Final Fantasy XIV Risen From Ashes

 Final Fantasy XIV: A Realm Reborn Impressions – Risen From Ashes

The subtitle for Final Fantasy XIV‘s re-release, A Realm Reborn, is incredibly apt.

Final Fantasy XIV’s original launch was plagued by an astounding number of issues, from technical to balance-related, and the game ended up crashing headfirst into the dirt. Square Enix, rather than letting all that work go to waste, set out to completely overhaul the game and rebrand it. The result is Final Fantasy XIV: A Realm Reborn, and while it’s a very traditional-minded MMO, it’s also the prettiest and most flexible of its kind since Final Fantasy 11.

A Realm Reborn starts off with the world undergoing a cataclysm that reshapes civilizations and landscapes. In the aftermath, various countries and cultures band around crystals, hoping to use them to bring about an era of peace and prosperity. However, nothing is clear about how this goal will be accomplished, and various political figures and adventurers have signed on to try to bring order back to the world. Of course, there are also wars and banditry and hostile wildlife all disrupting the natural order, giving those on the lookout for coins or quests something to do with their lives.

When said in game, it sounds complex, but it boils down to simple adventurism. In a way, it’s a metaphor for Final Fantasy XIV itself: Everything seems complex and interwoven, but that’s more a function of its presentation than actual complexity. Final Fantasy XIV is actually a fairly simple game, and that’s where its strength lies.

 Final Fantasy XIV: A Realm Reborn Impressions – Risen From Ashes

Once you’ve made your adventurer and set out to make your fortune, you are introduced to the world of A Realm Reborn through detailed cutscenes. These cinematics often include dialogue choices, so you aren’t just watching something that is completely static. Unfortunately, this also means that a good portion of the early game cutscenes and dialogues are totally unskippable. If you’ve made an alt, you have no options to start ahead; you have to sit through everything, even if you’ve already seen it before. Thankfully, there’s almost no reason to make an alt except to play as a different race.

This is because A Realm Reborn uses a “job” system, much like Final Fantasy V or XI. After you reach level 10 in your starting class, you are given the option to switch between classes at guilds and learn the abilities of that class. Tired of being a Pugilist? Try your hand at being an Archer or a Mage instead. Each class plays a little bit differently — the Pugilist is more of a rogue-type character, for example, while the Lancer has more of a tanking role — so you can indulge various playstyles on a single character. However, your main plot is influenced by the class you chose at character creation, and you’ll always be stronger with your starter class.

This flexibility also extends to the crafting professions. There are no arbitrary restrictions on how much you can learn here; make everything you want to make, in whatever professions you want to learn. However, it’s always smart to specialize in professions one at a time, as attempting to power level every profession at once is incredibly painful. Find what you like and stick to it before branching out. After all, you’ll be better in combat with the gear you want if you stick to a single profession and max it out first.

Final Fantasy XIV Coming to Sony’s newest console next year

Square Enix’s newest MMO will make its way onto Sony’s newest console next year

Square Enix has been getting ready to relaunch their newly redesigned second MMO, Final Fantasy XIV: A Realm Reborn, with the release date of August 27th fast approaching. Fans of the series have probably already picked out whether they’ll be going the PC route or if they’d rather use a PlayStation 3, but what about that other Sony console that might have been mentioned in the news a bit the last couple days? Square Enix has confirmed at E3 that FFXIV:ARR will be available for PlayStation 4 users and is slated for release in 2014.

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If you’re one of those people who was looking at the PS3 version of FFXIV yet were also planning on buying a PS4, Square Enix is currently talking to Sony Computer Entertainment to ensure that players who purchase the PS3 version of the game will be able to smoothly transition their game accounts to the PS4 version when it’s released next year. As for whether that means you’ll just download the PS4 client and be done with it or it means you need to purchase a PS4 version to keep playing, we’ll have to wait until more information is available. A new trailer was also shown today and has been embeded below, showing scenes from the remodeled Eorzea, some snippets of story, as well as updated gameplay.

If you’d like to know more about what exactly makes this redesign of FFXIV qualify as being “Reborn”, head on over to their website to find out more. While you’re there, you can also sign up for their beta, be it as a PC user, a PS3 user, or both if you’d prefer. No option for PS4 though, so no pre-emptive registering for beta while waiting for your preorder to show up.

d399ab08f875f825eac0bb8c6ea2847e Final Fantasy XIV Coming to PS4 in 2014

Final Fantasy XIV: Jedi Mind Trick

20100903193128%21FFXIV Logo Final Fantasy XIV: A Realm Reborns Jedi Mind Trick

GAMEPLAYFinal? Square Enix doesn’t know the meaning of the word. That’s apparent enough from the avalanche of Final Fantasy games we’ve seen since 1987, but it’s especially true of its approach to its last MMORPG. By all accounts–including Square Enix’s–2010′s Final Fantasy XIV was an abomination, a shameful excuse for an MMORPG that couldn’t even pull off the simplest kill-and-fetch quest without tripping over itself. And so I tiptoed into this “reborn” incarnation of Eorzea with caution, fully expecting the world to crumble around me pixel by pixel. That didn’t happen. Against all odds, it was good, and I found myself reluctant to leave when the closed beta breathed its last. But was it enough to justify such a Herculean effort? I’m cautiously optimistic.

