durmand-priory

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  • Flameseeker Chronicles: Learning from Tyria's past in Guild Wars 2

    by 
    Anatoli Ingram
    Anatoli Ingram
    11.11.2014

    The latest Guild Wars 2 living world release, Echoes of the Past, seems to be a big hit. It's nice to see fans so unreservedly happy with an update since the past few months have been a little rocky for GW2, but ArenaNet has hit it out of the park this time. If you haven't gotten a chance to play it yet, I strongly recommend checking it out before reading further, if possible. There are spoilers below the cut, and hardly anybody likes spoilers. Except me: the guy who flips to the end of the book sometimes. I'm a monster.

  • Exclusive preview of Guild Wars 2's Origin of Madness release

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.14.2014

    The end is near! After a brief period of peace and quiet, Guild Wars 2's update cadence will begin again, and ArenaNet has no plans to ease Tyria gently back into the groove. Next week brings the first of four releases, which will culminate in the end of GW2's Scarlet Briar story arc. Massively was invited to sit down with Colin Johanson and Meelad Sadat to discuss the teaser trailer for the upcoming release, Origin of Madness. While we can't reveal too many of the secrets we've learned about Tyria's future (we wouldn't want to spoil any big surprises), we're pleased to bring you an exclusive peek at some of the content you'll find in the January 21st release. Read on to check it out!

  • Flameseeker Chronicles: Bigger on the inside

    by 
    Elisabeth
    Elisabeth
    07.10.2012

    I think that storytelling is where we see one of the most significant changes between Guild Wars and Guild Wars 2. It isn't that the original story sucked, necessarily; it's just that it was woefully single-dimensional and unchanging. Each Guild Wars campaign has slightly different starting quests for each profession, but you're eventually caught up by the current, and everyone goes whooshing along to the culmination. Factions spiced things up a little by allowing you to choose whether you wanted to befriend the Kurzicks or Luxons first (although there wasn't really any permanence to that choice, as you could still effectively follow both routes -- and had to, eventually, if you wanted to unlock the associated Protector and Guardian titles). Nightfall got a little more daring by making you choose between companions and ultimately story paths. Even better, you had to finish the campaign before you could undo the illusion of permanence. Guild Wars 2 is way beyond that.