Full 3D match replay, tactical overlays, and deep analytics for Guild Wars 1 GvG matches. Every player as their own character, the game’s own HUD, real health values and complete builds on every recording.
Version 3.0.0 — out now
Every recorded character now walks onto the map with their own face, hair, armour, dyes, guild cape and weapons. Around them, the game’s own HUD, animation timing, lighting and shadows. And beside the library, a whole new application: the Wardrobe.
By far the biggest piece of work since GW Observer exists: more than 290 changes since 2.0.0, in six weeks.
Real characters need recordings made from 20 September 2026 onward. The effect bar needs recordings from 7 October 2026.
Older matches keep every other improvement and fall back to profession models.
Each player’s actual face, hairstyle, hair and skin colour and height, their armour pieces with their dyes, and their guild cape on the game’s own cloth simulation. Weapons are held with their real skins, glows, particles and dyes. Every profession, both sexes and the entire armour catalogue were checked piece by piece against the game.
A second application inside GW Observer. Create any character, try every armour piece of every profession with dyes, costumes, weapons and a guild cape designer, in the Eye of the North, Nightfall, Factions and Prophecies character select scenes with their music. Every recorded player has a captured appearance, so you can try their armour on someone else.
The skill bar with recharges, disables and interrupt locks, the health bar with Deep Wound and regeneration arrows, a calculated energy bar with a confidence lamp, and an effect bar grouped like the game’s effect monitor. All drawn from the game’s own textures.
Damage and healing numbers rise with the game’s paths, timing and left and right alternation, one per hit, each carrying the icon of the skill that caused it. Energy gains and drains pop in purple.
Animations play at the speed the game played them. Running is no longer 1.5× too slow, casting no longer 2 to 6× too fast, and attack skills play their own animation.
The game’s own environment light, fog and haze per part of the map, optional bloom, and characters casting shadows. Team glow on lords, guards, pets, spirits and minions.
Cast bars turn yellow when a cast completes, purple when it is interrupted and red when it is cancelled. Party windows use the game’s own health bars, frame and team colours.
Each team’s morale over the match, drawn up to the playhead. Click or drag on it to jump through the match.
The September flux is read directly from the recording and drawn exactly as in game: the beam and the ring over the holder, and its sound.
Everything you need to analyze Guild Wars GvG matches down to the finest detail.
Replay GvG matches on fully rendered DirectX 11 maps with terrain, props, water, and sky. Navigate freely with orbit, pan, and zoom camera controls.
Click to previewEvery recorded player walks onto the map as their own character: face, hair, skin, height, armour with its dyes, guild cape and weapons with their glows. Animations play at the game’s own speed. Dervish avatar forms, ranger pets, spirits, rituals and minions all use their proper models.
Click to previewDamage, healing and energy numbers rise over players with the game’s own paths, timing and font, each carrying the icon of the skill that caused it. The followed player gets the game’s skill bar, health and energy bars, cast bar and effect bar.
Secondary viewport that can auto-follow the action based on configurable triggers (spikes, deaths, flag pickups, splits) or lock onto any specific player.
Intelligent camera that follows the action. Configurable triggers: death events, low HP detection, lord targeting, flag carriers, resurrections, and isolated players.
Team-colored range rings around agents visualizing skill ranges. Toggle individual ring types, spirit ranges for monks and ritualists. Dashed, solid, or filled styles.
Click to previewLine-of-sight laser beams visualize targeted skills in real-time. See exactly who is casting what on whom during intense team fights, with fade-out animations.
Click to previewSwitch perspective — view from Blue team, Red team, ghost mode, or a single player's vision. Understand positioning and vision from any side of the battle.
Click to previewGo beyond replay with analytical tools that reveal the strategy behind every match.
Track every flag event — spawns, pickups, drops, and captures — on a visual timeline. Analyze flag stand control, split pressure, and morale expiry timing.
Skill usage timeline per agent, laid out like a music score. Zoomable from 5s to 60s windows. See exact cast sequences, timing gaps, and coordination across the team.