Rest assured, this “remake” essentially amounts to a new game–I’m reminded of Augustus Caesar’s boast that he found Rome in brick but left it in marble. Concerned that FFXIV didn’t embrace the franchise’s lore with enough devotion? Know and rejoice that chocobos here probably outnumber the palm trees of Miami, and Magitek Armor war machines shuttle you about later into the leveling process. Limit Breaks, the group-based ability unlocks, made their appearance in the last beta, and there’s even a group finder. Hated the crippling lag? A Realm Reborn features silky smooth framerates on both the PC and the PS3. Missed Final Fantasy XI’s console integration? I sampled FFXIV on both the PC and PS3, and I found the latter’s gamepad-centric gameplay only slightly more complicated than playing God of War. Square Enix even addressed the concerns that the original told you little to nothing about how to play–in fact, almost to a fault. Description-laden pop-ups describe even the simplest features in encyclopedic detail, and a full 30 minutes of story and introductions passed before I was able to pull out my archer’s bow and shoot stuff. (While we’re at it, what’s with the absence of good beards in the character creator?)It’s largely worth the wait, though, because the gameplay’s actually fun now. It may be a little hard to tell what’s going on in groups thanks to an overreliance on flashy abilities, but it gains much of its excitement in the simple fact that there’s accessible group play in the first place. As of the last beta, there’s even a group finding tool and (surprise, surprise) Limit Breaks, the group-based skill unlocks common to the series since Final Fantasy VII. Long before the first dungeons appeared around level 15, I’d experienced around 20 of the FFXIV’s new “FATE”s (or Full Active Time Events) that evoke the dynamic events of Guild Wars 2 or Rift. They add yet another layer of variety beyond the surprisingly enjoyable storyline (as of yet still unvoiced), as does the welcome introductions of Final Fantasy’s familiar concept of jobs–i.e., a feature that allows you to become the class corresponding to the weapon you’re wielding. In short, polish and surprises await around every turn. There’s no question: this is how Final Fantasy XIV should have been at launch.

The problem for Square Enix is that that launch was just under three years ago. A seemingly small number, but that’s an eon on the MMO scale. Even Rift hadn’t popped up yet back then; in 2010, announcing you played an MMORPG was still almost tantamount to saying you played World of Warcraft, and the paucity of choice paradoxically created larger and stronger communities. The intervening years saw the rise and decline of Next Big Things like The Secret World, Star Wars: The Old Republic, and Guild Wars 2 that both bedazzled and underwhelmed us, and countless indistinguishable free-to-play MMORPGs now peck away our nickels and dimes with microtransactions. Final Fantasy XIV 1.0 reared its ugly head in a world without the thinning playerbase such variety brings. At least it’s timed right for release. It has only WildStar and The Elder Scrolls Online to steal its hype for now, and both of their release dates sit firmly in an undisclosed future.

It’s the pesky payment plan that will prove the biggest hurdle. The folks behind Final Fantasy XIV have pushed so strongly for a subscription model that new lead director Naoki Yoshida insisted that FFXIV would be shut down without them. But Yoshida’s reasoning seems sound. With free to play, he said in a translated VentureBeat interview, “You don’t know what you’re going to be getting, and because you don’t know what you’re going to be getting, you can’t plan ahead.” Content, he believes, is more important, and I’m inclined to agree. As attractive as I find the thought of playing for free, I’ve come to prefer the subscription model and what I see as the generally finer and more reliable content it brings. The constant reminders to spend this or that in a game’s cash shop robs games of the immersion roleplayers so eagerly crave, and the core combat content seems to lack much of the thought and creativity. But considering that Final Fantasy XIV makes few efforts to bring drastically new elements to the genre despite its polish, new features, and snazzy updated graphical engine, Square Enix will have a hard time winning over players beyond the bunch who were soured by the first go-round with this model.

Indeed, during a brief guided playthrough with Matt Hilton, Square Enix’s community manager, I couldn’t help but ask why Square hadn’t just scrapped the sad wreck of the original and released a new MMO entirely. There’s certainly enough material here to justify it, and a new name might attract players who still recall the taint of the original’s name but haven’t followed A Realm’s Reborn development enough to think of it as any more than an expansion. The answer I received, PR-oriented but honest, was that to let Final Fantasy XIV slip away untouched would have left an indelible stain on the Final Fantasy name. And it’s true that the extent of the revision sometimes defies belief, making what I’ve seen of Final Fantasy XIV look like one of the most impressive apologies to a player base to date.

