GW2: A Light in the Darkness

Wow. Just… wow.

I did the level 55 Personal Story quest: A Light in the Darkness a day ago or so, and it is one of the most awesome experiences I’ve had so far in not just this game, but my MMO history. Crazy good level design. Huge kudos to all the folks involved in creating this.

If I weren’t already a die-hard alt-holic, this would make me take quite a few characters up high enough just so that they could go through it too. I’d classify it along the lines of the sort of rousing heroic storytelling sort of on-par with the Nightfall ending and the Eye of the North finale, so you can have an idea of whether you’d like it or not, if you’ve played the original.

It’s the sort of thing that makes me feel “oh no, I’m getting near the end of this great story, and I really hope GW2 comes out with another chapter, another sequel, another expansion soon, cos I want MORE, dammit.” (Yeah, barely one week into the game’s launch, realistic, much?)

Some spoilers follow, so be duly warned:

When you see such a grand painting on the loadscreen for the mission, you know you’re in for something really special.

Essentially, A Light in the Darkness sets up foreshadowing for (I presume) the eventual moment that you hit level 80 and get to go to Orr and Arah and (maybe) confront Zhaitan.

Just as the Ringbearer seeks out Galadriel for a vision of the future, you seek out the Pale Tree for a vision of the future by entering the Dream (which is ever so slightly more hazardous than looking into a bowl of sacred water.)

There’s some wonderful storytelling and voice work. The NPC companion whom you would have met in an earlier part of the story narrates the history of Orr as you progress through the map, mentioning key characters like Vizier Khilbron’s reading of the Lost Scrolls to stop the Charr invasion (which caused a Cataclysm that sunk Orr) and it immediately made me want to run back to Guild Wars 1 to see the Vizier again in the missions where we meet him, and check out all the references in the first game.

God, I love GW lore. Those of you coming into GW2 completely new to the world don’t know what you’re missing. (Take some time to work through GW1 later, if you can.) The lore bible is thick and goes back way more than 250 years in history and there are all kinds of references all over the place, ArenaNet pays so so much attention to immersion.

Speaking of which, this was the first time my Charr, who has been primarily staying in human and Charr zones working to help the peace treaty to stay more or less RP background and lore-appropriate, got to the Sylvari areas. And got to see Ventari’s tablet. (Screenshotting it was not easy, the stupid camera still needs some work done on it.)

It looks like the real deal, all right, and if you bothered with a New Krytan translation, you’d see that someone took the trouble to inscribe the tenets onto it.

I only bothered to check the first two lines, “Live life well, and fully, and waste nothing” and “Do not fear difficulty. Hard ground makes strong roots” so the rest of it could be an ad for dish soap as far as I know, but I doubt it, GW loves their lore. (The rest of the tenets can be read by referring to the Ventari Tablet wiki page.)

When you’re in the Dream, Arah looks glorious. Golden foggy and far away, but glorious. I can’t wait until I can get there for real, and see what has happened in the wake of the Elder Dragon, which I guess, is the point of setting up the foreshadowing.

There are a couple more optional conversations with Dream reflections of Destiny’s Edge, which allude to the storyline in the book, and explains a little more on why they’re all so screwed up now.

In a way, it’s very clever. One needs signature characters in an MMO in order to have some lore, but the signature characters, if too heroic, are always in danger of overshadowing the player character, making the player feel like Gandalf’s errand boy or playing a second-string story alongside the real protagonists’ stories.

GW1 lucked into avoiding this when players developed a fondness for Gwen, a happy child who hero-worshipped the PC in the tutorial (so we still feel important) and a general tragedy befell everyone, making folks wonder about her fate. Then the clever writers decided to revisit her and screw her up a little by the time we meet her again all grown up. A good story is all about characters who change, in significant ways.

In GW2, we have a merry band of adventurers, who, opposite from stereotype, are no longer all together and one big happy family. Quite the opposite, they’re all at each other’s throats, and while it would be a pretty grand culmination to see them working together to defeat the dragon -based on you, the exceptional hero actually managing to resolve their differences – some days, it feels like you’re never really going to get to that point. We’ll see. (I attempted Twilight Arbor storymode a while ago and -somebody- ran away again. My Charr bias is showing.)

There’s a rousing general’s speech and a grand melee involving the three combined Orders of the land and a couple of undead giants (remember giant of Nageling? Corrupt it, then x2, but scale it down somewhat for being on your lonesome.)

This is not the whole vista of what happens, just a small portion I cropped, so as not to completely spoil the effect. Just x2 to get a little closer to what happens.

I never fail to be awed by the number of NPCs, friendlies and enemies, this game can put out at any one time. And really, why not? I’ve always thought more MMOs should give a player more NPC allies. If you’ve a support or healing focused build, this may give you more a fighting chance, and the downed/defeated/revival mechanic means that even if smashed into the dirt, you can still get the NPC up again and it’s not the end of the world, game over, repeat escort mission and curse the NPC AI.

Some of the Orrian mobs also reminded me of Enchanted Weapons of GW1 fame. That’s all you see of them, their weapons. Egads, so you sort of end up guessing their class/skills, moving out of their attacks and prioritizing through guesswork based only on that. On the bright side, they drop heavy bones. I haven’t seen much of bone chips and bone shards and their ilk, it’s probably the zones I’ve been staying in, but I really want them to craft armor with stats I want.

And at the very end of the entire vision, you see this,

as the most spectacular Jeremy Soule music begins a triumphant heralding as you finish one last conversation with the Pale Tree’s Avatar, who tells you, it is time to face The Gate Guardian.

