Friday 14 August 2026 Independent · No affiliate links · No sponsored reviews
N Noteworthy Online Games
HomeReviews › Guild Wars 2
No. 29 in The Noteworthy 50 · MMORPG

Guild Wars 2

The MMO that abolished the subscription, the gear treadmill and the reason to resent other players.

ArenaNet· 2012· PC, Mac, Steam

Guild Wars 2's foundational insight was that other players in an MMO should never be a problem. There is no kill stealing, no resource node competition, no loot contest — every player who arrives at an event increases everyone's reward. That single decision changed the social texture of the entire game, and fourteen years later its community remains one of the most helpful in the genre precisely because the incentives were set correctly at the start.

The endgame is horizontal rather than vertical. Ascended gear has been the effective ceiling for over a decade, so a player who stops for two years returns to a character that is still current. In a genre built on obsoleting your progress annually, that is close to heretical, and it is why lapsed players keep coming back.

Mounts and movement

The Path of Fire mounts deserve their reputation. Each has a distinct traversal verb — the springer jumps vertically, the skimmer glides over water, the griffon dives and swoops — and mastering them turns the world into a movement puzzle. No other MMO has come close.

The weaknesses are real. Large-scale combat is a wall of overlapping particle effects in which reading a boss telegraph is genuinely difficult. Build systems are deep but the game teaches them badly. And the expansion cadence has slowed to a smaller-scale annual model that not everyone loves. But the value proposition — buy once, own forever, no monthly fee — is unmatched in the genre.

What works

  • No subscription, ever — expansions are one-off purchases
  • Horizontal endgame means a break of two years costs you nothing
  • Open-world events are shared and co-operative; other players are always good news
  • Mount design and traversal are the best in the genre, no argument

What doesn't

  • The combat's visual clutter in large events is genuinely unreadable
  • Story delivery is uneven and the expansion cadence has slowed
  • Build complexity is deep but poorly explained in-game
  • The gem store is prominent and pushes cosmetics and convenience hard

The Catch — what it will cost you

No subscription is the real deal and has held for fourteen years. The compromise is the gem store, which sells cosmetics, bag slots, character slots and quality-of-life conveniences aggressively, and which has expanded over the years. Gems are also buyable with in-game gold, so a patient player can access most of it for free.
Who it's for: Lapsed MMO players tired of subscriptions, gear resets and having to log in daily.
MMORPGNo subscriptionCo-opExploration

If you like this

Review

Final Fantasy XIV

The best story in the genre, the kindest community in online gaming, and a subscription that earns itself.

9.2 Subscription No. 11
Review

World of Warcraft

The best raid and dungeon design in any MMO, sold on a subscription that keeps finding new things to charge for.

8.5 Subscription No. 12