That might be enough to propel Final Fantasy XIV to success beyond the launch rush. Even so, any sustainable subscription-based success will likely be a muted one–one better suited to around 400,000 subscribers (to quote Yoshida’s own number from his VentureBeat interview) than to Blizzard’s fabled and largely unattainable millions. As Final Fantasy XI proved, that’s more than enough to deliver an unforgettable MMO experience, and the seeming restoration of the series’ good name might provide the push needed to reach those comparatively humble numbers. At present, it’s a standard MMORPG, but it’s one with heart (and a smidge of desperation) and Yoshida’s love of the genre reveals itself with every click.

New :Final Fantasy Xiv Failure Risks Destroying

 New FFXIV Director: Failure Risks ‘Destroying’

The failure of of Final Fantasy XIV isn’t up for debate. Launched to extremely negative reviews, it struggled to maintain a decent number of users and problems were so bad Square Enix was forced to issue two separate apologies to fans for the cock up. Ouch. Then again, Final Fantasy is kind of the Square Enix’s signature game. If it goes away, it’s almost like the company losing an arm, or both of them. So naturally the failure of FFXIV wasn’t seen as an insurmountable problem, but a course in need of correction. Which is why the game is being rebooted as Final Fantasy XIV Reborn.

How big of a risk this reboot is is anyone’s guess but if Naoki Yoshida, director of the new version of FFXIV, is any guide, a huge one. Speaking to Kotaku, he essentially said that a failed Final Fantasy XIV might kill Square Enix. “We won’t make a mistake like FFXIV again,” he said about the failure of the first version. “If we did, it would be like at the level of destroying the company.”

We’d hate for that to be the case. If only because I want to play Sleeping Dogs 2. Though I won’t be playing FFXIV. Will you? Let us know why, or why not, in comments.

FFXIV: A new set Class, Jobs and FATE

Check out a preview of the newly released class and jobs to XIV as well as an in-depth look at the FATE system.

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Greetings adventurers of Eorzea! This week at E3 Squre-Enix released a sleek new trailer, detailing the newly revealed Class and Job options coming to Final Fantasy XIV: A Realm Reborn. On top of that, Game Director/Producer, Naoki Yoshida accompanied by Toshio Murouchi from the community team, have released yet another Developer Commentary Video outlining the FATE system in Final Fantasy XIV. Let’s dive in!

First and foremost, let’s talk about the Arcanist; the newly revealed class coming to Final Fantasy XIV. For those who are unaware, classes in FFXIV function more like a starting archetype for your character, but switching your class is as simple as changing the weapon that you have equipped; making it so you will eventually have the option to master every class.  As you progress further in the game you will unlock the option to select a “Job”. These Jobs function similar to advanced classes or specializations that become available to you, depending on what your initial class choice was.

In this case, The Arcanist is a mage-type class that has the ability to summon creatures to aid you and your allies in battle. Fans of previous Final Fantasy titles will be familiar with the summon “Carbuncle”, one of the first summons you will have available to you on top of a plethora of offensive and support type spells.

From there, the Arcanist has two possible Job options available to him or her. The Summoner; an offensive spell-caster that can summoner powerful and destructive creatures to aid them in battle. Or the Scholar; a more support oriented caster that seems to be focused more on healing summons that can provide heals and buffs to your allies.

Now that you’ve seen a glimpse at the Arcanist, Summoner, and Scholar, let’s dive into the Full Active Time Event System otherwise known as the “FATE” system for short.

FATEs are essentially dynamic events that have been added to FFXIV. As you’d expect from other titles such as Guild Wars 2 or RIFT, these events scale with the number of players in the area; increasing mob health, damage, density, and the overall difficultly of the encounter. Tune in to the video, as Naoki Yoshida and Toshio Murouchi explain how the FATE system works in detail.

Final Fantasy XIV: A Realm Reborn is definitely shaping up to becoming the MMO that dedicated Final Fantasy fans have been looking for. Be sure to check out Final Fantasy’s official website for more information and keep your eyes on ZAM for more Final Fantasy XIV news updates.

Final Fantasy Xiv Beta number will soon be over

Get your code registered or application submitted

240356 Beta Code and Application Deadlines Approaching!

Just a reminder to everyone that if you’ve been sitting on your beta code for some reason and not actually playing (who would do that??) then you have only a few days left to get that code registered before it becomes unusable.  If you haven’t received a code yet and would like to participate in the Phase 4 beta, you need to get your application in if you haven’t already!

From the Lodestone:

“Details:

For those who have registered a beta code by Tuesday, July 30th, 2013 9:59p.m. (PDT), you will automatically be accepted to participate in Beta Test phase 4 (final Beta Test). If you have not yet registered a beta code, please make sure to complete the registration process before the above date.

For those of you who have not yet applied for the Beta Test, please submit your application by Monday, July 22, 2013 (PDT).

Application Period:

Until Monday, July 22, 2013 (PDT)

* On the above date and time, the Beta Tester Application Site will be temporarily closed and will reopen when Beta Test phase 4(final Beta Test) begins.

Registration Period:

Until Wednesday, July 30, 2013, 9:59 p.m. (PDT)

* If your beta code has not been registered by the above date and time, you will need to resubmit your application at the Beta Tester Application Site once Beta Test phase 4 begins.

