Guild Wars Preview
-
Category: News ArchiveHits: 840
Earlier I had complained that the combat in Guild Wars didn't feel visceral enough -- that it was hard to tell what was going on in the thick of things. Since I last took a look at the game they've done a lot to improve that. Combat animations are bigger and bolder, with satisfying THWUNKs as you hit stuff.
Magic spells are still a little harder to get a feel for, however. See, Guild wars has hundreds of skills and spells -- 75 per profession, and each character has two professions! -- so keeping track of everything that's happening in an eight-on-eight game is crazy. Guild Wars is deep, with tons of spells and counterspells and combos and countermeasures. I found that the only way to keep sane was to go in with a specialized skill-set and a plan for how to use it, and then to stick to that plan no matter how crazy things got.