Guild Wars: Nightfall Review
Dark times ahead.
Version tested: PC
Guild Wars is the MMO that doesn't require a subscription. What it does require is that you buy its regular standalone offerings, like Nightfall, if you want to enjoy fresh GW adventures. That ongoing experience is one of numerous instanced missions that you can play through with a handful of friends, or on your own as part of an NPC party. Opening up new regions and introducing its own new features, Nightfall ushers in another swathe of cleverly-instanced quests for Guild Wars' online adventures. This time the story-driven action takes place on a new continent, which is tinged with African folklore and populated by a lavish cast of African and Arabian characters. The new lands are, once again, exquisitely beautiful, with large, open areas and inspired African architecture. This is a large and impressive single-player expansion for Guild Wars, and it really concentrates on delivering an interesting story just as much as the last pack, Factions, concentrated on making changes to PvP.

Purple hoodies intimidate he local pirates into submission.
That story hinges on the idea of an insane chief-chappie who wants to raise an evil god from his slumber and thus bring permanent darkness to the land. (Evil Tanning Salons are pleased, but the legions of Guild Wars' adventurers are less positive.) The chief's doings are, of course, leaving clues in the form of errant baddies across the land, and your tribe of righteous warriors soon realises that something is afoot. So we set out to stop him, performing dozens of incidental quests along the way, all of which leads into some impressive key battles, and even some humorous asides.
However, it's the new NPC cleverness that will really inspire a dip into the wallet. One of Guild Wars' smartest features has always been the ability to add computer-controlled henchmen to a party when you were out adventuring, allowing you to fill out your party with whatever was needed - a healer, ranged support, and so on. This idea has been taken a giant leap further with the advent of 'heroes'. While you still maintain your central character, spending his attribute points, arranging his skills and dying his armour inappropriate colours, you also now have up to three other characters that you can tinker with. These heroes are a bit like pets in another famous MMO, and they can be ordered about and given particular stances in battle, making them aggressive, protective or passive. They can even be ordered about like the henchmen, allowing you to effectively control where they go and even what abilities they have. You can equip them directly or change their weapons and armour, and you can also spend their attribute points as they level up.
Crucially, however, these heroes are also interwoven into the overall story of Nightfall, appearing in cut-scenes and even having their own goals and ambitions - all of which make sense when you understand their individual personalities. This essentially makes Guild Wars closer to the party-based RPGs of old (Baldur's Gate, etc) instead of the solo-but-with-people RPG that it had initially delivered.
The idea of Heroes is a fundamental change to the way Guild Wars' PvE sequences work, and it'll be interesting to see if/how they are used in subsequent expansions.
There are new personal professions too, including the Dervish, who wield a scythe-like weapon, and the Paragon, who is pretty mean with a javelin. Neither of these stands out particularly against Guild Wars' array of previous character archetypes, but they're nevertheless useful and beautifully designed. The dervish fella, who specialises in close-range fighting and in area-of-effect close range abilities, is the more interesting of the two (since I like to get in close). His fighting method relies on buffing up with a sequence of 'enchantments' and then burning them off to produce other effects - a little like how the paladin works in World Of Warcraft.

Evil giant bird things abound. Later: transforming enemies!
As usual in Guild Wars the basic bent of your profession doesn't really matter, because you can throw everything into the mix depending on your 'build'. How you set up your deck of skills will determine how you fight, and a secondary class means that you're never helpless in the face of tricky challenges. As ever, Guild Wars flexibility means that there are no 'Oh I'm not class-type X' problems that you might find in other games. Everyone can heal, everyone can fight.
Anyway, as adventures go Nightfall feels much more open than previous Guild Wars modules. While many of the quests had been tied to tightly linear the maps, the missions of Nightfall are far more open-ended. There are even occasions where you just go off and hunt, with no real aim except to level up. This seems a bit grindy, but it works when you play through the backdrop of different quests that surround it. (Some of those quests actually made me smile: ArenaNet is being playful and using the tools its game gives it to make something that really stands up as a narrative RPG.) Nightfall feels a bit more like a world than previous incarnations, and it's better for it.
For all this praise I'm heaping on Nightfall, I do have some stock grumbles with the game - most of which stem from the basic mechanics of moving around and fighting. I hate how the characters are such floaty stick-people, and I never really feel connected to what is going on, either in the questing or in the fighting. Movement annoys me and even the trading seems clunky and artificial. It bugs me that I have to learn to make such complex builds to avoid being mocked in PvP, and the skills never seem unique enough or intuitive enough for me to learn by using them: I have to read all the little descriptions. Guild Wars combat always feels weightless and fiddly and has never really made me lust for more. For all the clever instancing and excellent script-writing, it simply lacks drama on the level of the physicality for the characters. It's soft focus fantasy that never really connects - that's my problem with Guild Wars.
