Introduced throughout Summer season Recreation Fest earlier this summer time, Guild Wars 3 is the latest entry within the long-running sequence from ArenaNet, and the primary new recreation from the studio in over 14 years. As a really long-time Guild Wars fan who began with the sequence all the best way again for the reason that authentic launch and an everyday participant since, evidently, I used to be personally actually excited but additionally a bit nervous, in a means. The gaming panorama of the late 2020’s seems a lot completely different now in comparison with that of 2012. How does a brand new MMORPG — a designation in itself that many studios and publishers have seemingly strayed away from lately — even match into the gaming sphere of at present?
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Of their announcement trailer, ArenaNet confidently declared Guild Wars 3 a “fashionable evolution of the MMO”, and through Gamescom 2026 I had the chance to attend a digital preview session with Recreation Director Colin Johanson and different members of the event workforce to see the primary gameplay footage of the brand new title in motion.

‘Pleasure of Motion’ and Momentum
On the very begin of the preview session, considered one of two key features was instantly zeroed in on: Pleasure of Motion. In theme with this aim, in our session we acquired to see about 11 minutes of early alpha footage of the sport, centered on exploration and fight gameplay. To obviously set the stage for what was proven, the footage was pre-recorded and depicted controller-based gameplay. No menu or different UI parts had been proven apart from a fundamental HUD and a small variety of environmental tags like enemy well being bars and nameplates — so no construct menu, map, social (guild/get together), or stock screens.
A segmented well being bar was centered on the backside of the display screen, with three blue endurance pips above it. To the underside proper had been three talent icons, mapped to the face buttons of a controller (ABXY mapping). Just a few different contextual icons had been additionally positioned in the identical space, together with just a few further keybind icons mapped to the shoulder buttons. All different sections of the display screen didn’t have any UI parts, and Colin reiterated that these visible parts had been very prone to be refined afterward. Even when placeholder, it was extremely fascinating to see a comparatively clear UI after years of getting used to the interfaces of Guild Wars 1 and a couple of. Colin ended up spending time each throughout and after the gameplay preview describing how ArenaNet is taking an specific focus to attempt to talk the required gameplay data to the participant whereas additionally pulling as a lot data ‘out of the UI’ as affordable.
The gameplay was proven from the attitude of a Warrior wielding a sword and protect, with a Necromancer additionally becoming a member of partway by way of (within the later Q&A session, Colin additionally confirmed Ranger as a playable occupation). The Warrior character instantly mantled over some environmental constructions, together with operating up partitions vertically as revealed within the preliminary trailer. From a better vantage level, the town of Arah was proven within the distance. Identified to Guild Wars 2 gamers as a drowned and decrepit metropolis stuffed with Risen corpses, the temporary glimpse of Arah right here was proven with a white/alabaster motif considerably harking back to Amnytas, but it surely wasn’t proven off. A close-by outpost of “Warden’s Watch” was additionally proven as the start line of the participant’s story. The atmosphere itself was a verdant inexperienced grassland with some stone constructions dotted round, and a few inside temple environments had been additionally proven later.
One of many preliminary motion abilities we noticed was that of Gliding. Whereas very acquainted to gamers of Guild Wars 2, the gliding right here was proven as being “powered by momentum”, with the character pitching their glider left and proper as they descended from a better vantage level. Colin emphasised that momentum is a elementary part of the sport, the place the pace constructed up from one ‘motion mode’ will transition as gamers bounce, glide, after which run up partitions as a seamless transition. Key features of this had been proven throughout the demo, with the participant aiming their descending glider to a cliff face after which instantly mantling up it. After years of changing into accustomed to the gliding in Guild Wars 2, having the ability to financial institution and dive with the glider deployed nearly appeared unlawful.

