Final Fantasy XIV make me happy in small ways

Final Fantasy XIV makes me happy for a variety of reasons. Some of them I’ve written about, and some things make me slightly less than happy on a whole. The point is made either way: I like the game, and there’s a lot of stuff to write about, a lot of big issues that easily sustain a whole column on their own.

Not everything I want to write about does that. There are a lot of things that I think the game does right that can’t be discussed over the length of a column without repeating myself several dozen times. I don’t want to write that column and odds are good you don’t want to read it, either.

What I can do instead, though, is compile several of those points into a single column. I want to look at the things that I like about the game that aren’t big enough to merit a whole column but are big enough to be worth mentioning.

ffxiv moglog little 1 epl 717 Final Fantasy XIV makes me happy in small waysDistinction of class

When Final Fantasy XIV launches, it will have eight combat classes. (The sooner that number increases to include Musketeer or whatever the antecedent of Ninja will be, the better.) Two of these classes are meant to be tanks, one (possibly two) acts as a healer, and four (possibly five) are DPS. We don’t know exactly how Arcanist will play out, but we do know that each class has to maintain an identity and be worthwhile when it’s got some competition.

Longtime readers know this is something that I harp on quite a bit. And I’m quite happy to say that FFXIV does a good job of making each of the classes feel distinct and playable while still retaining overall functionality, which is no small task.

Gladiator and Marauder both have the same goals as tanks, but each one has its strengths and weaknesses. Marauder is a bit less capable of providing hard mitigation and can’t block, but it hits harder and it’s great at focusing in one single targets. Lancer and Pugilist are both up-close physical damage, but Lancer is more about burst combos and positioning while Pugilist maintains a steady flow of combinations and damage.

We haven’t seen Arcanist yet, but I can feel confident that it will be unique while working within the established framework of the game. That strikes me as pretty darn awesome.

Beauty in the details

Saying a game is gorgeous is really pointless because a lot of games are gorgeous. It’s also subjective as heck, saving virtually nothing about the overall quality of the gameplay or setting or mechanics or anything else. I’ve seen remarkably beautiful things in every game I’ve played, even when the game didn’t deliver on all of the promises of that beauty. It’s praise without any actual meat.

That having been said, there is a camp on hot springs with changing stalls.

Verisimilitude is a word I throw around so much I take a five-cent hit on my paycheck every time I use it, but to me, that’s a new class of gorgeous beyond just having nice graphics. There are so many little visual treats all over, little details that make the world feel like a place where people live and work. Some of them are easter eggs, some of them are graphical touches, but all of them make the game feel alive and energetic.

I’ve always loved the look of the game, even back in its first incarnation. The revamped game looks to just be even more attractive in motion.

ffxiv moglog little 2 epl 717 Final Fantasy XIV makes me happy in small waysThe roleplaying community

I freely admit this is wholly irrelevant to most of the population, but the community on Balmnug is one of the most familiar roleplaying environments for me, and having it back is a big deal to me. I look forward to getting to run around freely once more.

Smart little touches

Some elements of FFXIV are still remarkably archaic. There’s little reason why you should be forced to drag items over from your inventory to trade them to NPCs when there are countless better ways to execute the same system. But then you run into something that’s so elegant and graceful that you wonder why it wasn’t done before, or if it was done before, why it hasn’t been copied in every game.

For example, while the Armoury Chest is occasionally inelegant, it’s a great way to make sure that you can keep all of your equipment in the right place across multiple different classes. Then there’s the way that Aethernet in the cities allows you to teleport straight to the gates if you’ve attuned to every location. I also love the little gauges right by each item that show you at a glance how damaged an item is and how close it is to being fully spiritbonded. And lest I forget, I’m thrilled that quests you can’t yet accept are shown with a little red icon along with an explanation of when you can accept that quest.

Oh, and the game stole Guild Wars 2′s habit of making gathering nodes and interaction items unique for each player. It’s used to great effect, and I approve wholeheartedly.

