Guild Wars 3: Everything We Learned From Gamescom
ArenaNet showed Guild Wars 3 behind closed doors at Gamescom, and a wave of outlets have now published their impressions of the same demo. This is a roundup of what those previews actually said — with the caveat that everything was described as a "pre-alpha" build, so all of it is subject to change.
The through-line from every write-up is consistent: this is a Guild Wars game built around movement and momentum, moving further toward action combat than either of its predecessors.
Setting: Orr, early in the timeline
- No firm date or location was given, but the era is deliberately set shortly after the overthrow of Dhuum — a period ArenaNet has apparently kept internal lore for since the early 2000s.
- The time and place were chosen so Guild Wars 1, 2 and 3 can tell their own stories without overlapping, and so new players and veterans start on relatively even footing.
- Orr returns, and its scale is said to be significantly larger than in Guild Wars 2, with Arah as the only major city.
- Warden's Watch was named as an early outpost and the start of the player's story, with smaller Vale Warden camps acting as safe areas dotted through the world.
- Expect far fewer loading screens, with an aim of a seamless journey. No map was shown.
- GW2-style map-wide metas are not returning, and a tornado visible in the distance may hint at dynamic events.
Spirits are the new magic
- Players befriend spirits and draw abilities from them. A Vael-sprite was summoned as an ally in the demo and used to light dark areas.
- Both ground and flying mounts are spirits you befriend — including a land mount called a Seeker, and a flying creature that the previews tie to the name Rootrunner.
- Enemies use spirits too. One fire-wielding enemy carried a captured spirit in a backpack; targeting and destroying it removed that enemy's firepower.
Scale: smaller fights, bigger cities
- A phasing system (still in development) will manage player density.
- In a large combat scenario you'd see roughly 20 players in your shard — a deliberate choice for combat readability, not a limit on overall map population.
- Settlements and cities support much higher player counts since combat readability isn't a concern there.
- The planned party size is four, though that could change.
Movement is the other pillar
Movement is one of the two foundational pillars of the game, alongside combat, and the demo showcased:
- Walking, running, jumping, wall-running, mantling, climbing, sliding, gliding and mounts.
- Gliding can be steered and pitched downward to deliberately build speed, and appeared usable during combat.
- Momentum carries between modes — sprint into a jump, glide, dive, land and keep running without stutter.
- A stamina/endurance system gates abilities like wall-running and gliding.
- Jumping puzzles are likely to return.
Combat: momentum, physics, weak points
- Combat is more action-oriented, less about a fixed rotation and more about reacting to your enemy and surroundings. Positioning, aiming and timing matter far more.
- Momentum feeds directly into power: aerial attacks scale with fall distance and velocity, and higher momentum increases both damage and attack radius. You can build momentum just by exploring.
- Physicality is a feature — enemies can be knocked into walls or off cliffs, and larger enemies take more momentum to move. Interrupting attacks by physically hitting enemies was shown.
- The presentation resembles GW2's action camera with a centred player and reticle; no traditional tab-targeting was visible, though a lock-on was reported.
- Cooperative skills are built into the system. Example: a player holds up a shield as a springboard so an ally can launch off it into an aerial attack.
- Underwater combat is likely to return, though specifics weren't given.
Conditions and enemy interaction
- Incapacitating conditions are becoming non-binary — Cold can stack until an enemy freezes solid and shatters, and fire can thaw frozen allies.
- Conditions double as group mechanics, rewarding coordinated application.
- Enemies can have physical weak points (a Monster Hunter comparison came up), and can be more vulnerable to specific damage types — fire burned away spider webs while also hurting the spiders.
- The stated goal is to push players toward observing and adapting builds rather than chasing raw DPS.
Professions return
- Professions are back. Confirmed so far: Warrior, Necromancer and Ranger.
- Warrior was shown with sword and shield; Necromancer with a scythe (including a momentum-scaled, lifestealing attack and a movement skill, Necrotic Traversal).
- Ranger showed a Polar Vortex that launches allies and cold-infuses their weapons, plus slow-fall archery.
- Roles sit closer to a trinity than GW2, but with more flexibility than a rigid tank/healer/DPS split — somewhere between GW1's structure and GW2's freedom.
Buildcrafting and skills
- The design is drawing on GW1-style buildcrafting, where retooling for a given encounter matters.
- Some skills are discovered through exploration.
- Skills may carry both a cooldown and an energy/resource cost (not final).
- Elite skills return, charged through play like ultimate abilities. Warrior's Rampage boosts attack speed, movement and jump height, and can move enemies that normally resist knockback.
Rewards, progression, endgame, PvP
- Progression is horizontal, not a gear treadmill. Equipment and traits weren't demonstrated; footage showed a Diablo-style loot pillar for an orange drop.
- Dungeon-like endgame experiences are planned, likely with more build restrictions than open-world content. Raids are planned but undiscussed, and the launch endgame loop is undisclosed.
- Some PvP is confirmed, but WvW will not return. Esports support would depend on community appetite.
- Fashion Wars is alive and well, with a dedicated wardrobe system and a bigger stated role than in GW2.
UI, controller and consoles
- The preview HUD was minimal: segmented health, three endurance pips, three main skills mapped to controller face buttons, contextual shoulder abilities, and enemy nameplates. No minimap was visible.
- ArenaNet is deliberately showing less information on screen, communicating combat through the world and animations — partly to make controller play work well.
- The game is designed for controller and mouse/keyboard from the start; early on, the team reportedly wouldn't even test keyboard and mouse until the controller felt right.
- The UI shown is not final and will be completely redesigned, with more customisation than GW2's.
- Xbox isn't currently planned, nor are other consoles — though neither has been permanently ruled out.
Development and other details
- GW3 has been in development for around four years and is the largest team at ArenaNet (the studio is roughly 350 people).
- Colin Johanson frames the goal as fixing "stagnant" minute-to-minute MMO gameplay and cutting friction between the player and the fun.
- No voice acting was heard in the demo, and a teleport animation played when moving across the map.
- A physical Collector's Edition is confirmed, though contents and pricing aren't final.
What's still unconfirmed
Professions beyond the three shown, the launch endgame loop, how deep the build system goes, the final UI, and any release window. Given this was a pre-alpha build shown privately, treat all of the above as subject to change.
Sources
This roundup compiles reporting from the outlets that saw the demo, plus a community thread that catalogued them:
- Compilation of Gamescom info (r/GuildWars3)
- PC Gamer — combat and movement
- PC Gamer — player scale
- RPG Site — Gamescom preview
- Snow Crows — everything we know
- This Week in Video Games — feature
- MMORPG.com — Gamescom preview
- Eurogamer — preview
Sources are credited to the outlets that conducted the previews. Details come from a pre-alpha build and may change.