Of course if you don't share my vague distaste for the ambience of Guild Wars then Nightfall will probably delight you. It's easily the best expansion so far and if there's more like this to come from ArenaNet then we can expect Guild Wars to get even more popular.
It's also worth mentioning, I think, that you can now buy 'PvP unlock packs' from the Guild Wars website, so that if the competitive team-based combat is your thing you don't have to play though the narrative game to unlock all the skills. Things like this make me glad that Guild Wars exists - it's a game that really caters for what players might want, and makes sure they can get it. Obvious really, but someone had to say it.
7 / 10
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Comments (59) Latest comment 2 years ago
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Er, but EG gave Guild Wars Factions - the previous standalone game in the series - 8/10.
That makes sense then.
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It's the best GW yet and you actually don't need to by the expansions - if you only have one game you can play PVP forever.
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Kostabi: It's very much the one for the PvE people. You'll love it.
KG
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I guess I'll pay attention to the part I agree with: Nightfall is, without doubt, the best Guild Wars yet.
Not to mention the factual errors (none of them are expansions, they are all standalone games that just happen to be linkable; none of the purchases are required).
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Don't get me wrong - Jim's a smart guy, great reviewer, but in this case I think his obvious dislike of the GW series (each to their own!) and a couple of factual errors dragged the score down. Let's face it: a 7/10 on here knocks a 'must purchase' game into 'probably not worth bothering' territory.
Besides, Nightfall is much better than NWN2 and you gave that an 8. I guess that's where you were instead of reviewing this.
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KG
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Brem: Look forward to reading it mate - can you tell us, in print or online?
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For the rest this is an extremely shallow review, Eurogamer unworthy. It's clearly the writer didn't like Guild Wars at all to start with, and has spent the least amount of effort he could get away with to write this review. I'd say this calls for a retraction.
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KG
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Guild Wars is an absolute delight to play. And this game succeeds where the last two games have failed and improves on the things they did right. It is the best in the series by far and one of the best games on the platform this year imho.
I'm into 3K+ hours now on my account and I'm really getting into competitive PvP. No other MMO offers so many options for PvP'ers and all on a level playing field. I love it.
9/10 tbh.
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SO 9/10 review please and a written apology
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KG
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And besides - GW isn't a MMORPG, but in this review one could get the false impression that it actually is one. The review simply seems off as it 1. doesn't show GWs main strengths and how they have been improved upon in NF and 2. it reviews GW from a genre's point of view to which it simply doesn't belong to.
As a random thought: <a href="http://www. nzgamer.com/hub-pc-reviews-354
">http://www. nzgamer.com/hub-pc-reviews-354
</a>
This seems to be a review written by people, who have actually played the game A LOT and know its ups and downs.
P.S. The screens in the EG review just show that the author of the article didn't even get past Istan... n/c LVL5/6 chars/heroes... And that in GW, where you hit lvl20 in less than a week.
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I actually end up keeping all my materials now rather than selling them all due to lack of inventory space. 250 of each. Nice. It's the little things.
I was disappointed they don't automatically upgrade all your characters storage accounts though...
You actually have to take your prophecies character or whatever to NF and upgrade their account there... I mean: Why?
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For my money's worth - haven't played this yet but I am looking forward to it as it very much sounds like one for the PVE'ers. The main campaign of Prophecies was far superior to Factions in my opinion.
PS. you may notice that only one paragraph of this entire review was devoted to negative critcism of the game!
PPS. to clarify! I am not saying stating your opinion that this deserved 9/10 is wrong
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If people start saying something purely subjective is *wrong* on the other hand, I'd be in your corner.
(Which is a different thing from saying "I think this opinion is badly phrased and/or argued"
KG
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KG
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As Jim correctly points out in his review, it's also very very flexible in terms of character creation. Pick a secondary class and realize you don't like it? Then you can easily change it to any of the others later on down the line and switch back and forth between them. And you can also reallocate all your attribute points as you see fit at any point. Nightfall gets challenging quite quickly, but it won't punish you harshly for making uninformed decisions early on.
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I'd start with Nightfall, by the way.
KG
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Anyway, I'm getting Nightfall as well even though I didn't like Guild Wars: Prophecies mich. I'm intrigued by the talk of a more open PvE environment and Baldur's Gate-esque henchmen.
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Romeus you have to let individuals make up their own minds...Personally I would recommend actually reading the review and not focus on the score. Only one little paragraph is negative
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Excellent. That's all I needed to know.
/orders.
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Prophecies 8/10
Factions 6 or 7/10
Nightfall 9/10
Though one has to consider the fact that GW
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Even then, all review scores are massively subjective and based on a bewildering multitude of individual factors as varied and diverse as the people reading the reviews themselves. Anything from the age of the reviewer to the systems they grew up with to the games played beforehand all have a part to play, and in our long experience even when these factors all collide you still don't all necessarily draw the same conclusions.
