress takes place around Kaineng City, when not all the actors are completely “disconnected” from each other. The reason I mention it in this way is that after a while in the game we will have to choose our own main clan group. In the game, there are two different nations living on Cantha, mentioned under the name Kurzick and Luxon, and both are constantly at war with each other. That’s the main reason why mission intensity focuses on the neutral zone. The border between the territory of Kurzick and Luxon refers to the territory of these two nations, and there are special missions in the style of PVP that confront these two rivals at points that prevent the border from being completely severed. Seeing that this border on the game map is constantly in motion highlights that factions pass in an even more living world.
As Kurzick and Luxon, the two nations in the game are basically separated from each other by many differences, but these differences are generally transferred to the game as visual elements. According to the scenario progress, players must necessarily choose a side. The choice is made entirely by quests and the Faction points obtained as a result of them are transferred to the party you choose. It also directly affects the side to which the guild or alliance of which you are a member belongs. You get a certain amount of Faction Points as you complete quests for the faction you choose. If you want these points, you can earn the so-called sympathy of your faction by printing them in the House of the Guild of which you are a member, and if you want, you can get precious metals from NPCs again in exchange for the service you make. Each side has its own different mine, and in return you can get high-level armor belonging to the party you choose. The difference between these armors obtained by Kurzick and Luxon from ordinary ones is only their appearance; apart from this, the characteristics they affect do not differ from the other. When we examine the two clans in the context of the game world, we see that Kurzick is doomed to darkness, while Luxon lives on the frozen sea of Jade in a way that can at least see the light of day.
Along with Factions, two more are added, Ritualist and Assassin, to the six different classes that we previously had. Compared to each other, we can say that these two class types, which fight their opponents thanks to close combat and using remote spells, take their own place next to the previous characters. Although players have not yet been able to make a special place in these two new classes in the deep PVP part of the game, they seem to have very useful features based on the skills they have. Assassin is slightly closer to warrior than previous character classes; carrying a dagger in both hands, this class tries to defeat its opponents by making more combos. Combos are reflected in the game world in the form of performing the appropriate skills that he will use in a row. In this way, he can perform a maximum of three hits respectively, and as a result, the opponent experiences a decrease in his strength, gaining various conditions. It’s very mobile and also quite fast. His hits are hard and he can take down his enemy much faster. In addition to such advantages, HP has a negative direction, such as low power. Instead of obtaining an offensive secondary class to support the warrior-based structure it has, just as Warrior prefers Monk as a side class in Prophecies, The Monk side Class is more preferred by the Assassins in factions.
Ritualist, on the other hand, stands out as a relatively more difficult character to play among the general Guild Wars classes, in a very rude way. Given the capabilities he has, we can see that he is suitable for doing damage and increasing the HP of his supporters. But despite these, he can neither be called a complete damage maker nor a complete healer. In terms of its creation, it can become useful in the game world by creating spirits. In fact, many of the skills he uses for attack purposes can be effectively evaluated depending on whether there is a spirit around him. He can create spirits that can be very useful, but all of them require a good reading of the battlefield. Along with energy-appropriate items and skills, it is not much to suffer from this issue. The danger of interruption is very high, since the activation time of lone spirits takes 3 to 5 seconds. Given this danger, the Mesmer side Class, which minimizes this possibility, can work well, and in this way you can also control your energy well thanks to skills that steal energy from the opponent. When the danger of interruption is ignored, he can also assume the title of a high-level creator by creating both spirit and attacking creatures together with Necromancer.
… game world …
In the game world, you will often interact with the NPCs around you. You get quests with a Yesil exclamation point on them, and you get experience points, gold or various weapons when you complete the job according to the content of the quest. Merchants are places that sell items that fall from creatures that you kill in the game, and you can interact with various items that you will buy from here. In particular, the salvage tool and identification tools are the only tools that make items available in the game and allow you to know their properties. By interacting with rescue tools, you can get raw materials or rare materials from rescue items that fall from creatures. These materials are useful when buying weapons or armor from NPCs. By buying inks from Dye traders, you can paint your clothes and weapons, and you can get the color you want along with dye removers that you will get from merchants. The various warrior NPCs around help when you can’t find people to join the mission or quest you want to do at the time. After a while, when you keep up with the distribution in the game world, the type and speed of work you will do will increase. On the map, you will notice that tasks are represented by white dots and cities by yellow dots.
