Guild Wars 3’s approach to combat and movement is like nothing I’ve ever seen in an MMO before: ‘One of our big goals when we make a new game in the Guild Wars franchise is to set out and try new things’

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There are few things as exciting as the prospect of a new MMO. And when that new MMO is from ArenaNet, the studio that’s been focused on Guild Wars for more than two decades, the excitement is even greater. Having seen Guild Wars 3 in action at Gamescom, and spoken to game director Colin Johanson and lead combat designer Kevin Stocker, my excitement has been justified.

Just as Guild Wars 2 was dramatically different from its predecessor, Guild Wars 3 is not a simple sequel. It’s distinct from GW2, a very different kind of MMO, and one that even in the short space of time I spent watching it being played is full of novel ideas.

(Image credit: ArenaNet)

The first big change is in its setting. The clock has been turned back 1,000 years, and we’re heading to Orr—a land that in GW2’s era is a post-apocalyptic hellscape, but at this earlier point is a verdant wilderness teeming with spirits.

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Guild Wars 3’s approach to combat and movement is like nothing I’ve ever seen in an MMO before: ‘One of our big goals when we make a new game in the Guild Wars franchise is to set out and try new things’

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