| Guild Wars Factions |  | From: NCsoft Category: Video Games
List Price: $29.99 Buy New: $8.75 You Save: $21.24 (71%)
New (27) from $8.75
Avg. Customer Rating: 70 reviews Sales Rank: 1683
Platform: Windows Xp ESRB: Teen Media: DVD-ROM Edition: Standard Autographed: No Memorabilia: No Batteries Included: No Age: 12 - 20 years Operating System: Windows XP Shipping Weight (lbs): 1 Dimensions (in): 0 x 0.1 x 0.1 Legal Disclaimer: Warranty does not cover misuse of product.
MPN: FG-XP-GW2ST-001 UPC: 875646000017 EAN: 0875646000017 ASIN: B000ELW4D6
Release Date: April 28, 2006 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Condition: New - Shrink Wrapped with Factory Seal, Shipped within 1-2 business days, emailed confirmation
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| Features:
| • | Hundreds of new creatures, guild halls, skills and more | | • | Two new professions: the deadly Assassin and the necromantic Ritualist | | • | A whole new continent, Cantha, either connects to the lands of Tyria or stands on its own | | • | Guilds band together into alliances to gain control of towns and access exclusive Alliance Missions | | • | New game types include missions with ranked scoring and large-scale Alliance vs. Alliance battles |
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| Editorial Reviews:
Product Description Guild Wars: Factions is a stand-alone adventure you can play independently or as part of the Guild Wars world. The stand-alone Guild Wars: Factions is the second campaign in ArenaNet's massively multiplayer online role-playing game. Explore an entire new continent, with a wide range of professions, skills, missions, and monsters. There are also new options for Cooperative and Player-versus-Player (PvP) play, and enhanced features for guilds.
Amazon.com Product Description When NCsoft released the original in 2005, it promised a revolution in Massively Multiplayer Online games: an online game with no monthly fees and completely standalone expansion packs. With simple gameplay, and endless multiplayer and solo options, the first game gained a devoted following of experienced and new players alike. Exactly one year later, Guild Wars Factions widens the horizons of Guild Wars, almost doubling the size of the world. The expansion pack offers whole new worlds to explore, and it doesn't require Guild Wars to play. Players can explore the new continent of Cantha by traveling from the lands of Tyria or they can travel in Cantha alone--and even those who only own one of the Guild Wars games can invite their friends to join their questing areas and share the game content without forcing each other to buy the other game. 
Cantha's elegant castles house both beauty and intrigue. View larger. | 
Exotic new armor sets, faces and hair styles offer even more unique character options to players. View larger. | 
Hundreds of new monsters await in 50 new quest areas.View larger. | Cantha's Warring Factions The expansion pack adds whole new ways to experience the game: alliances and factions. In Tyria, players banded together in small guilds and warred against each other, but Cantha is a land of much more complicated politics. Guilds can join together in alliances, align themselves with one of Cantha's two warring factions, and battle other alliances to gain and hold territory. The epic Faction Battles can change the face of Cantha in real time, shifting borders and changing the control of entire cities and towns as battles are won and lost. The Battle Isles play host to most of the new Player vs. Player content, providing alliances a huge battlefield to supplement the Tyrian arenas. 
Player versus Player combat reaches a new dimension with massive Alliance Battles.View larger. | Alliances will also have access to two new kinds of missions, Alliance Missions and Elite Missions. Alliance Missions feature multiple teams battling for control over resources and strategic locations, earning faction points for their alliance. The best and most powerful alliances can venture on Elite Missions, which are designed to be the ultimate challenge for even the most experienced teams. New Player Options Solo players have not been neglected either, and those who choose to remain separate from alliance and faction politics still have a lot to enjoy in the expansion. Two new professions are available to the denizens of Cantha: the deadly Assassin and dark Ritualist. Assassins wield daggers with fatal precision and can teleport to strike down enemies up close, while Ritualists summon the spirits of the dead to control the battlefield. New faces, hair styles and armor sets give the two new professions their own distinct look, evoking the exotic feel of Cantha. To allow players to experience the new professions without deleting their old characters, four extra character slots will be added to players who have previously existing Guild Wars accounts. 
The Assassin emerges from the shadows as a playable profession in Factions. View larger. | While the level limit has not yet been raised from 20, players who still love the six professions from the core game have not been forgotten. Dozens of new skills are available for the older professions as well. Players have more options than ever before, and the new story missions and quest areas will test their ability to adapt to new styles and situations. Hundreds of all-new weapons, items and pets offer characters a huge amount of customization, and a new mission type will put each player's skill to the test. Challenge missions are cooperative missions with scoring objectives, and NCsoft will post the highest scores and display the rankings in-game, adding a new competitive element to the game that doesn't require direct combat. NCsoft has taken care to cater to their entire player base with Guild Wars Factions. Team players have new options that range from Braveheart-style mass PvP battles to the online RPG version of organized sporting events. Solo players and lone wolves have plenty of character customization to play with as well as the continuation of the Guild Wars story. Even those who only own Guild Wars Factions or Guild Wars can expand their game experience by sampling the content with players who own the other game, making Factions an expansion in the true sense: it broadens the horizons without being essential to enjoying the complete game.
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| Customer Reviews: Read 65 more reviews...