Some little bits and pieces of the game still feel oddly lacking, bearing the markings of a bird that did not, in fact, descend from the same dinosaurs as every other avian. Despite that, there are just as many touches that speak of a singular vision and talent, and that just makes me happier than I can possibly explain. So I’m pleased about the game for a lot of little reasons aside from just the big ones.

Final Fantasy Xiv classes of Conjurer

460px Conjurer Final Fantasy Xiv classes:Conjurer

Lore

Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell.

Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.

Combat Role

Conjurers produce spells by calling on the elements of earth, wind, and water. They are able to use spells that heal or strengthen players.

During battle they will be in the back lines using their repertoire to help keep their party members alive. Being part of the Disciples of Magic causes them to have lower health than most other classes, so they must take care to avoid damage at all costs.

Final Fantasy Xiv classes of Carpenter

460px Carpenter Final Fantasy Xiv classes:Carpenter

Lore

The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, from the implements of war to the tools of various trades.

The greatest advancements in the craft have been made in the Twelveswood, home to the highest quality timber in Eorzea. Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous waterwheels erected throughout their city.

Crafting Role

A Carpenter is going to be using the various lumber found around Eorzea. Most items that contain wood as their primary ingredient will be crafted by this Disciple of the Hand.

Although a players first instinct will be to craft weapons, a Carpenter can also produce tools and other items not related to combat to help better the lives of the inhabitants of Eorzea.

Final Fantasy Xiv classes of Blacksmith

460px Blacksmith Final Fantasy Xiv classes:Blacksmith

Lore

It is in the fires and on the anvils of blacksmiths that weapons and tools of metal are crafted. Their work is in demand far and wide, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp.

Limsa Lominsa has been renowned for its blacksmithing tradition since antiquity, though the advanced metallurgical techniques passed on today bear little resemblance to the simple practices of ancient times. The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious smiths.

Crafting Role

The trusted Blacksmith is the man to seek when you want a new sword or axe. Their job is to bend, shape and hammer metals into weapons and tools for the other classes to use.

Having a Blacksmith friend is key for anyone looking to play as a Disciple of War. Couple that with someone who is an Armorer and you will constantly have a supply of gear ready for you at each level.

Final Fantasy Xiv classes of Armorer

460px Armorer Final Fantasy Xiv classes:Armorer

Lore

Armorers treat and work the malleable metals of Eorzea into all forms of armor. By binding together sheet, stud, and link, they are able to produce garb of plate and chain that has saved the lives of countless adventurers.

Though the armor trade once fell within the realm of blacksmithing, advancements in both metallurgical techniques and material refinement led to its necessary specialization, and it is now recognized as an official profession by all nations.

Crafting Role

An Armorer is important for any player looking to be in the front lines of combat. Their job is to create the best, sturdiest armor to take the hits and keep tanks and warriors alive.

Final Fantasy Xiv classes of Goldsmith

460px Goldsmith Final Fantasy Xiv classes:Goldsmith

Lore

Goldsmiths work precious metals and stones into a multitude of accessories that appeal to the Eorzean aesthetic. Their wide-ranging finery, painstakingly fashioned from delicate metals and gemstones, can be see adorning the ears, fingers, and necks of the distinguished everywhere.

Ul’dahn goldsmiths always have a ready supply of raw materials, owing to the vast mineral resources of Thanalan. Due to the high value of these resources, however, most artisans also make it their business to stay abreast of market trends.

Crafting Role

A player seeking to be a Goldsmith should expect to be creating high value items. Your goal is to make the most potent and powerful jewelry for players to wear. The items involved in this process tend to be very valuable, but a smart Goldsmith can turn those initial losses into great profits over time.

