FFXIV Original Soundtrack Music Will Be Released in Europe

FFXIV End Era1 670x367 FFXIV Original Soundtrack Music Will Be Released in Europe

Looks like today is the day of Final Fantasy XIV, with news on several topics hitting us like a machine gun. In the past few days we reported about the  Before Meteor: Final Fantasy XIV Original Soundtrack Music Blu-ray  that will be released in Japan this August. Many within the game’s community wondered if it’ll be released in the west, even because the code for the bonus minion included in the package will probably be region locked, making importing less practical.

Today we have a partial answer to that question, as a German Community Manager from Square Enix Europe shed some light on the issue while answering a question from a fan:

Hey, don’t worry. You will be able to purchase the soundtrack and receive the Dalamud Minion in Europe. We’ll soon make an official announcement, so please have a little patience.

The soundtrack on Blu-ray includes 104 tracks for over six hours of music and a MP3 version for each track to be used with one’s portable MP3 players. It will also come with a bonus track that will feature the “The End of an Era” trailer  with the music recorded in 5.1.

The tracklist has spans the whole score used for the original Final Fantasy XIV, including those composed after its release by Masayoshi Soken, Tsuyoshi Sekito and Naoshi Mizuta, in addition to those by Nobuo Uematsu.

Fans that will purchase the Blu-ray will also get a code to download a special “Dalamud minion” for Final Fantasy XIV: A Realm Reborn. Details on on release date and pricing for the European market aren’t yet available.

Below you can see a rendering of the minion and the box art of the soundtrack. Of course, since it will be released in Europe, a North American release is also most probable.

FFXIV Before Meteor 150x150 FFXIV Original Soundtrack Music Will Be Released in Europe           bonus detail FFXIV Original Soundtrack Music Will Be Released in Europe

Final Fantasy XIV beta phase three

The third phase of Final Fantasy XIV’s beta is here, and with it, the NDA is summarily gone. Images from phase 3 can be posted; video and audio cannot. This is the fast track to finally being back in the game for real, to play your old characters once again, to enjoy the game again.

Am I excited? Of course I am because I haven’t been able to play yet. I’m writing this from the past, and by the time you read this, I will be awash in Eorzea.

There was also a major industry event this week, one that’s known officially as the Electronic Entertainment Expo and known more colloquially to everyone in the world as E3. Final Fantasy XIV was there making an impression, revealing jobs at long last, and generally carrying on as if it owned the place. So let’s talk a little bit about what we saw from E3 if you can tear yourself away from the beta client for, like, five minutes.

ffxiv moglog e3 epl 614 The Mog Log: Final Fantasy XIV beta phase (E)three

The new trailer for the game was released, and it was… well, odd. For starters, the voice acting sounded very stiff on the whole. You can point to a couple of rough moments in Final Fantasy X, but by and large Square-Enix has been good about getting solid talent and good direction in games; perhaps I’ve been spoiled recently. I’m also not a fan of Cid’s new look, seeing as how he appears to be sporting a big old failure beard.

But we also saw more of Gaius (who’s shaping up to be a bigger bad with Darnus out of the picture), other high-ranking Imperials, and some gorgeous work all around. A large chunk of the trailer, if not all of it, was in-game footage rather than pre-rendered, something I always like to see. And of course, it reminds veteran players that while we’re no longer staring down a moon, things have not exactly improved over the last five years in the game world.

Trailers are just pretty pictures, though, and what FFXIV needed to do was win hearts and minds. PAX East was a dry run for this, I think, a chance for people who had scarcely heard of the game beyond “the launch didn’t go well” to sit up and take notice. And in that regard, the game did pretty darn well. People were forming crowds, eagerly trying to find out about the game, and it’s been getting more overall coverage than it has in a long while.

Not that Naoki Yoshida was just preaching to the unconverted. We also got a look at Summoner, Arcanist, and Scholar, which was always going to be a rough collection of jobs and classes.

Summoners, I think, are the hardest class to implement in an MMO, period, because there have always been two roles for the class to fill and neither one works in a shared environment. Either summons consist of hugely damaging area blasts that simply ruin everything around them or they involve discarding your allies for a uniquely powerful companion. (Or wasting a bunch of MP on a stupid toy in Final Fantasy XII, but the mechanics in that game had problems anyhow.) Final Fantasy XI wound up turning them into buffing machines with unusable pets, which wasn’t really an ideal solution, but it was about all that could be done in the game’s engine.