Unlike prophecies, factions does not have an in-mission bonus. Depending on how fast you finish the task, the amount of experience points and gold you receive varies. After a while, you level up with the experience points you earn, so that you can add to the features that your character has. These affect your skills and you can use them more powerful, more effective. Unlike mere Prophecies, The Points you get from quests are too much in factions; rather, you earn the points needed to level up much faster in the second game. There are as many cons as there are pros. For example, by constantly earning 2000 to 3000 experience points from quests, you can have a hero at the highest level in a very short period of time, so that you can play the majority of the game in this way. But again, for the same reason, you can break away from the game’s script stream very quickly. Especially those who are used to the slow level jump feature in prophecies may be uncomfortable with leveling up by doing a few quests. But let’s mention one more thing right here; according to him, the difficulty of quests and missions was taken higher with Factions, in this way the balance was tried to be achieved.
The most important feature that distinguishes Guild Wars from its other peers is, of course, PvP-based gameplay rather than PvE. The variety of skills and the opportunities offered to the player for this purpose are much greater than the prophecies in factions. When quests belonging to the faction that you are in are exhausted after a while, you accumulate a very small amount of Faction points, and they are not enough to complete at least some titles in the game or get high-level armor. PVP chapters placed within the PvE world in prophecies only involved colliding players with each other; but we can see that factions can make this work part of the script. In the missions I just mentioned, which prevent the border on the map from being completely broken, kurzick and Luxon players face off, which is either a castle defense or a mine takeover. In Alliance battles, where the border is affected, Kurzick and Luxon encounter alliance, trying to eliminate their opponent. The battle infrastructure is evaluated based on the results achieved by factions in previous Alliance battles. If any Faction in the neutral zone wins enough battles, the alliances that participate in the next Battle find themselves defending their territory or trying to capture rival territory. A two-stage area has been created for the defending side; if battles are lost in the first of these two areas I mentioned, the border for the losing side is compromised. If the second zone is also lost, this time the alliance that wins the battle takes over the nearest outpost of the rival faction, so the border changes, and the alliance that takes over the rival outpost owns it. In later Alliance battles, the winning side tries to expand its border as much as possible, and the loser tries to regain its former territory.
… let’s fight, let’s fight …
As a result of battles with Alliance battles, the border not only changes noticeably; the emblem of the alliance’s leading Guild, which has taken over the region, also appears on the outpost won. Getting these places creates psychological pressure from the point of view of rival guilds; if you are a member of a significant Guild in the game, your opponents can really look at you with envy, hatred and jealousy. However, apart from the capture of the territory of the rival faction, there are also some strife within the Faction. Where this culminates, the capture of the capitals of Kurzick and Luxon has a large share. House zu Heltzer and Cavalon, respectively, are the capitals of Kurzick and Luxon, and the rival faction’s entry here is not normally out of the question. And when it comes to this, your other competitors, who you are from the same faction, start to grow in your eyes. Having these two capitals is also of great value in terms of participating in elite missions. Instead of sorrow’s furnace (SF) in prophecies, factions has these two elite missions called “the Deep” and “Urgoz’s Warren”, and you definitely need a member who owns these cities with you to enter them for the first time. The difference between elite missions and normal ones is, of course, very difficult and very useful in terms of obtaining spoils. Almost most players in the game are constantly looking for a “taxi” that will take them to these regions to get a lot of money or “green item”. In elite missions, a group of 12 people is formed in PvE logic and you fight a large amount of formidable enemies. Another difference between these tasks is that they take quite a long time.
In the classic sense, the variety of tasks is much more than prophecies, and in the sense of PVP, you don’t feel too idle. The Hall of Heroes, Team and Random Arena, located in the prophecies, stand on site. What you’re trying to do around here is beat opposing players (?!*&%). During team and Random arena, you win matches and earn a Faction point against your opponents that you kill, but here the score you win is called Balthazar and does not add any Kurzick or Luxon points to your score. Here you can unlock various skills and upgrades for your PVP character with The Points you get. What you should note is that the features you have opened here are not reflected in your PVE character. The PVP structure offered by Hall of Heroes is the highest point within the reach of all games made in the name of the complete Guild Wars and perhaps in the name of the MMORPG. Here you can fully understand the skills you have, the weapon features and how well you use the armor you are in. 8 with the established party, respectively, you must first defeat the group installed by the NPC, and then defeat the competing group that you encounter. Depending on your win, you get fame points, and they all indicate how experienced and good you are in the PVP part of the game. Hall of Heroes ‘ structure, which is almost impossible to win a match with Luck, can be seen by all players as a result of the fame and finally rank that you will get in a row.