Saito: Dragon Quest X is Perfect, FFXIV is for the Hardcore

dragon quest x characters 670x418 Saito: Dragon Quest X is Perfect for MMO Beginners, FFXIV is for the Hardcore; Will Last 10 or 20 Years

Many were surprised by the timing of the PC release of Dragon Quest X,  even more so because it’ll come just a month after another MMORPG by Square Enix, Final Fantasy XIV: A Realm Reborn, will hit the shelves. Dragon Quest X producer Yosuke Saito isn’t too worried about internal competition, as he told Famitsu as part of an interview:

“I believe Dragon Quest X is the perfect entry point for those that play a MMO for the first time. I don’t think we can compete with the historical legacy and the rich content of Final Fantasy XI, while Final Fantasy XIV  has an user interface that makes it aimed to hardcore gamers. Dragon Quest X’s interface has less information at a glance, so it’s more user friendly right from the start.”

He also shared his plans for the future of the game and of the series:

“In the end I’d like to create a place where people that like Dragon Quest can gather. Of course we’ll add new stories, additional scenarios and new bosses to fight, but that’s not all. Our aim is to have a cozy place for people that love Dragon Quest, and that’s the most important thing. Of course the series will continue with Dragon Quest XI and Dragon Quest XII and so forth, but I’d like Dragon Quest X to continue at the same time as a world where people can also chat about Dragon Quest XI and Dragon Quest XII. I’d like Dragon Quest X to last ten or twenty years.”

That sounds like a plan, even more so now that we know that Square Enix is planning to release the game in the west. Bring it on. My body is ready, even if I’m not a beginner.

Final Fantasy: A Realm Reborn Beta Impressions: New Beginnings

finalfantasy14arealmrebornglorbo thumb Final Fantasy: A Realm Reborn Beta Impressions: New Beginnings

Meet Glorbo Isulb. He’s a male Roegadyn and is in the relative infancy of his adventuring career, which should be apparent due to his mismatched armor of assorted colors. Don’t underestimate him, however, as Glorbo can carry his own weight, as plentiful as it is. He’s rescued royalty, defeated mages, squashed corruption and served as an ambassador to multiple nations. And did you see that moustache? Glorbo’s fate is more than likely intertwined with that of the world. To me, though, he’s just one of the best MMO characters I’ve had the privilege of creating in my many years of gaming.

Final Fantasy XIV begins with a cart ride, and just as in Skyrim it serves as a great method of introduction to the setting and atmosphere in the game. A calm merchant-cart ride, pleasant conversation, mysterious passengers and a brief violent interruption later, you’re suddenly standing out front of a bustling tavern with a single quest marker ahead of you. Down the rabbit hole we fall.

06646b0cad1db5b9e18d35e120552056 Final Fantasy: A Realm Reborn Beta Impressions: New Beginnings

    New Beginnings

That first quest NPC is hugely surprising for a couple of reasons. Not only is she written extremely well, but she has a personality and depth that is rare in MMOs. She’s just the first in a line of NPCs that are actually interesting; NPCs that will make you want to return just to ask how their day was, even after their questline is over. Not that they’ll respond, being NPCs and all, but their depth make the world that much richer. You’ll still find one-off sidequest NPCs, but even they are interesting as a result of the writing that goes to great lengths to tie into the setting. It’s that main campaign line that shines, however, by pushing the player onward constantly.

Onward we go, leveling from 1 to 20 over the course of a few short beta weekends. Levels 1 through 15 will focus mainly on the story of the player’s origin city, as well as the player’s growth as an adventurer. This involves main campaign quests, which delve into the player’s mysterious powers, class quests that help convey the goals and themes of each class, and sidequests taken from various NPCs that flesh out the game’s setting and story. None of it is overly complex but remains very immersive and endearing.

Along the way there are various other tasks for player to keep busy with, or even just passively participate in as they progress along the main story. The hunting book gives the player specifi monsters to kill for bonus experience, dynamic events (FATES) that pop up in the wilderness, and leves — which are small contextless quests players can do for extra experience, gold and loot a limited number of times day. I rarely actively sought out any of these features, but each of them found their way into playthrough naturally in one way or another.