AWSOME December 24, 2008 I love Guild Wars and was very happy that you have it for sale. I had went to so many different stores and websites and overall your's was the lowest price which was wonderful! Thank you for your great service! Loyal Customer, Tianna Brady
Great new GW campaign December 7, 2008 Factions adds another two professions to the Guild Wars universe, and tens of hours of extra gameplay. The new assassin profession is a ton of fun to play, and the plot is pretty good. I enjoyed this game quite a bit, and there's no monthly fee to worry about. The interface is clean and easy to use, and the game will run on most computers, even those with only modest specs. The combat system is great and the game is not difficult to learn at all. For anyone looking for a great PvP experience, this game/series is where you should start. But never fear PvE players. This game has more than enough for you as well. Overall, this is a great game.
Solid, but not for the beginner September 27, 2008 1 out of 1 found this review helpful
Factions is the second game in the Guild Wars series. It can stand alone, like its predecessor (Prophecies). But it's unlike the first game in many respects.
The most obvious difference is the difficulty. Prophecies starts out slowly, with an extended tutorial and a slow leveling curve. You can make it halfway through the story before hitting the maximum level of 20, and it can take quite a few hours to do so, since you'll go through numerous story missions along the way.
Factions has a brief tutorial, which you can choose to skip -- then it drops you into the middle of the action. You run into higher-level creatures more quickly. Quests are more difficult, in general. They also offer greater rewards, both in experience and in gold.
By the time you leave the starting island, you'll have done two story missions. If you've done other quests on the island, you can easily be somewhere between level 17 and level 20. And this can take as little as three hours or so.
Aside from that difference and its Asian theme, Factions is more developed in subtler ways, too. There are two new classes, the assassin and the ritualist. (These can be taken "backwards" to Prophecies, if you own that game, as well as to the subsequent Nightfall or Eye of the North.) There are different henchmen. There are different monsters (mostly more difficult ones). There are different skills to find, many of which are less straightforward than Prophecies skills -- a skill might have an extra effect only in certain circumstances, for instance. Finding synergies becomes even more important.
The story is surprisingly solid -- a mysterious plague is spreading, and you quickly track the cause to a long-dead traitor, now returned. It's classic fantasy material, but some of the twists it takes from there are a bit less predictable.
Factions is probably the least forgiving of the three campaigns for new players to start in, but an experienced player will find it the quickest starting point, and there's a lot to like. The main downside is that the henchmen are no smarter than they were in Prophecies -- the "hero" NPCs of Nightfall are far superior.
Pffft - No Thanks! September 14, 2008 0 out of 2 found this review helpful
I gave this a one because the graphics are good, but the game itself fell extremely short of my expectations. If you want action without complication, try Runescape ... the game leaves my character stranded and me confused. Sorry to all the GWF lovers but this game blows.
Guild Wars Asia September 11, 2008 First the basics: this is the second chapter of the Guild Wars series. The first is now called "Prophecies" (Guild Wars).
Despite the sound of that, this chapter, as well as the one following this one called "Nightfall" (Guild Wars Nightfall), are independently playable chapters that do NOT have any prerequisites. In other words, you don't need to have the first chapter to play the second chapter, etc.
Also like the other two chapters, there is NO MONTHLY FEE for playing Guild Wars. Just pay them once for the game and connect to play as often as your family members will allow.
Now for the things that you typically don't find from other reviews: the game itself is based on an East Asian (blend of Japanese and Chinese influences) motif and offers an interesting alternative to the typical fantasy setting that is usually based on old Europe. Characters, as well as the various locations and background, have an East Asian look about them. Names like "Jatoro Musagi," "Yijo," "Jamei," "Chiyo," etc. are common. It may take some getting used to if you're used to dealing with Anglo-sounding names. Opulent pagodas are juxtaposed against shanty towns to suggest a dichotomy of the affluent and the poor among the citizens of the Canthan Empire that your characters will be based on. There are also other interesting bits and pieces of the culture that would've been fascinating had the game spent time to explore them.
But this is a first and foremost a fighting game, so most of the attention will be spent on armor and skill acquisition. The mechanics of the game is similar to that of the first chapter: you learn and arm your characters with eight skills that, along with your weapons, consume various types of energy/mana type of resource and pretty much try to wear down your opponents' health before yours reaches zero and dies. Different sets of skills, each requiring different activation times, energy consumption, and recharge times, allow different combination to accommodate different situations and enemies. And much of your time will be spent on tuning your character to have the most effective collection of skills (you only can arm eight skills at any one time, out of possible hundreds) for the role, location, and enemy you are facing.
There are two modes of game play: PvE (player vs environment) where your character (optionally participating in a team with other players) follows a story path and finish various quests that leads you through various locations in the game, and PvP (player vs player) where your character get to fight against other players' characters in teams. The first is more relaxed, and you progress at your own pace. The latter is more intense, and you get/have to deal with the dynamics of peer players.
Lastly, there are guilds. These are similar to clans, gangs, whatever name you apply to a group of like-minded players that share a common cape and "guild hall" where you can initiate larger forms of PvP like guild-vs-guild and Alliance Battles that involve multiple guilds on both sides, something new introduced by this chapter exclusively. This chapter has a slight bias toward PvP, as you will find many opportunities to engage in PvP battles toward the latter parts of the game when you need to join one of the two "factions" that seem to perpetually be at war with one another. And once you join one, you have a ton of enemies built-in.
Have fun fighting.
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