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Fight, Multiplayer, and Customization
Past the ‘Pleasure of Motion’, the demo then went to attach this technique to the second key focus of Guild Wars 3’s gameplay, fight. The primary fight encounter proven was towards a pack of dinosaur-like raptors. The main focus right here was exhibiting how participant momentum is utilized in fight, with the 2 major examples right here being a form of dive-bomb assault that could possibly be used whereas airborne (from gliding, as an illustration) to influence enemies beneath the participant on the bottom, alongside a form of Kick talent obtainable to Warriors that ‘Knock’s close by enemies away. For what it is value, the opposite two participant talent icons proven on the display screen appeared to be a form of upward launch of the participant (presumably to offer altitude for extra dive bomb assaults) and a talent that ignites close by weapons on fireplace. The elite talent Rampage was additionally proven, described as permitting the warrior to knock round bigger enemies that in any other case would not have the ability to be moved round in that means.
The fight itself is difficult to explain, however the very best level of reference to start out can be the action-camera mode of Guild Wars 2. The participant was centered in the course of the display screen with a white reticle simply above them. There was no lock-on or tab goal fashion interface proven within the gameplay preview, solely the well being bars beneath the enemy nameplates. Particular abilities had been proven impacting the enemy fashions, knocking them down or again and interrupting their assaults, whereas fundamental sword swings merely did a base stage of injury.
Within the second fight encounter, a scythe-wielding Necromancer joined the Warrior participant. A beforehand deserted temple to Dhuum (who on the time of Guild Wars 3 had solely lately been overthrown by Grenth) was being inhabited by an enemy faction often known as the Mavenwrights. This was used to exhibit combo talents, such because the Necromancer utilizing the Warrior’s protect like a springboard to realize peak and momentum. This battlefield was additionally used to exhibit utilizing the terrain in fight encounters, comparable to knocking enemies off excessive locations so as to shortly defeat them.
A ‘burner’ kind veteran enemy was proven with a magical backpack weak level that the Warrior and Necromancer duo centered on to shortly dispatch the boss (who died as soon as it exploded). Throughout this part of the sport, Colin went into some basic particulars about how customizing a participant construct for particular enemies (comparable to spiders weak to fireside) is a design aspect that the workforce has centered on, particularly calling again to Guild Wars 1 fashion buildcraft. Within the later Q&A bit of the preview, Colin mentioned that whereas particular particulars are nonetheless being determined, sure areas of gameplay could have extra freedom than others for altering these types of attributes ‘on the fly’, comparable to open-world kind areas having fewer restrictions than one thing like dungeons. Within the spider instance, the Warrior’s fireplace talent could possibly be used to counterplay the spider webs that will in any other case sluggish the participant down. This talent additionally ignited the weapon of the allied Necromancer as effectively, for instance of group synergy.
One different factor that was mentioned briefly was the deliberate give attention to having “much less UI” on the display screen. Colin emphasised attempting to speak fight state with out having to depend on too many tooltips, comparable to enemies being frozen right into a block of ice if sufficient gamers stack cold-attribute circumstances on a single goal. He additionally re-emphasized how Guild Wars 3 is specializing in having significant fight between the tightly-knit party-based expertise of Guild Wars 1 and the various dozens of gamers in a fight encounter towards a world boss of Guild Wars 2 — he casually talked about a cap of “about 20 gamers” as essentially the most that will ever be on display screen at anybody level throughout fight. It was very clear from the demonstration that Guild Wars 3 is intentionally attempting to land between the scales of gameplay methods of the earlier entries, partially in service of supporting all three video games far into the longer term.

“We Will Fearlessly Cost Ahead, Attempting Wild Loopy Concepts”
Whereas the demo was temporary and really centered in scope, I believe it served as a very good slice for platforming ArenaNet’s objectives with Guild Wars 3, and I got here away from it feeling fairly optimistic. I, in fact, walked away with a number of particular lingering questions and craving to see extra key parts like tools and equipment units or traits or social parts or extra populated metropolis environments and NPC interactions and a dozen different issues. However I believe for introducing the philosophies from which ArenaNet is approaching improvement with just a few fundamentals, this demo was profitable and confirmed a excessive stage of polish regardless of clearly being a piece in progress.