Finally, you also have the ability to just swap to a different job after passing a level restriction (around level 10, if I recall correctly). Crafting requires swapping to a field worker job, and while that means no crafting on the player’s main job, switching between classes is ridiculously fast and painless. All classes even have inventory space for storing armor, separate from bag space. While the game doesn’t have Final Fantasy XI-esque sub-classes, the ability to have every job leveled on a single character is a rather attractive idea.

eb03872618232e7183b0504f0b4c593e Final Fantasy: A Realm Reborn Beta Impressions: New Beginnings

At level 15, players begin participating heavily in group content, which means talking about combat. Perhaps the most controversial portion of Final Fantasy XIV will be its combat. A Realm Reborn’s classes have relatively few active skills, even up to the max level I reached. While I’m wary of calling it slow — it isn’t when compared to Final Fantasy XI or the original Final Fantasy XIV — A Realm Reborn is paced very deliberately. I love this sort of system because every skill cast becomes significant, and a single mistake could give enemies the upper hand.

What this sort of combat does is fit classes into very specific roles. I played as a tank, which mean that solo combat from 1-15 wasn’t necessarily as fast as I would have liked, but my survivability was outstanding. Post-15, when I grouped for instances, my role became a huge priority, however, as monster aggro-management is hugely significant for parties.

Final Fantasy XIV isn’t some simple tank and spank-style MMO, though. Virtually every enemy has multiple area-of-effect skills that urge constant movement, and at least in the few instances I ran, boss fights and groups of enemies would require some creative gameplay that kept the encounter unique and fun. Pro-tip: stay away from bombs when they explode.

I’d prefer to call combat in Final Fantasy XIV: A Realm Reborn heavily tactical. Even at 20, knowledge of one’s role and the importance of various inter-party interactions were growing significant. By max level, I expect a high level of challenge for most players. Hell, I don’t just expect it — I demand it. This isn’t for everyone, especially with the current MMO shift towards extremely dynamic combat systems and hybrid classes that don’t fit into conventional roles. I find Final Fantasy XIV: A Realm Reborn a healthy combination of both old and new. I love that feeling of trust you must have in party members with a role-based combat system. Final Fantasy XI did it oustandingly, and I think A Realm Reborn captures that feeling as well.

d7d5fa5df30cd23ada17ca3361d9754b Final Fantasy: A Realm Reborn Beta Impressions: New Beginnings

Combat isn’t the only place where Final Fantasy XIV: A Realm Reborn will lose players, however; whether it’s the anime-esque character designa and style (Catgirls/catboys, anyone?), the rather rudimentary character customization system deeply limits variety and defining features, or the random coloring on armor before dyes are introduced around level 15. A Realm Reborn is still developed in Japan and thus very foreign in some regards. While they ape many of World of Warcraft systems like UI, party finder, quest log and other ease-of-use features, some things will grate at players’ willingness to make concessions.

One of the other elements that bother me especially is the heavy use of instancing. Using an airship to go from one city to another spans at least three quick loading screens, and each city is broken up into a least two, with four wilderness zones spread around them. Leveling secondary classes are quite clearly going to be grindy, which is made excessive because leves are limited in quantity each day. Run out of quests in a city? Do leves. Run out of leves? Tough, or grind monsters. I’m also worried that post-20 things will become too grindy, but that’s a rather baseless statement.

That all said, I think the good and the great handily outweigh my worries and bothers.

Final Thoughts

Final Fantasy XIV: A Realm Reborn isn’t a flawless creation, but considering the buggy, laggy, awkwardly designed mess that was the original game’s release, A Realm Reborn is outrageously better. The two may not even be worth comparing. I’m 20 levels in and I haven’t felt as invested in an MMO since Lord of the Rings: Online, which is saying something considering how much I loved that game.

Unlike many modern MMOS, there is no one aspect of Final Fantasy XIV: A Realm Reborn that I hold above the others. It’s the simple yet elegant combat, the tranquil yet weighty atmosphere, the depth and nuance to class and character customization, and the extent to which the game goes to introduce and welcome the player to its grand cast and setting. Square Enix has created something wonderful with Final Fantasy XIV: A Realm Reborn, and I’m excited to further explore the unique and beautiful world they’ve created.