Those who have yet to apply, be sure to visit the Beta Tester Application Site.

To register your beta code, please click here.”

FFXIV: Crafting and Gathering second

With all of the systems getting rebuilt in A Realm Reborn, what do crafters and gatherers have to look forward to?Craftsmanship, Control, and CP – Why Should Other Classes Get All the Stat Fun?

Before I get into what makes the current crafting system great, let’s take another look back at the dark days of v1.0. If you wanted to craft back then, you were in for a long, very unexplained process of trial and error. Once you opened up your crafting window, you’d be greeted with a box for materials; there were no saved recipes unless you’d successfully made something before.

Assuming you’re like most MMO players, you would take the easy route and pull up a list of recipes in a browser tab and get to work. Once you fought through the old interface to get all of your materials in the box and told it to craft, that’s when things got even more complicated. The game would present you with a rapidly depleting timer bar and a list of options with no explanations. Clicking one option would make your Progress and Quality bars move up and the Durability go down. Another would give more Quality, but less Progress. The third would be more Progress, but almost no Quality and a huge chunk out of Durability. The fourth would be a small amount of Progress and Quality, but with almost no Durability loss.

There were elements to a good crafting system here, but between the UI issues in v1.0 and the almost nonexistent explanations of why you wanted Quality or how you avoided losing Durability and running out of time, it was hard to see the light at the end of the tunnel. Luckily for me though, when they took everything back to the drawing board for v2.0, crafting got some major improvements.

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The first major change with ARR’s crafting comes when you open the window; like combat classes with their Hunting Log and the Disciples of the Land’s Gathering Log, crafters have a Crafting Log to let them keep track of items they’ve made, recipes available to them, what materials each takes, how many you have, and even how many of those are high quality. While the other logs are primarily for reference (or a list of free XP in the case of the HL), the Crafting Log is how you’ll actually choose your recipes, assign your normal and high quality materials, etc. before you actually begin crafting.

Once you’ve selected your recipe, it’s time to start crafting. To begin with, the game actually tells you what those Durability/Progress/Quality bars are for, which was a marked improvement over v1.0. There’s no timer now, so you can take as much time as you want – the only thing between you and crafted glory is the Durability gauge. This gauge is a set value for each recipe, so no more using HQ materials to bump that up.

When you start out crafting, you’ll just have the one move that will give you some amount of Progress for ten Durability. If you manage to fill the Progress bar by the time the Durability hits zero, you get your item and some crafting XP. If not, you might lose a material or two and go back to the Crafting Log to try again.

Early on, the system’s fairly simple and even with the 80% or so success rate on your first Progress move, you should have plenty of Durability to make all of the low-level items you want. It’s once you start unlocking more abilities and recipes that things get more interesting.

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The next move you unlock as a crafter is something that adds to your Quality meter for ten Durability. It doesn’t help your Progress, you still have to use that first move to fill the bar and complete the item, so you might wonder why you have this button.

You’ll notice an HQ percentage on the crafting window along with all of those other bars, similar to the HQ percentages you’d see on the gathering windows. The same principle applies here, but it’s even more important with crafted items. High quality items give bonus crafting XP and high quality crafted gear has better stats than normal pieces. Since we all love bonus experience and higher stats on our gear, the question is how do I get these high quality pieces? Sure there’s the base 1% chance, but the real trick is using your good materials and your crafter abilities. The higher you can get your Quality bar, the greater the chance of seeing an HQ result. Using HQ materials will boost your base Quality and give you a head start, but if you really want to boost your odds, you’ll need to boost Quality through your abilities. Of course you have only so much Durability to go around and you still need to fill that Progress bar to actually succeed, so that’s where things get more complicated.

Abilities you pick up later help you out somewhat, like a power that restores three hits worth of Durability, another that increases your base success rate with each Progress/Durability move for five moves, one that gives you a scaling success boost based on your Quality, etc. Of course to use any of these abilities requires Crafting Points, so that makes matters more difficult.

Every move besides your first Progress ability requires some amount of CP to use. Depending on the item you’re making, you might be able to splurge on Quality moves and try for an HQ result or you might need all of the Durability refills and success boosts you can get if you’re trying to get a higher level item. Eventually you will reach a point though where you just don’t have enough to make an item; there’re only so many CP to go around and your Progress move only does so much. That means it’s time for some new gear.

Just like gatherers get their own special gear to boost their gather and HQ rates, crafters have equipment with stats just for them. You’ve got Craftsmanship which boosts how much you get out of a successful Progress/Quality hit, Control which should increase your chance to actually hit with those moves, and +CP to give you more points to work with for your abilities. As a gatherer I don’t have much need for multiple gear sets: pretty much slap on the best stuff and get to work. For crafting though, I can definitely see reasons for having at least jewelry to swap between. Maybe have some Craftsmanship/Control pieces for when I’m trying to push for recipes that should be beyond my reach, with some CP pieces to swap in when I’m trying to crank out HQ items and need as many hits as I can get.

