Okay, I know I said I wouldn’t comment on anything until the end of Charr Week, and I did mean that, but I do need to make this my official best quote from Charr week…and it’s Wednesday. In the Artistic Origin of the Charr article on the Anet Blog, the end that they leave us with was probably the best way to end any of the “concept art days” from the race weeks. Here’s the last snip-it from the article:
Concept Art Team Lead Kekai Kotaki was responsible for bringing the look of the charr 250 years into the future, to the time of Guild Wars 2. The warlike charr have changed a great deal since they first appeared in Guild Wars, so their updated design had to reflect their more industrial culture. I thought we’d let Kekai get in the final word on the charr.
Q: Kekai, how did you approach the charr design for Guild Wars 2?
Kekai: My approach was simple: make the charr badass. And then make them even more badass.
Continuing the build-up to PAX East, Anet’s Andrew McLeod talks about his assigned area of GW2 game design: Crafting. McLeod takes the time to briefly guide us through the different Disciplines, the different ways to gather materials, and the crafting process.The article does not reveal too much depth, but it does reveal what seems like a pretty sound system in place. Hopefully not much of Anet’s favorite catch phrase will be necessary (to clarify, I mean “iteration”).
Essentially, there are 8 disciplines. 3 that deal with melee, ranged, or magical weapons; 3 that deal with heavy, medium, or light armors; and 2 auxillary: Jewelcrafting and Cooking. You can only have 2 disciplines at a time. There is an experience bar to gain more crafting skill in that discipline. There are no “gathering” disciplines. Simple stuff that comes pretty standard these days, right? Anet made some interesting tweaks to the normal, vanilla mmo crafting system.
To gear up for PAX East, the Arenanet blog machine has been spewing out updates and info on everything from new classes to old systems, especially for the purpose of showing exactly what they meant by an “iterative process.” In THIS article, Isaiah Cartwright takes a focused look at attributes in gw2 and how they have changed. Continue reading →
Ok, enough corny shenanigans. Let’s get down to business, I’ve waited too long to post this. Thanks to the powers that be (aka Arenanet, aka the provider for our Guild Wars 2 info addiction) have graciously dropped the embargo on the leaked GDC videos containing gameplay for the norn intro, the guardian and the thief professions. Continue reading →
Much shorter than Grenth’s counterpart of elite areas, the Fissure of Woe also technically has no “final boss” like the Underworld does with Dhuum. This land in mists has you trekking back and forth to different areas after you’ve taken the center temple. Afterward, Balthezar blesses you with the gift of glorious loot.
I’m finding it hard to find the time to do prophecies after my old characters (pre-deleting) had already finished the campaign, especially since this is the hardest to solo. Luckily a guildmate helped me out.