Get all your news in one place.
100's of premium titles.
One app.
Start reading
GamesRadar
GamesRadar
Technology
Andrew Brown

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"

A gorgeous vista of green fields and hills, with players on red gliders flying into a sinkhole far below.

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.

Sign up to read this article
Read news from 100's of titles, curated specifically for you.
Already a member? Sign in here
Related Stories
Top stories on inkl right now
One subscription that gives you access to news from hundreds of sites
Already a member? Sign in here
Our Picks
Fourteen days free
Download the app
One app. One membership.
100+ trusted global sources.