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Conclusion

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I’ve seen some games attempt the more in-depth crafting system. Vanguard made crafting a mini-game with random events crafters have to react to. Firefall and Star Wars Galaxies let you pick different materials for recipes to change the stats of the finished product. In each of those cases, however, they really have only a piece of the puzzle for making crafters feel like they’re a full-fledged job and progression path. Gatherers had it even worse, since other than Firefall’s Thumper events or WildStar’s random events, gathering has been regulated to just right-clicking a vein/plant/etc. until depleted and moving on. From what I’ve played of FFXIV:ARR so far, it feels like they’ve actually made these two activities not only full-fledged paths of progression, but given them the ability and gear progression they’ve needed for players to be able to choose a crafting or a gathering class and not feel like they’re only playing half of a game.

After a weekend jumping between Miner, Goldsmith and some dabbling in Alchemist, I’m looking forward to seeing what else FFXIV:ARR has to offer me as a crafter and gatherer. Now they just need to let me back in so I can see what recipes are on that next page.

In love with you at the first glance : FFXIV

As the realm of Final Fantasy XIV rises up from the ashes, join Corey Jenkins as he shares his adventures of the newly revived land of Eorzea

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Dating back to Final Fantasy I, II, VI, VII, VIII, IX and some of the more recent titles, Final Fantasy has always held a special place in my heart. With its great stories, tactical combat and mystical environments; it was like a series that could never be tainted. Then came Final Fantasy XIV.

Square-Enix’s first attempt at Final Fantasy XIV was a game shrouded in infamy due to the issues it launched with and continued to retain throughout its brief life-span. Copied environments, frustrating combat systems, a laggy server-bound menu UI and gorgeous un-optimized graphics that nearly shattered any low end PC that attempted to install the game. While only the most dedicated fans stuck around, the majority of the player base ended up leaving to find other games or go back to the earlier more successful installment, which was Final Fantasy XI.

While Final Fantasy XIV did manage to keep enough players on board for the game to function, Square-Enix knew that they needed to do better. Thus, Final Fantasy XIV: A Realm Reborn was created. When this new title was announced most assumed it would be an expansion of some sort to the original. It was quickly confirmed that A Realm Reborn would be a complete remake of the original title—a game that would, with the help of its new Game Director Naoki Yoshida, rise from its own ashes and be reborn in to something greater. That was the hope anyway; however, in order for this to happen the original had to be taken offline.

To the dedicated fans who decided to stick around, I can only imagine how frustrating it must have been to be told “you won’t be able to play our game for at least half a year, if not longer, while we fix our mistakes.” While I’m sure most of the players who were still logging in every day had mixed feelings about not being able to play their game while it was remade into something better; leave it up to a Final Fantasy game to actually tie-in its own destruction to the main story. With a cool event and an epic final CG trailer that would leave even non-Final Fantasy fans with chills and a grin on their faces, people still playing the game and even those who weren’t, wanted to believe it could be remade into the Final Fantasy they once knew and loved.

As many of you know (and after hopefully watching that epic trailer for yourself) Final Fantasy XIV: A Realm Reborn is currently in closed beta. After having a chance to jump in at the start of Beta Phase 3 myself, I’m here to bring you my first impressions of A Realm Reborn. Keep in mind that this game is still in Beta and as we all know MMORPGs are vast creatures that need a lot of play time for a proper full length review, but even though I only managed to get to get a little past level 15, there is still a lot of information to pass on, so let’s dive in!

Beginning The Final Journey…Again!

Upon logging in to Final Fantasy XIV again after these many months I was immediately greeted with a sleek, responsive, character creation UI and the subtle chimes of the Final Fantasy hymn that we’ve all come to recognize. Already I was met with a breath of fresh air and the Final Fantasy vibe; while having been busy with many other titles, I had gone many months without experiencing. It was like a welcome mat had been laid out for me.

Compared to most games, character customization in XIV is pretty much what we’ve grown accustomed to in today’s MMO market. However, one thing XIV gets right with this process is offering you a healthy number of unique customization choices, without getting too heavy on the sliders. Things such as your race, body size, body type, face color, hair color, scars, eyes, eye color and even your characters combat voice were all available to customize within the anime-centric style that players have come to associate the series with. 4dd679555f03c6e059c2d4c5c9bc278f In love with you at the first glance : Final Fantasy XIV

After the basics were out of the way, I was then asked to choose my character’s birthday as well as what deity I would be born under. While these choices didn’t seem to have an effect on the main story, as far as I could tell, it’s possible that they get taken into account later in the game. Once my birthday and deity were chosen I was ready to pick a starting class. I chose the Pugilist, the agile fast-hitting grappler.

Class selection in Final Fantasy works a bit differently compared to most MMOs on the market right now. Upon reaching level 10 and completing the initial class quest—more on that later—you will be able to switch between any of the 19 classes freely, simply by changing out your weapon. On top of that, each combat class has at least 1 advanced class option available to it, referred to as a “Job”. Crafting professions in Final Fantasy are also considered classes as well and are included in the 19 available classes I mentioned earlier. Keep an eye out for an in-depth crafting article by our own Michael Branham.