Because the session was closing out, Colin went into element about a few of these philosophies that ArenaNet is carrying from Guild Wars 1 and a couple of into Guild Wars 3, particularly about attempting to attenuate friction between gamers, with the important thing idea that encountering one other participant on the earth will at all times “make the sport higher”, specializing in the multiplayer combos that turn into accessible when gamers come right into a single place, even when unplanned. Colin closed out his candid solutions by recognizing that ArenaNet really believes that now could be “actually good timing” for a brand new and modern MMO, whereas reflecting on the restricted variety of profitable MMOs seen within the final decade and particularly mentioning video games like World of Warcraft, Closing Fantasy XIV, The Elder Scrolls On-line, and Star Wars The Outdated Republic. He says ArenaNet is positioned to fearlessly cost ahead and check out one thing new, even when “some issues do not pan out.” It is clear that ArenaNet is in no way afraid to proudly name Guild Wars 3 an MMO whereas concurrently looking for to ship one thing that stands aside from what individuals could affiliate as conventional MMO experiences.
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“Minute-to-minute gameplay in an MMO has stagnated”, Colin exclaimed in considered one of his final solutions, itemizing that perception as probably the most essential challenges that ArenaNet is attempting to deal with with Guild Wars 3. The opposite key facet was the notion that MMOs have a “getting ready to have enjoyable” window related to the style that forestalls many gamers from even approaching these sorts of video games in any respect. He coupled these with the prevailing studio philosophy that gamers shouldn’t be demanded to be “within the recreation 24/7 to remain related” as a form of walking-away level that future demonstrations will proceed for instance ArenaNet’s method right here.
This would possibly not be shocking to anybody who’s adopted ArenaNet for any size of time, however I discovered myself coming away from the preview feeling mainly contaminated by Colin’s optimism. He got here throughout as somebody really obsessed with what’s being constructed right here, whereas coming from a place that has seen each main successes and a few important shortcomings from earlier swings (together with some misses) the studio has taken prior to now. This ardour and confidence alone has me rooting for ArenaNet to succeed right here, even when what we have seen to date continues to be solely a small fraction of what is being labored on.

Every little thing Else We Discovered
- The spirit creature proven within the trailer is called a Rootrunner.
- A glowing orange merchandise drop was proven throughout the gameplay however not picked up, a brief brilliant pillar of sunshine, Diablo-style.
- White symbols with a gold coin had been additionally current, presumably placeholders for foreign money pickups.
- A vael-sprite was summoned throughout the gameplay as an ally to light up darker areas.
- It appeared like Gliding could possibly be used mid-combat.
- Guild Wars 3 could have each PvP and “high-trust dungeon-like” experiences, to be shared extra sooner or later.
- There’s a stamina system that can restrict the quantity of motion obtainable (comparable to wall-running or gliding).
- The Necromancer could have a momentum-based scythe assault that travels additional the extra momentum the Necromancer has, can even lifesteal.
- Necromancers could have Necrotic Traversal as a motion means.
- A Ranger with a bow can slow-fall by capturing arrows as they fall from an elevated location.
- Rangers could have a ‘Polar Vortex’ talent which different gamers can use to realize altitude and get cold-attribute on their weapons.
- Abilities could have each a recharge part (a timing-based cooldown) and a few form of power/price part, however methods are nonetheless being finalized.
- The ArenaNet ‘Megaserver’ structure will work in a means that appears similar to Guild Wars 2 — with dynamic world shards spinning up and down as wanted, although he talked about the dearth of loading screens will make it work barely in another way (“it is far more advanced”).
- The Guild Wars 3 workforce is the most important workforce at ArenaNet (~350 individuals on the studio in complete) and the sport has been in improvement for 4 years.
- Guild Wars 2 will proceed to ship new updates “far into the longer term”.