Scholars, on the other hand, are barely present in the series. They show up in a grand total of three games in the main series, and one of those is only in the epilogue. It’s hard to say much firm about them beyond the fact that they’re presented as Red Mages with slightly more magic and slightly less battle acumen. The one thing they have in common with Summoners is that there is a lot of vagueness to their defined talents.

ffxiv moglog e3 2 epl 614 The Mog Log: Final Fantasy XIV beta phase (E)three

Obviously we don’t know all of the details yet, but I think we can safely speculate. Summoners focus more on the pet aspect of the class while Scholars focus more on the utility side of things, with the latter probably working in a healing role and the former acting as support and damage. This is, to my mind, a really great way to use the job system in the first place.

Something I’ve discussed on multiple occasions is the need for specialization, the idea that two characters at the same level with the same gear should be able to play differently. Part of that is simply a matter of letting players focus on the aspects of a given class that they find most interesting. Giving multiple jobs to focus on different abilities replicates some of that feel, letting you back up your class choice with some endgame utility based on what you already like to do.

Also, I’m glad that we don’t have another class with staves. Seriously, there are lots of weapons out there.

Beyond that, a lot of the information revealed over the convention is already known to fans, although the fact that the game will be coming to the PlayStation 4 is a welcome revelation. It’s also the sort of forward thinking that didn’t really exist with Final Fantasy XI, but since that was in the days when having an MMO on a console seemed even more ridiculous, I think we can agree that it was an understandable oversight.

Now we’re moving into the real meat of the relaunch. Yoshida has placed his cards on the table, people have seen that the game is out there, and the next two beta phases are going to show how well or how poorly everything comes together. So let’s get to it.

Final Fantasy XIV News:two betas ending this week

bb355422e9447857b2ac33af154bbd1e Final Fantasy XIV two betas ending this week.

As of the 17th of July, Final Fantasy XIV’s The Lodestone beta version is scheduled to be shut down. It will be wiped and reinstated at some unknown point in the future. If you have anything you wish to save on the site, I recommend you go in and and save it to a document as soon as possible. Upon the launch of the beta, Square Enix had shared the plans to wipe the beta version once the testing was done. As it stands it probably won’t be re-opened until phase four of the actual game’s beta.

In conjunction with The Lodestone being unavailable, Final Fantasy XIV A Realm Reborn’s beta phase 3 is ending today at 5am eastern time. Expect the game to be unplayable for at least two weeks, but up to a month. All Legacy characters will revert to the pre-phase 3 save data that Square Enix had, other characters will be wiped. Any progress made once phase four begins should be carried over into the live version. Legacy character server transfer requests will be processed before phase four begins as well.

All of this is leading up to the full launch on August 27th. While fans will be annoyed at their inability to play the game during the downtime, they can rest assured that Square Enix will be putting their best efforts into finishing all the necessary adjustments in time for launch. So if you are reading this before 5am est, please enjoy what’s left of the Final Fantasy XIV phase three beta and be patient with Square Enix while they improve the quality of the game for us to enjoy.

For more updates on this and more gaming news, reviews, guides, and culture please check my team out on Facebook. We will link all our GameSkinny articles there. You can also follow theFinal Fantasy XIV Twitter for updates on the beta specifically.

Final Fantasy XIV:Character Dust Off

200b5cea373d9f1d96c9bf78d9734dee Final Fantasy XIV: 1.0 Character Dust Off

The Clock Ticks Down

As I type this, there are just a few short hours until part 2 of phase 3 for the Final Fantasy XIV: A Realm Reborn beta opens up. This weekend will be the first time, since the original servers shut down late last year, that we’ll be able to play our 1.0 characters. This means that players will get to see more of the mid-level or end game content since they won’t have to focus as much on leveling. This will also be the first hands-on look at the jobs (advanced classes) since shut down; although only characters transferred from 1.0 servers will have access to jobs.

High Hopes and Deep Thought

I have high hopes for this weekend, I’ve dusted off my main account just for this section of the beta. Up to this point, it didn’t matter which account I was using because the experience would be the same. However, from this point on, I can use my old characters. So, I can play through my level 45 Dragoon to decide whether I want to finish that character or start over from scratch to experience the game the way it was meant to be experienced. These next few beta segments will be a very important time for me as I have a huge decision to make regarding the path I take.

