With wall-running and surprisingly weighty combat, Guild Wars 3 is aiming high: “If we hadn’t been making MMOs for 26 years I don’t think we could have built this”

With wall-running and surprisingly weighty combat, Guild Wars 3 is aiming high: “If we hadn’t been making MMOs for 26 years I don’t think we could have built this”

If not for the grass I’ve spent hours gazing at in Guild Wars 2, I might not have recognized Guild Wars 3. With an emphasis on weighty third-person combat and an all-new momentum system, the upcoming MMO has more in common with ARPGs (think Elden Ring, Crimson Desert) than many of its peers. That’s by design: going into Guild Wars 3, developer ArenaNet “audited the genre” and found combat and movement were the biggest areas for innovation.

This all culminates in the early alpha build I’m shown at Gamescom 2026. Following a warrior in the first human kingdom of Orr – set 1000 years before the first Guild Wars – my eye is drawn not to the gilded city of gods on the horizon, but the small warrior running circles in front of me. With freeform movement, he’s able to run along walls, mantle over ledges, and slide dramatically down slopes when the need arises.

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