Guild Wars Re-Review

Eurogamer takes one of their treks back in time to re-review ArenaNet's Guild Wars.
Now is as good a time to jump into Guild Wars as any - it is unique among MMOs, and there are more things than ever to like about it. The freedom and flexibility that it gives its players - in stark contrast to subscription-based games, which often give you far less control over your character despite charging you for the privilege of having one - is enduringly fantastic.

The only fixed thing about a Guild Wars character is their class and appearance; secondary classes, skills and attribute points can be switched around at will, making it impossible to make a decision that has an irrevocable, negative impact on your game. It is easier to experiment with different equipment and techniques than in any other game I've ever played - you can completely change your playing style just by redistributing your Warrior's swordsmanship points and making him a strong, say, necromancer instead - which perhaps explains why so many people are still playing Guild Wars years after they reached the level cap with their first character.

Guild Wars' extremely low level cap (20) has proven to be a stroke of design genius. Because it doesn't take very long to build up a top-level character, a lack of new players is barely even a problem for the community - the game is balanced towards characters with customised equipment and skills, rather than a buffed-up level. As it always has, Guild Wars rewards you for experimenting actively with your character rather than simply pouring endless hours into the number next to its name; for switching around stats and skills intelligently rather than slaughtering rats for hours on end. It's a welcoming system for new players, and it also means that you can come back to the game after years and still have a top-tier character, rather than finding yourself left way behind the curve.