FFXIV: A Realm Reborn -A Game for Every Mood Interview with Naoki Yoshida

“In this day and age, it’s all about the communication between players. They are our best marketing asset. They’re the ones who are going to tell other players, “You should play this game.” You’re going to listen to your friend, rather than listen to a big corporation”.- Naoki Yoshida

de2e39d870bd61eec4e100671c5d6a9d Final Fantasy XIV: A Game for Every Mood Interview with Naoki Yoshida

I’ve been following all things Final Fantasy XIV: A Realm Reborn religiously.

@SquareEnixUSA posted a particularly interesting interview USgamer did with director Naoki Yoshida on Twitter. Yoshida’s first response in the interview addressed my biggest concern so far in the beta: voice overs in cut scenes. Well guess what? It has been confirmed that we will have voice-overs in FFXIV: ARR cut scenes at launch! Voice-overs, however, are just the tip of the iceberg; USgamer wanted to know what A Realm Reborn would be like from an MMO novice’s perspective.
A Realm Reborn isn’t just an MMO, it’s a Final Fantasy!

Yoshida starts out by comparing A Realm Reborn to previous console games, stating how the battle system is similar to that of the most recent Final Fantasy titles.

I must admit the battle system does feel similar to Final Fantasy Type-0 (a Japan only release), which had no turn-based aspect to the combat at all. You had to move out of the way of attacks and find openings for your own; XIV plays a lot like that. He also commented that the graphics and voice acting will feel like those newer Final Fantasy titles as well.
Player based marketing?

When asked how they planned on pulling in new players, Yoshida said it will be done by Final Fantasy fans. Fans will see that ARR is a good game, and tell their friends. To be honest, I’ve been telling people it’s a good game since the NDA was removed, so I’m already proving Yoshida right. I like this approach; focusing on creating a game that’s so good that it will have the Beta testers telling their friends, “hey man, you should try out this game!” It really puts the fans in control of their own destiny with an MMO; using the voice of the fans to bring in new players.
What? No Grind?

On the topic of “grinding”, Yoshida was pretty straight forward about not wanting leveling to take a whole lot of time. His reasoning was that the real game doesn’t start until 50. Similar to companies like Bioware, with their MMO SWTOR, the Final Fantasy: A Realm Reborn staff has already prepared end game content in advance so the game won’t die out because people hit level cap with nothing to do.

Yoshida also mentioned how they had a schedule set up, so they can continue to bring out new content regularly. There will be no want for content in the near future once the game is released, because Yoshida’s team is all on top of that!
And much more!

Yoshida spent time talking about the Armory System, the necessity of alts (alternate characters), and inventory. There is also an in depth  response about why Yoshida decided a clean slate was needed instead of modifying over time. The interview is a real eye opener, so if you have the time read the whole thing over on USgamer.

Final Fantasy XIV:A Realm Reborn – World Transfers

04448d91abfe28935c738ecc0e566399 Final Fantasy XIV   World Transfers

As of today, Final Fantasy XIV is offering world transfers for version 1.0 characters. This is to make sure that all regions have plenty of population on their worlds. This is a good move to keep regions like Europe and America playing with people in their similar time zone.

If you are already on a named server you will be automatically transferred to a server with the same name. If you want to go to a different world for a different region you must apply for a transfer. To guarantee you choose the correct world for your region there is a table of world regions for you to check out. Be aware players are free to transfer their characters to any region.

Version 1.0 FFXIV: ARR
World Name Location World Name Location
Ridill Japan >>> Ridill Japan
Masamune Japan >>> Masamune Japan
Durandal Japan >>> Durandal Japan
Aegis Japan >>> Aegis Japan
Gungnir Japan >>> Gungnir Japan
Sargatanas Japan >>> Sargatanas North America/Europe
Balmung Japan >>> Balmung North America/Europe
Hyperion Japan >>> Hyperion North America/Europe
Excalibur Japan >>> Excalibur North America/Europe
Ragnarok Japan >>> Ragnarok North America/Europe

Your friends list as well as any items you possess will be transferred with you, and you will be able to keep your name as long as someone on that server doesn’t already have it. Characters with conflicting names will be many so don’t fret, the guidelines for choosing who keeps their names are clearly defined by this priority.

1. Characters that qualify for Legacy status.
2. Characters whose subscriptions ended after September 30, 2012.
3. Characters that were created first.

