Season 3
This season takes the player on a world trotting tour to different maps spread out across the world. You get to revisit old places such as Kryta, the Shiverpeaks, and Orr, but also get to visit new places such as the Fire Islands. Two maps in particular are quite memorable:
Bloodstone Fen from episode 1 is the site of a magic nuclear detonation with ley lines of unstable magical energy everywhere and floating islands.
It would have been cool if the floating islands and the airship moved around the crater. For some reason GW2 didn't implement moving platforms you could stand on until PoF.
Staring up at the sky from within the crater. There are multiple crags running down the cliff face where boss fights take place.
The bottom of the crater.
The second memorable map is Draconis Mons from episode 5, which is set within a volcano. There are a variety of biomes within the mountain, with a boiling sea dotted with islands inside, a layer with a tropical forest, a top layer with craggy rocks, and this weird stone in the middle that looks like it is made out of mercury or something. This map got me really excited for a potential Primordus themed expansion set underground (look at
Pierre-Olivier Vincent's amazing concept art for the Hidden World from How to Train your Dragon 3 that was sadly underexplored). Alas, the map designers moved away from HoT-styled vertical maps. The writers also threw away Primordus in Icebrood Saga, so there isn't much pre-existing story material for the writers to work with for an underground expansion.
The Boiling Sea. I would have liked this layer to have been fleshed out more. The only reason to come down here is to fight the dragon rares. Also would have been cool if the dragons could blow people off of the plateaus, forcing them to pop their gliders and ride an updraft back on to the platform or be scalded in the water below.
The steamy tropical shelf.
The top layer.
As awesome as Bloodstone Fen and Draconis Mons are, they are really harmed by the game's short draw distance.
As for the other four maps, Ember Bay is okay, though a little generic since it's just a firery volcano. Bittefrost Frontier and Siren's Landing are better looking than the other vanilla maps set in those regions, but aren't my favorites.
The most visually interesting area of Bittefrost Frontier. Reminds me of Winterspring from WoW. The vertical nature of the forest is sadly underutilized.
The only bad map this season is Lake Doric, which is set in a flat dried out lakebed and is just boring.
Episode 1 "Out of the Shadows"
We open with Eir's funeral. I'm not sure why the game acts as if I was a close friend of Eir's. From Vanilla to HoT, my character had only known her for a grand total of 10 minutes.
Blaming Traehearne for not commanding from the rear is silly. Traehearne led from the front because that was how generals commanded in a world before radio. They HAD to be there. Radio did not exist in GW2 before HoT. When a zombie navy was advancing on Lion's Arch in the vanilla story, Claw Island had to light signal towers to warn LA. From Vanilla through the end of season 2, if you wanted to contact somebody, you either had to send them a letter, or visit them in person. If we had radio, you could bet that he would have warned Traehearne about the Sylvari's connection to Mordremoth the moment we learned about it.
I play a Charr, and I am not a member of the Durmond Priory, so why is my character suddenly a history buff on a Krytan cult that seemingly died out 200 years ago? I could understand if the White Mantle were Ascalonians (the people the Charr have been fighting for the past 200 years), but a Charr should not give a crap about Krytan history.
Episode 2 "Rising Flames"
The male Charr PC's voice actor was recast from Ron Yuan to Lex Lang. I've been listening to him for a couple episodes now, and... well, it's not very good. The voice doesn't have the fervor, the passion, the warmth that the original had. It feels rather dry, and his dialogue at the end of this episode sounded as if the actor was reading the lines out loud. Hopefully it gets better.
It becomes more obvious as Aurene grows older in the next expansion, but her rhino horn looks extremely similar to Mordremoth's horn. The ending cinematic of HoT shows energy from Mordremoth's tree travelling to Tarir and entering into the egg, so that's probably the in lore reason. If Aurene had hatched before Mordremoth had died, I wonder what she would look like. Out of universe, her character designer, Ronald Kury, seemed to just like Mordremoth's face.
Episode 3 "A Crack in the Ice"
The episode begins with the PC playing with Aurene and trying to teach her virtues. The Exalted also help. One question, though: why aren't the Zephyrites also here? They were disciples of Glint for the past 200 years. They were the ones entrusted with the egg. They deserve to see the fruits of their efforts, and they had 200 years to prepare for this role. They should have a lot of valuable info on how to raise this dragon.
Braham, you know I wasn't involved in the planning process for the Pact Fleet's invasion of Maguuma at all. I spent the whole pre-invasion build up chasing after the egg, with YOU! By the time I returned back to the Pact the fleet had already been wrecked. And besides, no one knew at the time that Mordremoth's vines were that agile or could reach so far upwards. No one knew that the Sylvari were sleeper agents who would begin butchering their comrades and blowing up their own airships either. No one could have forseen the Pact fleet being annhilated.
Episode 4 "The Head of the Snake"
Queen Jennah is apparently such a powerful magus, she envelops the ENTIRE CAPITAL CITY in a shield that lasts for hours or days (it's not clear how long episode 4 takes place). Sheesh! With Jennah being a queen with a kingdom to run, there is no way she could have devoted all of her time to becoming the best wizard ever. Imagine how powerful people who dedicated all of their time to being the best wizard could be! If only we had mages with a fraction of her power shielding the airships in the Pact fleet, perhaps the invasion wouldn't have been a catastrophe.
We see hundreds of White Mantle in Lake Doric, and Logan calls this a "civil war" so there could be an army of thousands of them in lore. How on earth could the White Mantle have remained secret for 200 years? Once a conspiracy grows larger than a half dozen people it generally becomes impossible to prevent it from leaking out.
The White Mantle allying with the centaurs seems extraordinarily short sighted. The centaurs have been massacring the people of Kryta for decades, and now the White Mantle is relying on them to storm the capital. What does the White Mantle think will happen once they do? That the savages won't start butchering civilians left and right? Being responsible for the sack of the capital isn't going to help endear the populace's sympathy towards the White Mantle.
Episode 5 "Flashpoint"
This is a nice tidbit of GW1 fanservice. You can come across the golem M.O.X. If you played Guild Wars 1 then he was probably the first hero you acquired. The player character immediately recognizes M.O.X.'s sentience (he was created 200 years before the golem uprising which led to the Asura lobotomizing their golems), and kindly invites MOX to come with them back to Tyria. Sadly MOX never appears again after this.
Episode 6 "One Path Ends"
The big bad, Balthazar, has absorbed a magic nuke that would have wiped out half of Tyria, the largest continent in this world. Why are we pursuing him without first coming up with a plan to deal with his sheer raw power? Trying to shoot him with an arrow might not work.
It doesn't make sense for the Shining Blade - a human organization - to welcome in me, a Charr. The Charr were responsible for wiping out two human kingdoms. The only reason why we didn't get around to Kryta was because our momentum slowed down. Also, last time I checked, I am still an active member of the Ash Legion. You know, the Charr spies. Why on earth do these people blindly trust me and think I wouldn't pass any juicy info I receive up to the High Legions?
My player character is now a member of FIVE different organizations: The Ash Legion (Charr nationalistic organization), the Vigil (swears to renounce prior loyalties and fight for the greater good), the Pact (fighting against Dragons), Dragon's Watch (fighting against dragons), and now the Shining Blade (Krytan nationalistic organization). There is quite a lot of conflict of interest here.
I'm not fond of the sheer amount of sarcasm and snark in this episode. It undermines what is supposed to be an immersive fantasy story.