Ratings15
Average rating3.3
Surprisingly good. I expected this to be a cheap fantasy novel only for the hardcore fans of the game, but it turned out to be a pretty good story. Obviously the setting might be a bit confusing for those who are unfamiliar with GW universe, but you don't really need to know the lore to understand this story. It's entirely self contained and everything you need to know is explained. It also comes with a handy map so you can follow the travels of the main protagonists. I can strongly recommend this book for those who like fantasy books and if you are a GW fan already you are really going to enjoy this one.
Typical game tie-in book. Worth it for the lore if you're into the Guild Wars games.
Well, this was better than I expected of a game tie-in. It tells the tale of an unlikely band of adventurers in their quest to recover a lost symbol of power that is hoped to bring about a truce between two warring races - in an effort to unite all of the races against an even greater danger.
As a standalone story, I'm not sure how well it is, since I'm familiar with the lore. But I do think that there's enough background information regarding the races and the important events.
The characters themselves were interesting, even if they have slightly cliched personalities - but this is a game tie-in so that's to be expected. There were a few twists and turns in the story that I did not expect at all, so I was pleasantly surprised that I got surprised.
**SPOILER in last paragraphThe one part I didn't like about the story was their escape from Ebonhawke. The way it was done felt very scripted. The fight in the sewers was a bit unrealistic given it's supposed to be the sewers. And the description of the grate and they got past it had me scratching my head as I try to imagine the conflicting and connfusing descriptions.END SPOILER**
But all in all, an enjoyable read. Especially more so if you're a Guild Wars fan. It's a good traditional quest adventure, even if you're not.