The application period for transfers will be from PDT, June 21 (Friday) to 07:59 PDT, July 15 (Monday), 2013. The transfers will take effect at the beginning of phase 4 of the beta, so you might wanna get ahead of the pack and request your transfers now.

Final Fantasy XIV Producer Talks Future

Naoki Yoshida is dedicated to making Final Fantasy XIV: A Realm Reborn everything the fans expected from 1.0 and more. He gave tons of info on the upcoming ARR last week’s Letter from the Producer stream, which is now on Youtube in its two hour long glory.
7aaff852cf6538d081368fd8f47cd96e Final Fantasy XIV Producer Talks Future of Game

If you don’t have the time to check out the whole video, here are some points of interest it covers in convenient and super compressed bullet point format!

*Coeurl mount incoming
*Increased drop rates in comparison to 1.0
*Ability to “need” gear implemented, will be limited per week per piece of content
*”Full Active Time Events” — world events, or just easier named mob killing? Yoshida describes it himself: “For example, an NM pops. A notification of this is sent to all players in the zone, who then converge on the NM. Parties are automatically formed, and a battle begins. The NM is defeated, rewards are doled out, and the players go their separate ways.”
*Materia balancing, possible materia system simplification
*Main attributes for all classes being adjusted, monk being reworked
*Housing is going to be expensive to the point where players will have to buy one together. (Check out 0:45:55 of the video for a look at housing and an in-depth explanantion of the housing system.)
*Voice acting language can be changed based on preference
*Viera race possibly coming in a future expansion
*Expect a global alpha test soon!
*Marriage system being implemented, same-sex marriage under deliberation

The above points are, of course, not all. You’ll have to check out the video or the post on the official forums covering all of the questions and answers thrown around.

Yoshida claims they are still behind schedule — over two months behind schedule, in fact. While the alpha is coming soon, the beta testing phase won’t begin until January or February 2013.

The more information on Final Fantasy XIV: A Realm Reborn, the better it looks. Yoshida says he wants his game to be able to compete with the big MMOs today like RIFT and Guild Wars 2. Will it be able to? With the significant improvements coming with ARR, it just may be possible.

FFXIV:buffet effect

A little under a year ago, I wrote a column about how Final Fantasy XIV needs to generate a wow factor. It needs to surprise people, have something unique and special to offer. There was a lot of stuff that felt distressingly rote, and that wasn’t good.

So what’s changed since then? Well… not a huge amount, honestly. There are several features in the beta that feel like rehashes of things we’ve seen in other games, like FATEs and quests and instanced dungeons and so forth. Yet the game is clearly generating a wow factor, something that I’m happy about.

This week, I want to throw that previous article out completely. Just kick it to the curb. As I’ve been playing the beta weekends and seeing what the game has to offer, I’ve realized that there was something I was completely failing to embrace and consider. It’s the power of the buffet.

ffxiv moglog buffet 1 epl 626 Final Fantasy XIVs buffet effect

If you’ve never been to a buffet, congratulations on not being fat. But beyond that, you’ve never had the experience of dropping a fixed amount of money for as much food as you can toss on your plate at any one time. And you’ve never understood why a good buffet place is wonderful in a way that a regular restaurant isn’t, even though regular restaurants actually serve you a plate of distinct food instead of trusting you to shuffle over to steam trays and spoon in whatever you want.

The thing is, normal restaurants rely upon serving you something unique. The management isn’t rolling out the Double-Wide Super Southwestern Nacho Burger just for the heck of it; it’s because this is the only place you can get a Double-Wide Super whatever. Hopefully these unique offerings are actually good, since a restaurant can’t live on selling Bleach-Infused Chicken with Broken Glass Breading, but the core is serving you something new.

By contrast, the buffet doesn’t care if you’ve had it before. The core is variety and combination. You’ve had french fries, you’ve had pizza, you’ve had mashed potatoes. You can’t usually get all of them together. Yes, all the meals are familiar, but you can combine them however you want, and that is also valid.

I mentioned back when talking about the early beta phases that the questing in Final Fantasy XIV is fairly standard. It’s nothing bracingly unique, familiar to anyone who’s played an MMO in the past several years, without any particular novelty. You click on things and kill things and talk to NPCs, and aside from incorporating minor bits of brilliance like not making you fight over clickables, it’s pretty straightforward.

