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Filed under: Fantasy, Endgame, Opinion, Guild Wars 2, Flameseeker Chronicles, Buy-to-Play
I'm super into the idea of open-world endgame zones, which is admittedly strange because my experience with them hasn't been great. They usually involve a lot of dying in terrible places, kill-stealing, and people tripping over one another in a way that creates centuries-long mutual hatreds. Guild Wars 2's Tower of Nightmares zone manages to mostly avoid the latter two by virtue of ArenaNet's core game design choices, but the first appears to be a defining feature of the content. If you haven't yet found yourself pushing up toxic daisies while Scarlet's minions casually play board games on your corpse, you haven't... uh... lived.
It's pretty awesome. That might sound strange, but when everything comes together the tower plays like a big, magnificent dungeon where parties can form on the fly. It follows, then, that it's a lot less painful when approached as a dungeon rather than as a zone where the goal is to race to the instance at the end.Continue reading Flameseeker Chronicles: Guild Wars 2's tower flower power hour
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Flameseeker Chronicles: Guild Wars 2's tower flower power hour originally appeared on Massively on Tue, 19 Nov 2013 16:00:00 EST. Please see our terms for use of feeds.
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