Guild Wars, which give the game its name, involve two guilds meeting on an arena. Again, as a result of the established parties of 8, you are engaged in a war aimed at killing opponents and capturing their castles by choosing one of the appropriate guilds for you that are about to wage war at the time. As a result, you earn a certain point based on your opponent’s strength and whether you win or lose, which determines your place in the overall ranking. As of now, there are more than 10 thousand guilds in the game world, it is really difficult to take the top place. Especially with Factions, the game structure, which has won the sympathy of the Far East, makes it even more difficult for people there to take the top place with their curiosity and skill in online games. The Turkish alliance, founded among the Turkish guilds under the leadership of Dark Saga, has also ensured the Turkish unity in the game. Dark Saga, which managed to enter the top 100 in ladder for a short period, was also selected as the first “Guild of the week” of 2006 on the official Guild Wars website.
There are certain layouts that players create over time; this layout, created according to skills and characters in the party, is called build. The build part, which includes the classes of players in the Party and the skills they will have, means that the game is won before it starts in a sense. Guild Wars is more than a game that determines your class according to your high LVL number, it highlights how effectively you use the skills you have. So the maximum level amount in prophecies, 20, is also preserved in factions. The PVP structure, which requires you to pay attention to the smallest details, from where you need to stand on the battlefield to the timing and speed of renewal of the skills you will use, is the lifeblood of the game. So, if you desire Guild Wars in the form of continuous creature hacking under a progressive scenario structure, this may not be the right choice for you.
Along with Factions, there are up to 400 new skills added to the world of Guild Wars. When a large number of skills created from scratch for Assassin and Ritualist are ignored, about 45 more skills appear for previous professional classes. When we look at factions from scratch, we can mention that all skills are perfect. Almost all new skills, with some exceptions, affect the game in a new feature. In general, there are two different skill varieties in the Guild Wars world. One of them is normal skills, and the other is elite skills. Many of the Normal skills are designed to give you a high-level advantage when you want to activate one feature, while others are in a structure that does not reduce or provide continuity; elite skills are designed to give you a high-level advantage. For example, Aura of Displacement, useful for Assassin, teleports you to where the enemy is; if you stop using it, you return to the position where you activated the skill. An ability that is very useful in situations where your health is declining or when you encounter a regional spell; it also works in terms of a hit-and-run attack. For a Ritualist, using a spell called Ritual Lord, you can renew spirit spells, which normally have a recharge time of 45 to 60 seconds, in 15 to 20 seconds. It’s useful for quickness, given that some spirits die quickly.
Looking at the game from a graphical point of view, we see that there is not much addition to prophecies. If we note that the graphics of the first game are high according to the MMORPG game standard, it is not yadırganası that nothing much was presented in this. In the game world, the mistiness that depends on the distance looks beautiful. The depressing darkness in Kurzick’s world and the frozen brilliance of the Jade Sea have been transferred to a very beautiful game. But a lingering obsolescence from the first game is felt in some places. From a bird’s eye view, the proportion between the characters and the game world is really well anchored. With the appearance of enemies and certain characteristic structures, the element of power is also provided very well. In general, Guild Wars Factions meets expectations graphically. Sounds aren’t bad, either. In particular, the music really manages to give the player exactly the Far Eastern atmosphere that the game should offer. Character vocalizations do not occur very often, as they are only heard in the script section of the game; but we can talk about them being successful, too. As a minus in the details, it can be noted that the characters ‘ lips do not play during conversations; from a visual and auditory point of view, Factions are very good, despite this.
Guild Wars Factions continues the series successfully again after its first game a year ago. New PVP features, mission types, skills, and two new classes are a big addition to the game. In general, the game structure, which focuses on PvP rather than PvE, offers great content for those who want to experience gaming pleasure in the long term. The fact that it does not require a monthly fee may also be important for users who want to start the game, let’s mention this towards the end of our words. NC Soft, which announced that it would continue the series with two more games, has already purchased the rights to the Guild Wars Nightfall name. A new geography will meet us with the third Guild Wars game, which is scheduled to be on the market until the end of the year and has been under construction since November 2005; the producers will give the Middle East and Africa a chance in the third game instead of the Far East theme they use in factions. As a result, GW will further consolidate its position among MMORPGs with new games. Don’t mind if the game compares to wow; Guild Wars is the undisputed leader of the genre in this context with its PVP-oriented gameplay structure.