Upon completion of my character I was greeted with a series of somewhat lengthy cutscenes which are prevalent in the Final Fantasy series, but may take new comers by surprise. Final Fantasy—even in MMO form—has a lot of story to be told, and it’s not afraid to throw it in your face early on. With that being said, I’m actually someone who enjoys vast amounts of story-telling and lore in every game I play and am probably one of the few who takes the time to read all of the quest text. If that’s not your thing though, they do allow you to skip through all of the dialogue.

63b73a2bf49be08d2611d218fcd2248f In love with you at the first glance : Final Fantasy XIV
Once the story-telling was done and the stage had been set for some mysterious arch-nemesis figure to confront me along my journey, I was dropped off at the city gates of Ul’dah, one of the possible starting cities that players get introduced to early on. Character movement on the keyboard was the standard WASD, however, the newly added “spacebar to jump feature” made everything feel a lot less restrictive and natural compared to the original version. The big thing that stood out to me, however, was how smooth the game felt and how it ran. If I could come up with a clever metaphor to compare how silk feels on the skin and how that tied in to my frame rate I would, but for now all I can say is that it was a huge leap from the original version. While my gaming rig is closer to the high-end spectrum, I’d even heard from other players that most low end machines were performing surprisingly well.

I’m not sure what Black Mage Square-Enix hired on to the programming team, but this definitely felt miles ahead of the original. I have heard, however, that PS3 users aren’t blessed with the same frame rate as their PC counterparts.

Hopefully this is something that will be addressed before launch, but for now if you’re deciding between console and PC, PC is definitely the way to go for the smoothest experience. After spending the first few minutes of my re-entry to XIV jumping around amazed at how smooth it was (not to mention how amazing everything looked) I finally remembered that I had a game to play, so I proceeded to venture toward my first quest.

The Rebirth of Traditional Questing

Immediately after stepping foot in front of the gates of Ul’dah I had bumped into an NPC with the oh so familiar “!” over his head and without beating around the bush I will say that, yes, Final Fantasy XIV does have a lot of traditional questing. Many of the quests start with you getting a quest with an NPC who has an “!” over his or her head and proceeding to collect X of Y, killing Y out of X creatures, or talking to person A, B or C. So there’s nothing really new and ground breaking here in terms of questing, but I don’t necessarily think that this is a bad thing for the game. Traditional questing allows players familiar with MMOs or even most regular RPGs to quickly get in and understand what’s going on. This is something that the original game lacked with its guildleve system, which was essentially traditional questing masked in an overly complicated coat of paint.

8a4e007b7a55cc5e9e069706e2eb2137 In love with you at the first glance : Final Fantasy XIV
While traditional questing is definitely a safe way to go, I think it has also helped pave the way for XIV to sprinkle additional layers of content in other areas of the game. For example, aside from just regular filler quests, XIV does offer cool main story quests as well as class specific quest lines.

The main story quests are exactly what they sound like and help bring the main story of XIV to life. Class quests act as side-stories that are specific to your class, but also teach you the basics of how to play that class. While early class quests are pretty simple and along the lines of “go use this skill chain on a monster 3 times” they get increasingly more difficult and upon their completion will allow you to unlock powerful class abilities and class-specific gear. The inclusion of the main story quests are pretty standard in most MMOs these days but, including class specific quest-lines are something that I think many players enjoy in their games and gives a sense of “class pride” if you will.

Personally, while only completing the first initial class quests I found the class story to be equally as interesting as the main story and wanted to see more of it after getting a hint that a rogue member of the Pugilists Guild was lurking about. For my level 15 quest I would also receive a classy new chest piece and a cool new class ability to keep me interested in following the road to becoming a Master Pugilist. While I can’t speak for how interesting the other class’s quests were, I can say that they offer additional content that I think most players will enjoy.

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The second layer of the XIV questing system is the return of guildleves. However, this new guildleve system is a lot more “new player friendly” than its original conception; acting more along the lines of daily quests that can be completed 5 times a day on varying levels of difficulty. While they do offer bonus exp. and rewards for leveling, they  didn’t seem to be forced on you if you didn’t want to do them.

Lastly, as far as questing goes, is the Full Active Time Event system, or FATE. Dynamic events seem to be the new hotness in MMOs, and the XIV FATE system is essentially just that. As you’re out questing FATEs will occur around you and you’ll be notified as soon as you’ve entered one. Your map will also indicate where nearby FATEs are taking place. Just like in other games such as Guild Wars 2, FATEs scale in difficulty based on the number of players participating and will also reward players based on their contribution. Additionally, players who are above the recommended level for a FATE will be asked if they would like their level to be scaled down. While you don’t have to choose to be scaled down, you’ll get little to no reward for participating in a FATE event above the recommended level. So while level synching makes it more challenging, it also gives you better loot.