Final Fantasy XIV: A Realm Reborn Beta Test Phase 3 (PC)

 Final Fantasy XIV: A Realm Reborn Beta Test Phase 3 (PC)

When I first saw this game the first thing that struck my mind was “Holy crap in a pita! This is shiny as Hell!” It was like walking into JJ Abrams’ lens flare archive.

Then I actually got a chance to play it. Oh boy.

In case you haven’t read some of my previous articles, I’m a simple guy. I like things simple and with substance. I’m also a former WoW player, currently working my way through TERA and Borderlands 2, so needless to say I have a few standards I’m used to. I’m also a big fan of Fallout 3 and New Vegas, although could never really get into Skyrim and honestly I’m still trying to figure out why. So strap yourselves in, cause it’s going to be a bumpy ass ride.

Let’s start with the “First Impression,” basically how the game introduces you into the universe. Long story short, stuff was great, then some jerkwad decided to gather some other jerkwads to try to destroy the world, people went to war to save it, yada yada yada. It’s some 20 years in the future, history is about to repeat itself. Concerning the “Big Bad” of this game, it’s just a faction of people associated with the jerkwad faction from the past. The intro cutscene is really nicely made but I honestly felt bored watching it because te entire time I kept asking myself “Who’s that? What are those and why can’t I skip this?” Trust me when I tell you this, it’s the beginning of a ton of these.

 

Speaking of graphics, they really like to give your eyes diabetes with all the sugary shininess of the visuals. The clouds move, the grass sways when you’re in combat, little things like that are en mass throughout this entire game…if you have it enabled of course. Like most games like this, you’ve got to have a pretty damn good gaming PC to both A) Run it and B) Run it well. Sad to say I had to tone things down a bit just to get it to stop skipping, but didn’t miss out on a lot of the good stuff.

The character creation is pretty intuitive, giving you lots of options for creating a character that fits “you”. Especially with the hair and eye colors, allowing almost damn near every color in the spectrum. It also lets you choose which moon you were born under and which deity you worship for some reason. It’s Final Fantasy just roll with it. When it comes to which class you want it kind of has variety and then it doesn’t. You have the option of being able to switch classes/roles at any time without the need for creating alternate characters, unfortunately whichever class you start with, you’re stuck in a set city which consists of a few generic places like ForestBurg and Desert Town (I honestly could not remember the city names for the life of me). You also can choose between 4 different races, Humans, Generic Elves, Cat People, Midget Gopher Elves and Badass Behemoths (Again, couldn’t remember the names). Considering this is Final Fantasy though, you’re going to see a lot A LOT of female Cat People.

Miqote CG 584x600 Final Fantasy XIV: A Realm Reborn Beta Test Phase 3 (PC)

Once you actually start playing though, you’re going to notice a few things, and this is where the game, at least for me, fell flat on its face. I started out as a Pugilist (which I refer to as “Puggy”), so obviously I was looking forward to punching something in the face.

Nope.

First you got your tutorial missions to get you familiarized with everything which is fine, but you have to go through a mass amount of fetch and go-fer quests before you actually get to fight something, not to mention an ungodly amount of text bubbles to sift through. I understand wanting to immerse someone into a world through narrative, but there’s a limit to a person’s patience. There is also literally a quest where you go into a bar and take drink orders. I think that says enough about that. It wouldn’t have been so bad if not only were those types cut in half but also if the map wasn’t clunky as hell. And here’s where we start with the comparisons. You open up a map in WoW or Borderlands, you see the area nice and clean, easily visible, with markers in place so you know where to go. Here however, well, just look:

ff14 map Final Fantasy XIV: A Realm Reborn Beta Test Phase 3 (PC)

I spent a good 10-20 minutes trying to figure out just where the hell everything is. I understand the concept of making a city huge but there’s a point where you gotta put practicality in the mix. There’s also one really and I mean really devastatingly annoying thing about navigating through these cities: Loading Screens. Now here’s something I don’t get, the only time I ever saw a loading screen in WoW was when you traveled either into a dungeon or into a different CONTINENT! Yet here, you can’t travel into another quarter part of the city without having to sit through a 10-30 second black screen with text saying what part of the city it is. And believe me it really extends the time you spend doing these fetch and gopher quests and I literally timed one of them. From start to finish of a quest where you have to go from one end of a quarter part of a city down to the central of it, put up 3 posters on 3 separate walls (there’s also a cast time for each poster for some reason), go back and turn it in took 9 minutes and 12 seconds.

