Guild Wars: Factions Review
Lights! Camera! Faction!
Version tested: PC
I'm not sure if Guild Wars won or Guild Wars lost.
It got dismissed as "Not A Real MMO" by many MMO purists, which is normally a good sign you're onto something right. Purists, by definition, are the reactionary force anyone being creative has to kick against (And we'll move on from that before we segue into a neat character assassination of RPGCodex's reviewer of Oblivion). It sold a lot. And it really did sell a lot - as Kristan's excellent series of articles recently reported it was the only new franchise on the PC to move more than 100,000 units in 2005 in the UK. It innovated. It got people's backs up. It sold. Could you ask for more?
On the other hand, there's always that small "Six million people paying Blizzard tall dollars every month" figure which has completely changed the idea of what "success" actually means in the world of Online RPGs. Secondly, there's the small issue of its plan changing. Originally, when ArenaNet presented Guild Wars to the world, the idea was to sell things in a more episodic fashion, more regularly. It has abandoned that in favour of Factions, which takes the stand-alone expansion pack/New Game hybrid model in a similar way to City of Villains. Something changed in ArenaNet's plans, and that implies not all went as it had hoped.
Something's changed when you return to Guild Wars too. Despite the lack of any subscription fee, it has been tweaking and prodding the game in my absence and changing things in meaningful ways. If you haven't been here for a while, it's all new. For example, Guild Wars always gave you more flexibility in your character make-ups, allowing you to respecify your abilities regularly. Now, it's been changed to total flexibility, with your statistics being able to be swapped any-time you return to a non-combat area. RPG-fascists may have blood spurt in great fountains from a ruptured vein in their forehead at the very idea of such things, but it supports Guild Wars strengths. That is, being the Online-RPG which isn't afraid of being a game. A build won't work perfectly against anything, so sitting back and having a little rethink about what tactic to try next is ideal. It's especially important for the important PvP elements.

In terms of Factions itself, we're looking at a whole new entry point for the gamer. If you buy it in the shops, you can play its campaign by itself and enter the PvP duels. If you don't buy it, you can still play everything you already have in the original Guild Wars Prohecies pack. And if you buy both, you get a couple of extra-slots for new characters and can transfer your experienced characters from the old world to the new once a certain point is reached.
The two biggest additions are the two new classes - the Assassin and the Ritualist, both of whom are perfectly dual-classable with the original six archetypes. The Assassin is a swift-damage dealer-type, whose main offensive abilities are linked to the ability to chain attacks together. An Opening attack allows you to apply your off-handed attack abilities next and that in turn allows you to finish off with the dual-strike abilities (And then onto certain Elite skills). There's also an array of ninja-styled hit-and-run abilities, which leads them to be favoured by (say) anyone who likes to play Thief a lot. Not that I know any of them.
The Ritualist is primarily a summons-based class, which brings stationary spirits onto the battlefield to support the players for brief periods of time. Some, like the Pain, are obvious in their direct attacks against the opponents, but others support almost invisibly, absorbing attacks which would have otherwise have struck you down, and so on. Essentially, they either buff or attack via proxies. They're pretty neat too.

It also should be noted in passing that, yes, its character design remain the most ludicrously beautiful in existence. No matter who you fancy, expect to have your sexuality thoroughly questioned at least a couple of times in a play session.
The Factions campaign differs from the original in some key elements. Firstly, its setting is on a whole new continent with a more Eastern flavour, which echoes through the game's design. Secondly, they've got better at using their own engine. For example, while the game still has no desire to let you jump, the way the landscapes are arranged make it less immediately noticeable and atmosphere-disrupting. The environments are more diffuse, with a better eye on making them interesting spaces to explore (I was charmed earlier in the game by some artist having created a small cave littered with bones for a single Red Yeti spawn. Very cute). They take better advantage of what only Guild Wars allows, with NPCs joining your party, guiding you around and waves of opponents moving determinedly around the maps. Essentially, they know what they're doing better now, and it shows.
Less positively the game also amps up far quicker. While in the original campaign you'd have been roughly two thirds of the way through the content before you hit the level 20 level cap, here you'll be high in the teens after the second Mission proper if you've been taking your time. After that, you're already facing off against level 20 opponents. The reason for this is obvious - it's to make as much content as possible of use to previously existing characters transferred across. For established players, it's a good thing. If you're a newcomer to the world of Guild Wars, this rapid race through the levels gives you relatively little time to get used to its foibles and enjoy a more leisurely accumulation of power. Despite that Factions is generally better designed for newcomers (introducing elements far better than the original), this alone may make the original game the recommended entrance into Guild Wars.