Killing Stuff, Final Fantasy Style

While there are a few noncombat quests scattered about, the majority of RPG players know that questing usually entails killing monsters of some sort, or fighting something or someone in some way.

b4148532762b46ee4a7d1307abd2e83d In love with you at the first glance : Final Fantasy XIVOne of the first things I hear people say about the combat is that it feels too slow or static and they wouldn’t be completely wrong in that regard. Compared to most current MMORPGs that have begun adopting the ways of more action and movement-based combat; Final Fantasy XIV does feel a bit slower and more static.

However, I will say that Final Fantasy fans should know that the series has never been about fast-paced action combat to begin with. In fact the upcoming Final Fantasy XV is one of the few titles in the series to really go that route. Final Fantasy has always been about slower more tactical turn-based combat. And while XIV is not fully turn-based I do think that they are going for the more tactical approach which long-time fans of the series are used to; offering unique abilities and ways to approach each encounter that also play off of how members of your party are fighting as well.

Starting off as a level 1 pugilist I only had a single combat ability on my bar, which was a basic 3-hit punch, along with a sprint that allowed me to travel faster. While I did have my standard auto attack accompanied by my one ability, combat did indeed feel a bit slow at first, even with the cool fighting animations. A few levels and a couple of quests in, I started to obtain more abilities. At about level 8 or 9 I started to see how deep the combat system could potentially go, even while soloing.

The main combat mechanic for Pugilists is their stances. After using certain abilities it puts you in a specific combat stance but, if you’re not in the stance required to use a certain ability, you can’t use that ability. In practice I would use my first skill that didn’t require a stance. This would then put me into my “Raptor Stance” which allowed me to use my second ability in the chain. After this second ability fired off I was then put into a third stance and was able to use my third and final ability in the chain which was my strongest and also gave me an attack speed increase.

As a Pugilist I didn’t do as much burst damage as a Marauder; however, what Pugilists lack in raw damage they make up for in speed, so getting my combo chains off was extremely important to playing the class properly. You might already start to gauge how complex skill-chaining as a Pugilist could become at higher levels, the abilities don’t stop there.

36f71301c5bc6de115ab61a1860a664a In love with you at the first glance : Final Fantasy XIV

As a Pugilist I also received on-use abilities that weren’t attached to my global cool-down. I received an ability that allowed me to dodge more often, which was then paired with another damaging ability that I was able to use only when I dodged. So while chaining abilities on a mob that hits like a little kid with the flu sounds easy, keeping focus on using your abilities while chaining your attack skills on a monster that could cleave you in half is another story. It’s almost like an intense game of dance revolution, but with your fists.
While other classes had unique mechanics of their own the fundamental complexity and tactical nature of combat remained the same. It starts off slow, but the execution of combat and the difficulty increase of monsters makes combat a lot more tactical and engaging as you gain access to more skills. The tactical nature of XIV’s combat isn’t just bound to solo play. It comes into effect for group play as well.

Once you hit level 10 you have access to your first set of “guildhests”; part of the guildleve mission system meant for groups of players to complete and increase in difficulty the higher you go up in level. The initial guildhests are designed for groups of 4 players, which form a “light party”, and teach you how grouping works in Final Fantasy XIV. While light parties seem to be the standard party size, groups can become larger than that for the more difficult encounters and instanced raid-like dungeons in the game.

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As the four of us gathered in a group, I immediately noticed a change in my UI. The obvious things were there such as my party members’ health, MP, TP etc. But we were also receiving stat bonuses by having a party filled with different class variations; a clever mechanic to help encourage grouping even with fewer than 4 members involved.

The coolest thing about grouping has to be the “Limit Break” feature that unlocks once you’re in a party of 4 or greater. While a light party or above, your party gets a Limit Break gauge which can be filled up based on several factors such as performing well in a fight or having a healer make a clutch heal on the tank at the last second. And, at least at low levels, filling that bar was no trivial task. However, If you manage to fill that limit gauge bar, your party gets access to a visually amazing and powerful group ability otherwise known as the Limit Break. What that Limit Break actually does though is ultimately determined by the person who activates it.
If a melee damage dealer activates it, it will do a high burst single target attack, if a tank activates it, it does a more defensive ability, if a ranged damage dealer activates it, then it turns into an AoE and if a healer activates it, it then becomes a powerful healing spell. So you can see the complexity of the system and how communicating and using it at crucial moments in the correct way, determined by each individual encounter, can prove to be rather engaging and challenging.

While my group did not actually get to see this being done first-hand you can check out the XIV limit break video below.

Moving back toward the basics of group combat, XIV uses the standard “holy trinity” system with a Tank, Healer and Damage Dealers. The first two guildhests are designed to teach you the basics of that system. They were a bit forgiving at low levels since our Gladiator tank had absolutely no idea what tanking was. Our first guildhest commenced with monsters every which way, the heals kiting and healing, and  another Pugilist and me running around franticly trying to kill mobs and act as “off-tanks” to our more squishy robe wearing healer friend. The movement animations while getting off melee abilities could be a tuned in a lot more I think, but all in all it was a pretty fun and fast paced first experience.

