
Guild Wars 2 is a strong Adventure/RPG that delivers where it counts.
89
Verdict
89%
Steam
90
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive Steam reviews (89% positive)
Active community with 5,587 concurrent players
Critically acclaimed (90/100 critic average)
Compelling narrative and story
Contains microtransactions
Guild Wars 2 is a free-to-play, massively multiplayer online role-playing game developed by ArenaNet and published by NCSoft. Set in the fantasy world of Tyria, the core game follows the re-emergence of Destiny's Edge, a disbanded guild dedicated to fighting Elder Dragons, colossal Lovecraftian-esque entities that have seized control of Tyria in the time since the original Guild Wars (2005), a plot line that concludes in the third expansion End of Dragons (2023). The game takes place in a persistent world with a story that progresses in instanced environments.

Runs well on modern hardware.
Last updated 8h ago
I’m not new to Guild Wars 2. I played at launch, reached max level, and only came back recently because a friend insisted, especially after my time with Turtle WoW came to an end. It felt like a good moment to revisit older MMOs and see how they’ve evolved. When I logged back in, my old character was gone. Honestly, I didn’t mind restarting, but it still felt like something that should have been better communicated. The biggest issue is onboarding. The game throws a massive amount of systems, menus, and currencies at you almost immediately while only explaining the basics. Everything beyond that feels like you’re expected to figure it out alone. Progression is the game’s biggest structural flaw. I reached level 80 after completing only a handful of starting and mid-level maps. That pacing is absurd. You massively outlevel content before truly understanding your class, the world, or the game’s systems. This completely undermines combat learning. The combat mechanics are genuinely excellent, but the game never forces you to learn them properly during leveling. You unlock skills faster than you can process them, so early combat becomes little more than spamming cooldowns, swapping weapons randomly, and steamrolling everything anyway. It works, but it feels shallow for far too long. Crafting progression is handled terribly. By the time I reached level cap, my professions were still far behind because the game provides no natural or satisfying way to level them alongside normal gameplay. Instead of being a meaningful parallel progression system, crafting becomes a separate grind after the fact. At that point, most of what you craft is already obsolete or irrelevant, which makes the whole process feel pointless and demotivating. Inventory management remains one of the worst friction points, especially for free players. Bag space is extremely restrictive, forcing constant trips to the bank and turning basic item management into a chore. Combined with waypoint costs and travel time, the game often feels like it wastes more of your time on logistics than on actual gameplay. Dungeon design may be fine mechanically, but the player culture around them ruined the experience for me. My first dungeon run was completely rushed by veterans sprinting through everything as fast as possible. Nobody waited, nobody explained anything, and if you fell behind, missed dialogue, loot, or map details, that was your problem. There was no opportunity to appreciate the dungeon itself, its atmosphere, or its story. It felt less like group content and more like being dragged behind people doing mandatory chores. The post-80 gameplay loop did not improve my opinion. The game immediately pushes you toward dailies and weeklies centered around event grinding, but as someone without mounts, traversing the world for these objectives is tedious and slow. Worse, many event participants barely engage with the content. Players swoop in, contribute the bare minimum for credit, and leave instantly. The cooperative open-world design that sounds great on paper ends up feeling hollow and transactional in practice. At no point did the game motivate me to push further into raids or deeper endgame systems. And that matters. If an MMO fails to convince a player to continue after they have reached level cap, tried dungeons, experienced open-world endgame loops, and sampled its progression systems, then “the real game starts later” is not a defense, it is an indictment. To be clear: Guild Wars 2 has excellent combat fundamentals, an immersive world, and one of the most alive-feeling open worlds in the MMO genre. The foundation is strong. But the actual player progression experience, from leveling to early endgame, feels fundamentally poorly structured. The game constantly gets in its own way through bad pacing, poor onboarding, disconnected progression systems, and community-driven optimization that strips the soul out of group content. I wanted to like it more than I did. But after giving it a fair chance, I simply do not think Guild Wars 2 respects a new or returning player’s time well enough to recommend it.
When.. When I play this game, there are two songs that remind me of. And both songs, I cherish most. "Traveler's Song" by Aviators. "My Gaming Life" by Arensky and Jon Becker. For a long while now, these songs have touched me deeply, close to home. And a while longer than that, I've suppressed myself just.. Just wanting stuff, desiring things for myself due to my trauma and troubled past. But having heard of these two songs? And both Big Brother and Dada are introducing me to the MMORPG genre? I wanted to experience what these songs sing of, and the love I've had for MMORPGs. So, I started jumping between multiple games to find that.. That one game that really does click with me. But, I never really found the one that really embraced me back, as much as I've cherished it. Astral Tale. Wynncraft. Genshin Impact. Even a few Roblox ones. Yet, none of them really got me fully. They lacked so many things this game had so.. Naturally, almost. The ones I've played before this. It was isolating. I felt alone. It felt lonely. Didn't feel like I belonged. Then I came across Guild Wars 2. Even when exploring for map completions, I get to interact with so many players. Sometimes of my own accord, sometimes they approached me. When I started playing, something changed in me, shifted little by little. Being part of its world and community really helped me feel confident and courageous. I started to believe that.. It was okay to want things. That I could move beyond my wounds, even if just a little bit at a time. My journey doesn't end just yet, as long as I'm still living. The game, and the people I met within it, helped me find some hope and healing. One time, I was trying to complete Kessex Hills and was stumped about how to get to the Togatl Grounds. Had been trying to find it for.. like.. what? Twenty-ish minutes? Then, some guy, a veteran from the looks of it, because they have a huge Mastery Rank. Asked me if I was looking for the POI, I was. And.. Took the time to lead me to it, the route was diabolical, and both of us laughed about it. For the first time? I didn't feel alone. It made me smile constantly. Each time I play, I really do look forward to it. This game has a community. Living, breathing, and caring community. But, not to mention the world itself, too. It felt as though I was really there, and my decisions mattered to the story. Every time I help out during its dynamic events, it feels like I'm actually contributing. Like I'm progressing. But it was the ending of the Core Story that really got me, when we're at Fort Trinity after we won the battle. Celebrating. Mourning. Living. Then.. This song started playing in the background. I fell in love with it. Cried, even. "Fear Not This Night" by Jeremy Soule and Asja Kadric. That song, the lyrics, the timing. It made me appreciate the game more. Actually, no. It's not a game for me anymore; calling it "just a game" feels disrespectful. I feel at home. So, ArenaNet.. And, GW2 Community. If you see this.. Thank you. For giving me a place where I belong. I look forward to my next adventure. ^^
probably the best social mmo out there right now that also has very hard competetive content. the economy is also very good and main source of getting money is just playing the game, not doing chores. there is almost 0 fomo . its very easy to leave the game and just come back in few weeks or months and just continue because you dont lose anything and you are not missing out on anything .
Reviews sourced from Steam. All reviews belong to their respective authors.
Data sourced from RAWG, Steam, IGDB, CheapShark, Wikipedia, HLTB, and GX Corner. Sources: rawg, steam, cheapshark, igdb, wikipedia.
All game titles, trademarks, and copyrights belong to their respective owners.