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There will be something for you among WildStar's trio of organized modes
Wildstar. Developed by an MMO supergroup of sorts, with ex-Blizzard and Mythic folk staffing its highly experienced team, it aims to make this oddly static genre fresh again.

This is a game where you’re constantly presented with a legion of things to do, numbers to increase, boxes to tick, things to collect, factions to impress, points to earn, monsters air-dropped in to battle without warning and/or preferably all of the above simultaneously. It might even be too much, too overwhelming in its parade of sideshows. It’s difficult to gauge this even after a solid afternoon of playing with a recent build, partly because I was dropped straight in to level 6 and partly because my motives in playing a game at a press event are so different to my motives in my playing a finished game privately.

Wildstar is familiar territory, but it's smartly made and fun nonetheless. With Business Model system, players can earn themselves game time by investing their time into the game. Gone is the telegraph system from PvE combat, forcing players to adopt a different strategy when clashing with their fellow users.



"That makes PvP, dungeons and PvE fun, while everything about raids is insanely difficult and mind-bogglingly challenging, but it's a tonne of fun and a lot less frustrating as you can see what's happening."

"You're doing a lot of reacting to what the player is throwing at you," said lead PvP designer Jen Gordy.

"I don't move around a whole lot in PvE combat outside dodging the telegraphs, but I feel like I am constantly 100% in motion when I'm doing PvP." Regardless of your PvP preferences, there will be something for you among WildStar's trio of organized modes. Battlegrounds feature map-based objectives, from defending points to its own take on capture the flag with masks, Arenas are structured team-based battles, and Warplots come part of end-game content, pitting sides against each other in a siege-type skirmish.