Standardising review scores simply would not work. A review is someone's opinion - EG is not a homogenous entity remember, several different people write for it and make up its whole. How can "Eurogamer" create a frame of reference that somehow incorporates all the different writers opinions and gives you some sort of average?
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To all those crying out for a higher score, please be aware that there is a whole world of people out there who don't like Guild Wars. I agree that GW feels very disconnected and, personally, would struggle to give it a 7/10. It's a sign of a good review that it spends so long on the high points when the reviewer obviously has some major problems with the game.
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I think that's where the disatisfaction with this review comes from. It *reads* one way, and is *scored* a different way.
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Wasn't the 1UP review also criticised for not giving a complete picture of the game? Leaving out the whole toolset editor, etc? This review does very much the same by leaving out whole sections of Nightfall's strengths AS WELL AS being wildly inaccurate, which is reason enough in itself to shout "Shenanigans!” - hence the comparison. The 1UP review did mention some of NWN2's strengths and weaknesses and give a score based on the reviewer’s personal opinions, again, much like this one.
There's a whole world of people who don't like NWN2. I bought and played it for 4 hours (around the same amount of time that the reviewer on 1UP played if for), and I found I disliked it for the same reasons he did. Personally I would struggle to give NWN2 the 5/10 he did, but the community spoke and the majority got their way. The majority of ppl here seem to give Nightfall 9/10, (as do I) so I guess that must be something to say about this review?
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I'd prolly give Nightfall 90% or a little higher thanks to the new patch.
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KG
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- Alec
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GW is wonderful for casual gamers, who DON'T want to spend half of their life in a virtual world. GW has simply the cleverest and best skill mechanics of all the fantasy games out their - the PvP part is simply brilliant. All these things haven't been mentioned in the article since it treated GW as yet another MMORPG that doesn't stand up to MMORPG standards - this is crazy - it's like criticizing a shooter that its roleplaying elements are weak.
In GW your character isn't your alter ego - it's a tool, just like a gun in a shooter. But it's so much more complex - you have to think about the right skill combinations, you have to improve YOUR skill while playing the game...
So you basically brought the discussion to the point - the review treats GW as a world - and it shouldn't - alone the fact, that there aren't any subscription fees implies that you aren't supposed to play the game as a world for long periods of time - but you can play PvP as long as you want to - just like Counter-Strike. What the review should have done and what previous EG reviews of GW have done is treat GW as a game.
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KG
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I tend to put review scores through a mental filter, adding or removing points based on my tastes vs. the reviewer's. Most people reading this review will already have played Guild Wars. It's the second expansion pack (yes, I know it's standalone) and they've frequently hosted open weekends where people can play the game. If I liked GW and read the review, I could clearly see that I'd really dig Nightfall. New classes, lots of new skills, better storyline/PvE component, brand new hero feature. I don't know how a GW fan could read that and not want to go out and buy it.
However if you've played GW and didn't like it for the reasons stated right at the end of the review, you'd see that there's probably not much reason for you to buy Nightfall. It's still got the same issues that the original had. This is where I fail to see why people are calling this a bad review. Actually, scratch that, I know that people are calling it a bad review because they look at the score at the end, which doesn't fit into their idea of awesomeness and call foul. Of course, 1-up has made this even easier for people to justify.
As many people have already stated, a review is an opinion, that's the entire point. It's not like games can be judged against some objective scale. As long as the reviewer covers both the positive and negative aspects of the game (check,) clearly states his opinion (check) and, most importantly, explains why he feels the way he does (check) then it's a good review.
Incidentally, when did 7/10 become a bad score? I may be old-school (I still own a 'Your Sinclair' badge,) but I'm pretty sure that 7/10, or 70% or whatever you want to call it, is a lot closer to a 10 than a 0.
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*Tires of the winges of children who have been thold there new toy sucks and gos to bed*
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PS i love guild wars, yet acknowledge it has a lot of room for improvement. Heck, my favourite game, Deus Ex, could be SO MUCH BETTER. Doesn't stop it having a permanent place in my "hall of honour" or whatever!
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It's not that I don't share the reviewer's fundamental complaint about game physics and the way characters move and interact with the game world. It IS disconnecting, and not at all satisfying in the way that other games that incorporate some model of real-world physics are. It would be a lot of fun to jump and bounce off of rocks and monsters and other players, etc. But alas, GW is bereft of inner ear fun and almost entirely cerebral (with some very sleek window dressing), and that cerebral fun is found in the interaction between the hundreds of skills and their linked attributes. Fundamentally altering the game physics at this point would throw those interactions into chaos, so there's really no reason to even bring it up except as an aside. Unless, of course, the intention was to review NF from the perspective of a WoW player.
As to the reviewer's familiarity with the game, it's a little hard to believe he has played GW for months given his aversion to reading skill descriptions.
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