The key is that it’s supposed to be that way. The goal isn’t to create a totally new model of questing; it’s to create a series of quests that work very well in a game where you don’t have to bother if you don’t want to.

After about level 10, you really can do anything you want in the game. Even before then you have a huge amount of options, with nothing forcing you to keep questing instead of filling out your hunting log or whatever, but once you’ve unlocked levequests and other classes, the game pretty much just lets you off the rails. Don’t care about the story? Cool, here’s plenty of other stuff to do, and you can come back to it whenever you want.

ffxiv moglog buffet 2 epl 626 Final Fantasy XIVs buffet effect

Dynamic events exists. They’re not the biggest thing in the world, but they’re there, they work, and you can just jump in when you want to. If you don’t want to, you don’t lose anything by opting out. See something you want to do when you’re overleveled? You can jump over, sync down to the appropriate level, and go to town.

Want story-heavy stuff? That’s in place. Want to go your own way? That’s in place, too. Most of the limitations in place simply prevent any one model from being too functional rather than force you to do one thing or another in order to advance. You can easily tool around with different classes and make it to 50 as a crafter without ever having to worry about FATEs if you would rather just make things and sell them.

This, more than anything, is what made me fall in love with FFXIV in the first place. Yes, the launch version of the game was a mess, but the fact that you could easily find yourself on a lengthy personal quest to put together a new spear was profoundly worthy. And none of that has been removed or diminished in the new version. There are challenging multi-stage battles against bosses, there are dungeons for people who like those, and there’s stuff and stuff and stuff all over.

And you don’t have to pick. It’s all under the same roof. You can find yourself choosing to level something completely different on two different nights while playing the same game with the same character. That’s a bracing idea, and it comes back to us from other games — some departed, some still right here.

In other words, I was right that FFXIV wasn’t focusing on unique aspects, but I was wrong in thinking that the remixed version was somehow less valuable than novelty. Most of the games we remember aren’t the first ones to try ideas, just the first ones to try them with polish and panache. If creativity is a matter of combining ideas in interesting ways, I feel it’s best to point to this buffet of ideas in Eorzea and marvel.

That having been said, I still want more options for customizing my class. Come on, people.

Final Fantasy XIV Director Teases Challenging Battles

FFXIV CG 3 670x446 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

A couple days ago Square Enix released three mysterious screenshots of the content that will be available in Final Fantasy XIV: A Realm Reborn when the open beta will open its floodgates some time next month.

Today Director and Producer Naoki Yoshida took to the beta forum to explain what those screenshots are all about, giving us a glimpse on some of the more challenging content that players will soon have to brave.

Producer and Director Yoshida here.
Though I will be touching on this in the next Letter from the Producer, I’m happy to say that the development team is working hard towards release and are currently making the final adjustments to the latter-half of the scenario, as well as the battle content. I’m participating in these checks personally, of course, and we’re also enlisting all of the hardcore MMO players in the company to help out.

Battle with Rhitahtyn sas Arvina from the Garlean Empire
This is part of the latter-half of the scenario, and it’s a battle you can use the duty finder with. Oh, and it looks like there are some pet jobs present…

FFXIV ARR 3 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

FFXIV ARR 3 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

Demon Wall in Amdapor Keep
This is a high-difficulty dungeon for four level 50 players after clearing the scenario. It’s filled with things we couldn’t do in version 1.0 and you can bet it’s hard.

FFXIV ARR 1 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

FFXIV ARR 1 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

Garuda Battle (Hard)
This is the hard Garuda battle that was in version 1.0. We’ve made adjustments for ARR’s battle system as well as other changes. I hope all you version 1.0 players check it out!

FFXIV ARR 2 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open BetaYoshida-san also mentioned that the DPS counter visible in the last screenshot is for debug purposes only, and won’t be available to players.

Also, in the debug commands shown, everyone’s DPS is displayed in the log and adjustments are made based on the data we gather for how much DPS it will take to defeat an enemy in relation to the ideal DPS value. (Even I get a little excited when people start talking about checking DPS, but for the time being we don’t have any plans on adding a DPS command. Sorry about that.)

It was also shared that while the first three phases of the beta didn’t feature voice overs, voice acting will finally be implemented for the open beta and we’ll finally be able to check out the voice work done on the main storyline. We already know that the Japanese cast is top-notch. Hopefully the English one will be up to par as well.