 

But I pressed on in hopes of getting an ACTUAL combat mission in hopes that at least the fighting system would be interesting.

Nope.

It uses the same “tap, watch, tap” system that’s been used in damn near I don’t know how many MMOs before it. Don’t get me wrong there are a few differences, like some monsters you have to watch their “tells” so you can counter properly, but that’s few and far between, not to mention with this style of combat, it’s more of an annoyance than it is fun. Honestly for all the buildup i had seen I expected something like TERA, where it’s live combat, being able to dodge an attack by moving out of the way rather than every attack the enemy makes being a homing missile. Again, maybe it’s just me, but this is the kind of thing I’ve seen a ton of times before and I’m not a big fan of it, especially with a class like Puggy, where in hand to hand combat, being able to dodge and weave is key to winning a fight, not just waiting for your moves to cool down.

 

However, one of the few differences is the addition of the “Limit Break”, which if you’re with a group in a dungeon or FATE (I’ll get to that in a minute), you’ll see 2 yellow/gold bars at the top. When they fill up, any person in your party (and I think you’ve already guessed what my problem is with this) can activate their Limit Break, which is a super flashy and stylish super move to either help your party or just rip the monster you’re fighting a new butthole. Granted it’s a nice little novelty, but why is it limited to just one person? Why not every person in the party? You have any idea how many people would rage quit because one guy accidentally/purposely used the limit break when someone else was going to? And the FATE battles, which is an acronym for something I can’t remember, are basically “worldwide” battles that randomly spawn in the server, that allow people to just basically gang up on 1 or several powerful monsters for epic loot. It’s nice but it can kind of get annoying when you’re in an area just fighting a random creature when the message “Your level is too low for this FATE battle, your contribution blah blah blah” pops up randomly.

The sound quality in this game is hit and miss. The music is what you’ve come to expect from Square Enix, big and grandiose in scale and well done. The voice acting and sound effects on the other hand, though not low quality, is grating. Like the quest complete sound that plays. Every. Single. Time. And it’s not like a chime or a bell or something, it’s this 5-second fanfare that’s nice to hear the first couple times but then just makes you wish you could turn it off. Sadly, it’s tied to the sound effects part, not the music, so even if you wanted to turn it off and still hear everything else, you can’t.

Considering that it’s a “Phase 3″ beta, meaning it’s almost ready to head out the door, it may be too late to change anything, but there’s one damning factor that I just cannot/will not (pick one) overlook: They’ve decided to implement a subscription model. WHY!? Of all the outdated and forced things you could do to people, why in the hell would you have people pay a monthly fee to play this? There’s a reason why a lot of MMOs like The Old Republic and TERA went with the free-to-play model: People don’t want to pay to play on top of the $30-80 (depending on which version you get) already chucked in to buying the damn thing.

All in all, here’s my “tl:dr” (too long, didn’t read for those of you unfamiliar with the term):

Don’t. Just. Don’t.

Unless they decide to drop the subscription model or the price of the game, I can’t in good conscience encourage anyone to pre-order and buy this game when it comes out, save for die hard Final Fantasy fans. If you’re looking for a decent fantasy RPG, go for Ragnarok 2 or TERA, which are both free, or WoW. Hell WoW now comes with a free “demo” client that allows you to level up a character to level 20! Guild Wars 2 works too if you’re up for a gamble.

Bottom line is don’t judge a book by its cover. In this case it was a very shiny looking cover, blinding me to the trap waiting within.

