Extremely similar to the two previous Guild Wars games, however, it adds plenty of new content, PvP play, two new professions, and hundreds of new abilities for every class.
There are new abilities for existing classes, a story-driven campaign, and complete independence from previous chapters (meaning first-time players need no prior experience). But the most noteworthy addition comes in the form of 14 new non-player hero characters who -- unlike the addlebrained henchmen of campaigns past -- offer complete customization options to players. You can tweak these heroes’ weapons, armor, and skills to your heart’s content, and order them around the battlefield in a sort of pseudo-RTS fashion that virtually eliminates the typical "provoke everything in sight" default henchman behavior. It saves a lot of headaches... and makes Guild Wars feel more like a single-player RPG than ever before.