A year and a half ago, Guild Wars took the MMO world by surprise with its lack of a monthly fee. It was an interesting idea: Arena.net and NCsoft planned to compensate this through the sales of addons. Originally intended to be used with the original game, they eventually became stand alone titles themselves, called Chapters, the result being that the first Guild Wars became the Prophecies chapter. The second effect of this move was the price of the chapters, which if divided by the number of months it took to release one, resulted in the approximate value of the monthly fee in other MMOs. But it also meant that the game would have the same price tag as a stand alone title.
Moreover, since Arena.net launched other important updates and included features without demanding a single penny for them, the future chapters of the game needed to have enough new content to justify the purchase. Factions, the first chapter released after Prophecies, didn’t disappoint in this regard and had an impressive sales success. On the other hand, considering what Factions had offered, some of the expectations for Nightfall, the third chapter of the series, were brought down a notch.
Like the first two chapters, Nightfall is made up of two modules: PvE (Player vs. Environment) and PvP (Player vs. Player). In PvE, the campaign takes place in Elona, a land which reminds us of the age of Egyptian pharaohs. The visual changes made to the environment not only underline the excellent technology that Arena.net is using but also the great level design, which will prove to be a breath of fresh air from ruined locations infested with inflicted creatures from the previous chapters. The story begins with the defeat of the Sunspear order and you, as a new member of the order, must help rebuild it and bring it to its former glory. As you complete tasks, you will be promoted and the final mission will see you investigating a mystery that threatens all of Elona and your task is to put an end to it.