As a final funny tidbit, we got a screenshot of the “GM jail”, where unruly players will be put to reflect on their misgivings. Apparently the restrictions in place are really harsh, and even commands like /sit are unavailable. You’ve been warned.

While we wait for a firm date for the beginning of the open beta, make sure to check out my hands-on preview of the closed beta, nicely decorated with a whopping 723 screenshots.

FFXIV GM Jail 670x419 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

believe in Final Fantasy XIV

This week, I’m going to do something different. I’m going to talk about my wife.

Lest anyone worry that this is the start of a Paul McCartney-esque slide into sappy sentimentality, there’s good reason for this. Ms. Lady has been mentioned on previous occasions as a gaming partner and skilled roleplayer. She’s not as into MMOs as I am, but she plays them a lot and she certainly knows what she likes and what she doesn’t. And let me tell you, she didn’t like Final Fantasy XIV.

This is a point of view I hold against absolutely no one, but it sure as heck meant that she was not interested in the relaunch. She’d had enough of the game after the first couple of tries to break in. The relaunch had no hooks to pull her back in, no interesting features that stirred her interest, nothing but the promise of a game she’d already decided wasn’t good enough to play.

And that all changed.

ffxiv moglog believe 1 epl 703 Believing in Final Fantasy XIV

I make no apologies for liking the launch version of Final Fantasy XIV, but a lot of that was loving what it could be rather than what it was at the time. It’s a discussion I’ve had before, but it’s also one that’s adjusted by the fact that I am a journalist who writes about MMOs, something my wife is not. I spend a lot of time and effort examining games, and I can easily be fascinated by something that’s meant to be transparent in actual play.

So I can rant and rave about how cool the class guilds were, but the first quest didn’t come in until you hit level 20 and had been playing the class for a while. There were only two more after that. I can appreciate what guildleves were meant to do, but the darn things still just get thrown at you with no rhyme or reason or motivating factor to go to the next camp. I can appreciate the dynamics of class abilities, but that meant picking through dozens of skills that were functionally identical to other ones in a vain attempt to find the right configuration.

More than anything, I was willing to sit through a lot of broken choices to reach a point that most other games started at. She was not, and she honestly didn’t care.

I’d mention features to her, and she’d listen and nod but then move on. Sure, housing sounds great, and yes, a lot of changes had been made before the shutdown, but as far as she was concerned it was building upon an unsteady foundation at best. The fact was that FFXIV wasn’t fun, and all of the added bells and whistles couldn’t change the fact that the core gameplay wasn’t fun whatsoever.

So I went to San Francisco in February. I told her that I’d let her know if the game was good, and she replied with a snort. And we all know what happened on that trip because I wrote about it in great detail.

That got her attention because odds are good that if one of us raves about a game, the other person will like it as well. Fortunately for her, both of us had Legacy status, and that meant that when the first phase of beta rolled around, we were in the same boat as everyone else with Legacy status.

ffxiv moglog believe 2 epl 703 Believing in Final Fantasy XIV         Cut to now, when she is absolutely ecstatic about the impending release. It’s the first game that’s had her this fascinated since we were playing World of Warcraft together, which was many years ago now. Perhaps most curiously of all, now she almost wishes she had played the game more in its original incarnation because she sees what the game was trying to accomplish originally.

This, I think, gets to the heart of what’s changed in the game, and it’s something that some of the detractors don’t or won’t process. For all the changes the game has endured, the core concepts of the launch version are still in place. All that’s been changed is the presentation and the execution, and that makes all the difference.

At launch, you have some choices of path as I mentioned last week. Once the game had a few patches under its belt, you had more. But even if we neglect things like the Duty Finder (which I look forward to with rapt attention), the problem was that the game didn’t really go out of its way to show you where these things were or establish any sort of flow. You were still tossed out and told to fend for yourself once the opening quest stopped, the equivalent of just leaving the pieces on the table and walking away.

The relaunch gives you the tools to slowly move through the game at a steady pace, introducing you to concepts in something of a slow roll. You aren’t having your hand held; you’re being shown the options and then let out in controlled environments where you have three options, then five, then nine, and so forth. By the time you can do anything, you know how to find everything. You have a picture of the world as a whole.

It’s easy to be cynical, and the game does have issues. But it turned someone who wanted nothing more to do with the game into someone who’s excited to play each phase of testing, then excited to see the full game on launch. That’s something special right there.