@Red Signal, You need to pay to buy the base game but you get four free character slots (you can create up to four, but delete them to regain a slot) and you can unlock more by paying money or buying new campaigns. You can try out different classes in each slot. This is for GW1 though, GW2 will likely be similar though.
Guild Wars 2 Updated Q&A - New Combat, New Changes, and the Elementalist Class
We get the first details on Guild Wars 2's overhauled combat system, profession system, and the elementalist class.
While the original Guild Wars' unique combination of action role-playing and strategy was first introduced some years ago, developer ArenaNet has quietly been working on the sequel. Now, the studio has finally begun to take the wraps off Guild Wars 2. Lead designer Eric Flannum sits down with GameSpot to discuss the nitty-gritty details on the sequel's improved combat system, its changed profession system, and one of the game's returning professions, the elementalist.
GameSpot: We understand that Guild Wars 2's combat is being enhanced beyond the strategic skill choices of the original game. For instance, tactics such as careful positioning and combination attacks from different professions will play a stronger role. Can you elaborate?
Eric Flannum: When we say we want positioning to matter, what we really mean is that we want tactical awareness to matter. If, for example, you are using a skill that hits all targets in a straight line, you'll want to line your targets up for maximum effect. A spell that affects a cone-shaped area may need to be aimed in such a way that the middle of the cone is between two targets in order to hit them both. Some skills encourage positioning by providing bonuses if you attack an opponent from the side or rear, so flanking your opponents will matter. A character built to inflict damage at medium range needs skills that will keep opponents from closing the distance as well as those that let him close with long-ranged foes. We want to reward players who are able to maintain good tactical awareness of a situation and can maneuver to take advantage of it.
Combination attacks definitely play a role in this. For example, when an elementalist uses the static field ability, it will create a circle of electrical energy that will damage and stun anyone entering or exiting it. A warrior who uses his rifle to shoot through this circle will charge up his shots, dealing additional damage. If the warrior is to take advantage of the situation, he'll need to position himself to shoot through the static field.
GS: We also understand that weapon selection will greatly change the way different characters perform in the game--certain weapons will affect not only the speed, damage, and types of attacks characters can use, but also half of their 10-slot skill bar. How will choice of weapons affect gameplay?
EF: The first five skills on a player's bar are tied directly to what they're holding in their hands. If I am an elementalist and I equip a staff, my first five skills tend to be skills that are effective at long range. If I equip a scepter or focus [item], then my skills will change to shorter ranged skills. A different profession wielding a staff will have a completely different set of skills to play with. Most professions can equip two weapon sets and switch between them for greater versatility.
GS: And will your characters also gain situational abilities depending on their environments? What are some of the environmental skills and combat powers players will pick up in the right place at the right time?
EF: I've talked about how your weapon affects your first five skills. Well, that system extends to anything that you hold in your hands. For example, picking up a boulder will let you throw it, while grabbing the controls to a catapult will let you aim and fire the catapult.
There are a ton of cool environmental weapons already in the game, and we're adding more of them on a regular basis. We've got an enemy called the Jotun, who wield these massive swords in one hand. They will sometimes throw these huge swords at players, and if they miss, players can grab the sword out of the ground and use it themselves (of course, it's a two-handed sword to a player). One event requires you to protect some beehives from a ravenous bear; if you succeed, you might be able to acquire a jar full of angry bees that you can throw at a target. An elementalist can summon a fiery sword from the heavens that others in their party can use. Each profession is also capable of doing different things with some environmental weapons. An elementalist who picks up a boulder can not only throw it, but can also launch it into the air to have it come crashing down as a meteor.
GS: We're sad to hear that the secondary profession system from the original Guild Wars will not appear in the sequel--instead, players will choose only a single profession. Why go in this direction?
EF: We did have secondary professions in Guild Wars 2 for a time before we decided to remove them. We found that they complicated the game a bit too much and also restricted how unique we could make each profession. For example, elementalists can attune [themselves] to the different elements, which will change their skill bar. This gives them an added layer of complexity that wasn't meshing well with how we wanted the warrior to play. With the addition of racial skills, we found that we just weren't getting enough out of secondary professions to justify the complication and balance issues they add to the game.
Review Scores
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Game Info
- Release Date: Aug 28, 2012 (US)
- ESRB: TTitles rated T (Teen) have content that may be suitable for ages 13 and older.
- Release Date: TBA (US)
- ESRB: TTitles rated T (Teen) have content that may be suitable for ages 13 and older.
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