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Guild Wars: Eye of the North

2007

  • role-playing (rpg)
  • strategy
  • adventure
  • action
  • fantasy
  • historical
  • single player
  • multiplayer
  • co-operative
  • massively multiplayer online (mmo)

The story

Guild Wars: Eye of the North is the first expansion for Guild Wars with content geared exclusively for level 20 characters. Return to the battle-scarred continent of Tyria, the home of the original Guild Wars game. There, old friends await, ready to assist you in settling past scores. But an even greater threat looms... The land has erupted, spewing forth a race of beings with only one thought—destroy everything. Win or lose, your actions will set the stage for Guild Wars 2.

What it’s like

Icy, wind-scoured wastes under a pale, washed-out sky, with snow drifting across broken stone and the glow of blue crystal and torchlight cutting through the cold. The art direction leans on fantasy-painted vistas, stout dwarven fortress interiors, and the hazy green-blue of frozen tundra, while the soundtrack moves between swelling orchestral brass in battle and quiet, windswept ambience between fights. Combat is fast and tactical, built around skill bars, grouping, and the satisfying crunch of a well-timed assassin strike or a tank holding the line against undead. Its vibe is brisk, earnest, and mildly grim, suited to a weekend session with friends on voice chat or a solo evening of steady progression with a snack close by. The pacing is brisk and mission-driven, with long stretches of steady grind punctuated by boss encounters, and the emotional register stays light and warm: old comrades reunite, rivalries are settled, and the cast's arcs bend toward loyalty and reckoning. Violence is frequent and stylised, with swords, spells and creatures dying in bursts of colour rather than realistic gore, and some fear comes from the ambush and swarm encounters. It suits players who want co-operative fantasy combat with a cold, atmospheric backdrop and a sense of progression.

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