Final Fantasy XIV: A Realm Reborn Preview

Final Fantasy XIV A Realm Reborn cover image Final Fantasy XIV: A Realm Reborn Preview

Final Fantasy XIV was what really dealt the death knell to the Final Fantasy brand. Although the series had been in a state of steady decline since the late Playstation era, it was the poorly made, ill designed MMO that Square released with the Final Fantasy brand name slapped on it that attracted the ire of everyone, and once and for all dispelled the notion that the series, at least the mainline numbered series, was synonymous with high quality role playing.

Square decided they couldn’t let that happen. They flat out could not have a mainline game in their biggest- indeed, their only series with international appeal- and they swore to fix it. Whereas the original game would be continued to be offered to people who had bought it in good faith for free, even as Square Enix continued to patch it and make it playable, they would work on a full scale reconstruction, a massive  undertaking that was basically developing an all new game, calling it Final Fantasy XIV, and trying to repair the damage caused by the original.

Final Fantasy XIV A Realm Reborn 15 Final Fantasy XIV: A Realm Reborn Preview

In an industry where first impressions are often everything, it was a very gutsy move to try and stick with the game. Did it pay off?
To put it at concisely as possible, yes. Although I have no experience with the older MMO outside of horror stories that I heard regarding its awfulness, the new game is a wonderful, beautiful RPG that provides for what is probably the best online role playing experience on the market right now. It starts with a character customization screen, offering you a chance of one of five races, and then it throws you right into its new, lovingly crafted world.

The character customization itself isn’t the most robust, betraying this game’s JRPG roots, but it gives you just enough options. As soon as you are done, you find the game beginning, and you are in a cart. The conversation you have with your driver, and the subsequent events that folow, do a good job of setting the world you are in, as well as the atmosphere, up, before you are plonked into the city of Ul’dah and taught the basics of movement, fast travel, sidequests and guilds.

To be honest, it all seems to evoke a similar portion at the beginning of Final Fantasy XII, and just like that underappreciated gem, it does an excellent job at setting the tone of the game.

Final Fantasy XIV A Realm Reborn Class 13 Final Fantasy XIV: A Realm Reborn Preview

After the game has set up all the mechanics of fast traveling and such with you, you get to venture outside of the city walls and get into some fights for some experience and loot. Final Fantasy XIV: A Realm Reborn probably understands the banality of most quests and fetchquests that degenerate into mindless tedium, especially at the beginning of each MMO.

To avoid that, it tries to attach context to everything you do, to lend it some weight. In fact, one might argue that it gives some things too much context, and won’t it just get to the point and let us kill some monsters already?

When it does get to it, the combat is fun. It’s real time (no, turn based MMOs are still not a thing), and it is fairly standard, with cooldowns, and action points associated both with physical and mana attacks.

However, Final Fantasy XIV also seems to use what looks like a variation of the famed ‘Jobs’ system from the earlier Final Fantasy games, allowing for cross profession skills once your current profession has leveled up enough. Level and character growth is therefore linear, instead of offering the player a choice via a skill tree, and it allows you to craft some uniquely customized characters.

9183FINALFANTASY XIV ARR PUB 01 1280 Final Fantasy XIV: A Realm Reborn Preview

There are still a few rough corners in Final Fantasy XIV- I played the beta, so it is very clearly a work in progress. The beta does not have voice acting, for example, whereas the final game will, and some interface issues abound. On the other hand, it seems to be a fully realized MMO, already better than many other MMOs on the market.

Square Enix simply seems to have done a great job at crafting a masterful MMORPG here- from the combat to the quests, real time dynamic events, guilds and progression, side activities like monster hunting (which could be an entire game unto itself), it takes the standard MMO formula and it refines it until it is executing it the best.

But then, it also has something that completely sets it apart from all other MMOs on the market, which is its unique world and atmosphere, a world uniquely Final Fantasy. I don’t know what the previous Final Fantasy XIV was like, but this one appears to be a true full scale online realization of what makes Final Fantasy so uniquely good and so quintessential in the role playing genre.

This game was previewed on the PC.