Well... at least for the Player-versus-Environment players. For someone who leans more towards the Player versus Player arena-based fisticuffs, Factions gains primacy. The main addition is the challenge system, where teams of four players go against carefully constructed computer players, which varies between a good challenge and actually turning Guild Wars into a puzzle game. The ability to redesign your characters is terribly welcome when working out how to (say) take down four Mesmers simultaneously. The basts. Victories in the arenas now earns you faction points, which can be spent on unlocking skills and bonuses - especially welcome for a pure-PVP player who has little desire to ever enter the Player-versus-Environment sections.
There's still some basic things it lacks, most obviously a decent in-game auction house for trading items, and a better teaming system for locating people interested in grouping, but it does keep a count on how long you've been playing and after a long session pops up a "You've been playing for four hours. Take a break". It's the 'Why Don't You?' of online-RPGs, and we thoroughly applaud such things.
Did Guild Wars win? Did Guild Wars lose? I'm still not sure. All I know is Guild Wars remains Good.
And that's all that really matters.
8 / 10
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Comments (27) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I'm not sure if I want to put in all that effort though, I've got a full time job already... :/
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I was hoping the level cap would be raised for Factions, but it seems not to be so. I know Guild Wars isn't meant to be a hardcore MMORPG (a la WOW), but they could at least try to cater to those who don't really want to be as powerful as they'll ever get in a week.
@Razz: Trust me, Guild Wars is anything buy a full time job. There's more to Oblivion to be perfectly frank. You could maybe try EVE Online if you want to play a MMORPG without it sucking up too much time. In that game your character levels up over time, so you can select a skill to learn, log out and then the next time you log in you'll have learned it (provided enough time has passed of course). However EVE does have a subscription fee.
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One of the other big changes from Prophecies is that skill points are rewards for quests, rather than skills themselves - this mean that you get a far wider spread of skills amongst players earlier in the game.
Factions also brings lots of new ways of playing the basic same game - 12v12 is a hoot, total carnage, but there are also some really tough PvE levels, the sort of thing that will take a couple of hours to complete.
Razz, there's no monthly fee, so theres no demand that you play it all the time I've played one character for the last 11 months, every friday, with a good bunch of guys in the guild. Always fun, never boring.
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It's a really fun game though. Although I'm not buying factions yet as I only paid £15 for the original campaign so £25-30 doesn't seem worth it.
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highly recommend
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The only problem I have with it is that the combat is plain stupid; there is no notion of aggro, pulling, crowd control, etc, so it felt really dumb compared to the likes of WoW. That and the non existant economy, and the loot trees made me want to cry.
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I understand that, but I still think the level cap is too low even for casual players. A week of playing 1 hour a night or less shouldn't see you approaching the highest level, but that's just my opinion. But for a free MMO it's really rather good, don't start thinking I don't like the game!
I think WoW will be more my cup of tea, and plan to start that as soon as the expansion becomes available.
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I thought guild wars was fun for a bit, but then I went back to WoW and BF2(for my cheap pvp thrills) and dont really regret it.
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Could you be any more wrong? Guild Wars has possibly the best combat system in any MMO I have played. There is not another MMO which involves as much skill and forethought.
Being a bit of a Guild Wars fanatic I can't help but feel a bit let down by Factions. This is mostly due to the system in place which only lets a very very small percentage of the population to access the Elite mission. Though; ANet do seem to listen to the community by large, so I expect they will change this in some form. Other than that, I would say the review is pretty much spot on.
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I did that too - not because I didn't like GW, quite on the contrary, but because I was getting tired of people complaining about MMORPG fees "when GW manages without".
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edit: o.k. o.k., maybe not best. But it raises a lot of good points
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More like an extremely honest article (with some over-the-top flavour, but it's not like some positive reviews don't have the same problem). I think someone missed a point here, there is nothing 'creative' or nothing really original about Oblivion (which just built further on a TES-base, great graphics, big value for money and a humongous hype) compared to Guild Wars which really created a space of it's own in the bizz with the instances and the cool skill system.
People dissing GW of Factions for not being 'real' mmorpg's should know better in the first place. They ain't mmorpg's at all, but more like the next evolution of the Diablo 2 Battle.net era while at the same time losing unnecessary timesink grind/level mechanics. Player skill matters here and that's the kind of thing you don't see enough in these games. CORPG ftw!
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bloody annoying.
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The character classes pleased me aswell, a good wide ranging selection with some cool possiblities to play with. Im a Necro/Monk, good combination huh
Did I mention the manual is 128 pages long?!? This may not be surprising to those people that play alot of fantasy games but it shocked me to see such a hefty tomb printed in nothing but English, and not English, German, and French.
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I was told if you dont want PvP ... tough luck since Factions have missions being PvP events, I was looking to see THAT in the review but somehow managed to be ... "forgotten".
Yes, GW is the "god" of PvP in RPGs but beyond that we must wonder at what it offers and as MMORPG with a living world ... well there is not much, its kinda of a wierd online action RPG with a co-op for some areas.
And I was bored with Oblivion ... can someone say what are the good things on it beyond the graphics because I really cannot see it.
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Goos review but they had always planned 6 monthly expansions/standalone versions that link up from the start - I think they really got it right and i'll be looking out for more games from that stable. Original ideas that break the mould is so good rather than your standard fantasty rpg bollox
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have this and eve running together.. wheee
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I've had a level 20 w/mo for aaages... Still haven't got anywhere close to all the elite skills
That's what I love about Guild Wars, no matter what level you're playing at you always feel like you've achieved something cool.
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Siendo un poco de un fanático de Guild Wars no puedo evitar sentir un poco defraudados por las facciones. Esto se debe principalmente al sistema que sólo permite que un porcentaje muy pequeño de la población para acceder a la misión de Elite. Aunque, Anet parecen escuchar a la comunidad por las grandes, así que espero que va a cambiar esto en alguna forma. Aparte de eso, yo diría que la revisión in situ es más o menos en.
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