*** BEWARE SPOILERS ***
Living Story Episode 8 "The Point of No Return" dropped yesterday. In keeping with tradition I will begin by observing that, once again, it's short. It took me maybe a couple of hours and that was speaking to everyone, poking my nose into everything and making quite unnecessarily heavy weather of the final fight..
Short does not mean bad though. It may not have taken long to play through but I thought this was one of the best LS episodes so far. It had well-balanced and engaging gameplay throughout, there were some good exchanges of dialog here and there and the voice acting was solid. The atmosphere was palpable and also varied, from the spooky beginning through the urgency of the Silverwaste battles to the elegiac despair of the final sequences.
The format is very familiar. We begin with another visit to Durmand Priory and a further consultation with Ogden. There's another book hunt among the stacks and another ritual to complete during which some fighting ensues. Then it's back to the pact camp in The Silverwastes to consult with Logan and the rest of Destiny's Edge.
A number of forum posters and Redditers read a lot into the exchange between Eir and Braham before everything goes to code red as the mordrem attack. My irony meter is very finely calibrated, to the point where it tends to give false positives for Ironic Foreshadowing better than 50% of the time, and yet I took Eir's promise to go hunting with her son in the Shiverpeaks when it was all over at face value. I feel a bit of a mug now.
Once the camp has been secured a scurry through the skritt tunnels to the Far Shiverwastes sees us back at that sealed door in the cliff. Only this time we have the key in the form of a king-sized matchstick.
Behind the door lies a very dark tunnel leading to a very light cave. This sequence I found particularly impressive. The moving pool of light cast by the torch is convincing and atmospheric and the vista-like reveal of the glowing cave works very effectively to create the intended sense of awe.
Once the scenery has been duly admired it's time to find a spot to plant the last of Caithe's memory seeds. As we play the hot/cold game to find the right location we pass an interactive bush. Naturally I interacted and the information learned from doing so plays directly into the upcoming cut scene with Caithe, Wynne and Faolain. I found that a very effective use of the narrative tools available and it certainly helped me understand Wynn's urgent desire to have Caithe kill her before Faolain can get to work.
The cut scene confirms the suspicions many, myself included, have been nursing since even before the game began: the Sylvari are tainted. Now we know how and by whom. I'm more glad than ever that I didn't create my new elementalist as a walking plant. I played an Iksar in Everquest when Kunark launched. I know what it feels like to play a character that every NPC in the world would like to kill. It's a hard road.
The episode concludes with a boss fight: Mordremoth's lieutenant again from the fight that nearly killed The Pale Tree. Compared to just about all the previous LS boss fights this one is very straightforward although I managed to make it ten times harder by missing one simple mechanic. It was only after I'd died about six times that a quick visit to the forums told me what I should have noticed for myself - the nasty, invulnerable shadow critters that kept putting out the fires can be killed with a simple application of Divine Light.
With that figured out the rest of the fight passed without difficulty. Dead dragonnette. High fives all round. The end. Only it's not.
At this point we are treated, and I mean that quite literally, to not one but two cinematics. Both are absorbing, thrilling and disturbing. Also spectacular. There's a great deal going on but the main themes appear to be the failure of The Pact's aerial assault on Mordremoth and the complete destruction of the airship armada, the turning of the Sylvari to dragon minions and the death of all the members of Destiny's Edge except Rytlock. Oh, and we're getting an expansion and it's called Heart of Thorns.
It's a lot to take in. Luckily Vigil Warmaster Wylliam at Camp Resolve replays the video. Which is unsettling because he also gives the welcome new recruits speech all about preparing for the days ahead. In fact the whole of Camp Resolve seems to be locked in a timewarp, still hard at work building the airships we just watched crashing in flames. I'm no fan of phasing but this really is a hefty jolt for the old suspension of disbelief to soften.
Still, that's a minor cavil. Overall this was an excellent conclusion to Living Story 2. In addition to the advancement of the plot and the visual feast I felt the combat was much better balanced for the expected audience. For the most part we get to fight as our own characters, using our regular abilities on regular mobs, which is exactly how it should be. There are very few new mechanics to learn and those there are are very straightforward. The final boss fight is blessedly short with just two phases rather than the usual three to six.
There are still enough loose threads to darn a dozen socks of course. Caithe skips off with Glint's egg yet again. Mr E doesn't get a mention. Taimi doesn't even make an appearance. The two cinematics seem to contradict each other over what happens to Destiny's Edge (and if they are really all dead I will believe it only when we find their corpses while exploring the Maguuma jungle - and probably not even then).
Where we go from here will be very interesting to see. There seems to be some confusion over whether or not this is the final episode of Living Story 2. I would anticipate some kind of coda or epilogue in two weeks time, right after the Big Announcement on the 24th. Whether there's a third season of the Living Story is uncertain. I'd bet against it.
One thing at least does seem beyond question: ArenaNet have succeeded in getting our attention once again.







