Ascending more steps into the golden glow, and it really is like Ascension in a sense, where you’re symbolically confronting some manner of guardian being (though not a doppelganger in this case,) you see It as a silhouette in the distance as the music swells to a crescendo, leaving you charged with maximum awesome.

It was one of the most spectacular fights ever, thanks to all the buildup. Also, thankfully, not too difficult, as it would really have ruined the whole experience if I had to keep restarting from a checkpoint. Just watch for the queued up big attack, avoid it, and one should be fine.

And just when you think it cannot get any better than this and the Dream ends and you’re back to “reality” in the Pale Tree’s Grove, they give you the absolute kicker of a choice.

Big big spoiler warning in the following pic, watch out:

Oh god. Your metagaming self knows -exactly- what is going to happen. Your worst fear is the one that is going to come to pass. That’s what choice picking in this game does, after all, it sets up the branches of your storyline.

It’s beautiful storytelling. How can you be a hero, a proper changed hero with a character arc and all, if you do not confront your fears?

There is no best choice. They’re all bad, in a good way. Potentially devastating to the character, but awesome roleplay story potential and sets up crazy anticipation waiting for the shoe to drop.

Immediately I want to make more alts so that I can see all the branches of the storyline again, dammit. I hope their maximum number of character slots is a really high number.

For the record, I’m playing a paladin-like goodhearted compassionate Guardian on this playthrough (he even helped the Skritt cos they’re so cute, even though most Charr must think of them as little thieving pests), so I went with the first choice. It’s going to set me up for tragedy later, I’m sure.

I’m dreading the arrival of that fate already. (But in a really good way.)

GW: The Villainy of Galrath, Then and Now

Continuing on our Wayfarer’s Reverie tour of Tyria, we have a representative image that never fails to send a little thrill of memory through me:

What? A swamp? Yep, along with the shrill neighs of Necrid Horsemen, and the ominous robed skeletal silhouettes of Zombie Warlocks and Damned Clerics.

You see, I’ve always thought of Villainy of Galrath as one of those oldschool fiendishly epic marathon quests. The problem stemmed from its introduction. You can get the quest in Lion’s Arch, the moment you arrive in town somewhere near the first third of the Prophecies chapter. You’re probably not even level 20 yet. Certainly not Ascended nor done with the main story yet.

And if you were as ignorant as I was, you’d never even heard of the Temple of the Ages – which is the best outpost to hit the Wizard’s Tower with.

No elaborate Guild Wars wiki to explain everything in those newbie days either.

And like a trusting fool, you assume that if you can get the quest, that means the game and MMO think you’re ready for the attempt. And so you collect your henchmen (heroes? what are those?) and follow the green arrow directly out of Lion’s Arch. (It’s where you got the quest from, after all.)

And it turns out that if you do it that way, you have to cross North Kryta Province, Nebo Terrace, Cursed Lands and the Black Curtain, before even hitting Kessex Peak where Galrath is.

With only five level 10 henchmen to assist you.

And in those days, your skill bar only had Core/Prophecies skills available to you, and probably only half of those since you hadn’t even gotten through the entire chapter or skill captured much yet. (There was the old way of skill capture too, where you had to wait for the mob to begin casting the spell you wanted, and then and only then hit the signet of capture.)

In other words, it was a grand adventure of epic proportions and much death penalty.

June 2005 – Ranger/monk with ridiculous random build, and henchies – doomed to fail

The pastoral countryside was never really much of a problem. Yeah, there were many accidental aggros of Tengu hordes since one never had the patience or the knowledge to wait for patrols to separate. There was the occasional whupping by fire imps (damn elementalist dps.) But one got through it.

It was in the swamps of Cursed Lands that things started getting hard. Crossing two zones was already quite marathon-y, and now one plunged into the slough of grim plague green despair. Trying to fight undead with levels all in the mid-teens with level 10 henchmen is not the easiest thing in the world. No such thing as flagging the party either, so one ran ahead and hoped for the best.

Many a time the attempt to reach Galrath died stillborn in those black marshes.

Gritting one’s teeth and steeling oneself, one would force oneself to run through the two precursor zones again, wondering when it would ever be possible to push through the fog of this swamp, and how many more zones it could be before reaching the tower?

I honestly don’t remember if I ever reached it that way.

I do remember once teaming up with another player or two and we got much much further into the Cursed Lands than I had ever gone by myself. At the time, it was an absolute thrill to be exploring virgin territory, so to speak. We may even have made it into the Black Curtain. Where I think we subsequently got lost, turned around and wiped. The group broke up shortly after, and I was back to hitting my head against the mud with too low level henchmen.

Several years down the road, after conquering Thunderhead Keep which I had stalled at, running through various chapters, I must have taken on Villainy of Galrath and succeeded. With heroes, better skill builds and knowledge, it was a non-event, I don’t even recall any specifics, just getting it done and marveling at the difference between then and the old beta days.

And then there is now.

Map to Temple of the Ages, load up on 7 heroes, tapdance through Black Curtain and jog through Kessex Peak, fondly remembering trying to pop Shadowy Essences off Fog Nightmares for Nicholas the Traveler.

This corner turn is etched into my memory. Too much farming, I’d say.

See the horde of red dots on the radar.

Shrug and charge like a madman into the whole morass shouting “There’s Nothing to Fear!” and “Save Yourselves!” while flinging Pain Inverter left and right and let the heroes do their thing. Normal mode, after all.

Their reaction? “!!!” (Thanks, Gwen.)

Then proceed to happily rotate 360 degrees on the hilltop like a National Geographic cameraman, wondering what the best angle would be and whether a panorama shot was possible. (Alas, it wasn’t. GW imposes some kind of perspective angle when looking up or down, making it impossible to overlap screenshots in its entirety. This and the featured image above will have to do.)