Click to previewPosition density visualization with multiple palettes — Thermal, Inferno, Viridis, team-specific, and dominance mode. Per-team or per-player tracking with adjustable opacity.
Click to previewFilterable log covering damage, heals, skills, interrupts, cancels, deaths, blocks, and basic attacks. Skill name autocomplete, player filter, and time sync on row click.
Track cumulative damage and healing for every player and NPC up to the current timestamp. Shown as absolute values and team percentage on the party window.
Track morale boosts with per-team timers (120s duration). Lord damage panel shows attacker breakdown, damage percentage, per-hit timeline, and phase counting. A morale graph charts each team’s morale over the match; click it to seek.
Click to previewParty windows drawn with the game’s own health bars, frame and team colours: full team composition with profession icons, absolute health bars, and conditions — health rebuilt from armour, weapon set, shrine bonuses, morale, Death Penalty and Deep Wound. Open the Character Panel on any player for their skill bar, weapon sets, armour and solved attributes.
Click to previewPrecise control over match playback with intuitive tools and configurable hotkeys.
Chronological event strip — kills, flag events, morale shifts, resurrections, and lord attacks displayed alongside the playback timeline.
Mark key moments with custom titles for quick access. Jump between bookmarked events instantly during review.
Annotate the map with arrows, circles, freehand lines, and eraser. Color picker and undo support. Perfect for coaching and VOD review.
Switch to orthographic top-down camera for tactical overview with smooth transition animation and full overlay visibility.
Take notes during replay review without leaving the application. Keep observations alongside the match.
Every replay tool grouped into one toolbar — Panels, Overlays, Combat & Stats, Tools, Camera and Settings. Pinnable, collapsible, and every button labelled with its hotkey.
Top-down map much like the in-game minimap, with gate, lever, and catapult indicators alongside both teams and the objective state.
Click any agent to follow them. Smooth camera transition, adjustable follow distance via scroll wheel, full yaw/pitch control while tracking.
Power features for data exploration and asset management.
A second application inside GW Observer. Create any character and try every armour piece of every profession with dyes, costumes, weapons and a guild cape designer, in the game’s character select scenes with their music. Open any recorded player’s look, save looks as .gwlook files, and take PNG photos.
Browse, search, and filter match replays from cloud storage — by skills used, guild, player, occasion (mAT, AT, scrims) or matchup. Scout an opponent’s builds and record. Stream directly or cache locally for offline use, with background sync, star ratings, and match notes.
Explore the Guild Wars .dat archive — textures, models, audio, and binary data. Filter by type, ID, hash, or name. Export assets as PNG, DDS, OBJ, MP3, JSON, and TIFF.
Interactive model preview with orbital camera, animation playback, wireframe mode, bone visualization, skinning toggle, and vertex color coding by bone index.
3D positional audio with a full sound FX mixer. Skill sounds, cast cancels, ambient effects and music play at the right time and in the right place in the 3D world.
Track flags, repair kits, and shrine items — who picked them up, who carried them, and when they were returned. Catapult lever state on Warrior's Isle included.
The game’s own map lighting, fog and haze, optional bloom, character shadows and team glow. MSAA 1x-16x, LOD quality, water level, sky controls and FPS limiting.
Guided first-run setup for DAT path, match folder, cloud mode, and font preferences.
Remap all overlay and camera controls. WASD movement with invertible mouse axes.
Guild capes rendered from actual cape design data on the loading screen. Guild tags shown above agents on the 3D map.
Automatic updates when a new release is available. Downloads the full release package so new assets and shaders are included.
FOV slider, sensitivity controls for pan, rotation, zoom, and keyboard movement. Persistent panel layouts and visibility toggles.
Doors, gates, levers, catapults, teleporters and vine bridges animate straight from the recording. Flagstands, obelisks and more, expanding to all maps progressively.
All Guild Wars guild hall maps rendered in full 3D.
Latest releases and updates pulled directly from GitHub.
Download GW Observer 3.0.0 and start reviewing GvG matches with full 3D replay, tactical overlays, and advanced analytics.