Going in, I think the designers knew that many Final Fantasy fans may not fully grasp the concept of what a tank is supposed to do, since the second guildhest was almost made specifically for tanks to learn how to pick up aggro. Judging by how our initial hest went, it would have been nice if the “how to tank” hest was first, even though we managed to complete it. This hest went a lot better though, having the tank pick up a main boss and throwing adds a few at a time for him to grab as well; compared to the boss and the adds all at once like last time.  This wasn’t anything too difficult, but already I could see some of the fundamentals I used while soloing at the starting levels begin to take form in group play as well.

The Verdict

Overall, my gameplay experience in Final Fantasy XIV: A Realm Reborn was a vast improvement over its original. The story-heavy, cutscene-filled quests, and tactical combat leads me to believe that Square-Enix is aiming to please the Final Fantasy crowd above all else. And while I definitely don’t think that is a bad move for them with XIV being a solid game, I don’t see anything that would really set this game apart from most MMORPGs on the market right now besides the Final Fantasy label. With that being said, I have definitely enjoyed a solid MMO experience from this game so far and would recommend people who are at least somewhat interested in the game to check it out. Final Fantasy XIV has undoubtedly earned its place back in today’s MMORPG market.

7f6246e50e9311a8185171a4f13e0b8e In love with you at the first glance : Final Fantasy XIV
Final Fantasy XIV: A Realm Reborn will be launching this summer on August 27th. For more information on Final Fantasy XIV:A Realm Reborn be sure to head on over to the official FFXIV website and be sure to also keep an eye on ZAM for more FFXIV news updates!

This is How Final Fantasy XIV is Advertised in Japan

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Final Fantasy XIV: A Realm Reborn is almost out of the door, with less than a month to go to the game’s release on August the 27th.

With such an important date incoming, you’d think Square Enix is pulling all the stops in order to promote the game, and in fact they are.

The publisher is decorating Tokyo with ads, some of which you can see portrayed here, thanks to some industrious Japanese players that pulled out their cameras at the right time and right place.

Here’s a whole escalator decorated with the game’s promotional illustrations at Yodobashi Camera in Akihabara, Tokyo (pictures courtesy of Jel Klude from the Aegis server).

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But that’s not all. Below you can also see an elevator inside Bic Camera at the Akasaka-mitsuke Station in Minato, Tokyo (picture courtesy of the Lalafell blog)

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Of course there’s also plenty less… extreme kinds of advertisement, like posters and trailers publicly shown in the windows of several shops, like the one you can see in the video at the bottom of the post from a store in Akihabara.

Japan is getting ready for the rebirth of Final Fantasy XIV. Are you?

Final Fantasy XIV: A Realm Reborn – Job and Class System

Chomping at the bit waiting for the open beta of Final Fantasy XIV: A Realm Reborn? Of course you are, since the character you level on the open beta gets carried over when the game goes live, it is essentially a huge head start. With any sort of head start, you don’t want to squander it on the specifics like say, understanding how the class and job system works. There is quite a large bit of confusion about it. However, since the game is still under a Non-Disclosure Agreement not everything can be discussed. However, there are some public details and the experiences players have had with the previous MMOs that can help debunk the whole class and job system.

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Disciples

When you create your Final Fantasy XIV: A Realm Reborn character, you choose a race for your character, which is simple enough. However, after that you must choose your class (which will be discussed later).

These classes as well as the crafting and gathering classes, which you pick up later in the game, are separated into disciples. Essentially, disciples aren’t actually important because you can do everything on the game with one character. Really, they are just overall titles.

The disciples include Disciples of War (the melee and tank classes), Disciples of Magic (the caster magic classes), Disciples of the Land (the resource gathering classes), and Disciples of the Hand (the crafting classes). These classes gain no levels and cannot hinder progress in any sort of way depending on what you choose. It is important to not get caught up in them though. Just because you pick a class in the Disciple of Magic does not mean you cannot later pick up doing something in the Disciple of War.

Classes

When you create your character, you will be presented with 8 different class options. These classes can be leveled from level 1 to 50. However, unlike other MMOs, even if you pick one class and start leveling it, you can switch to another class without creating a new character. Final Fantasy XIV: A Realm Reborn is essentially a game for people who hate having to juggle alt characters.

To switch classes, you must be at least finished with the initial tutorial quest line. There may be a level requirement, most believe it to be level 15. After the quest line is completed, talk to the corresponding NPC and equip the appropriate weapon or item for the class and you will change classes.

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The classes are:

Archer (Bow, Ranged Damage)

Gladiator (Sword, Tank Class)

Lancer (Spear, Mid Ranged Damage)

Marauder (Two Handed Axe, Melee Damage)

Pugilist (Fists, Melee Damage)

Arcanist (Books, Pet Based Spell Casting)

Conjurer (Wands, Offensive and Support Spell Casting)

Thaumaturge (Staves, Debuffs and Offensive Spell Casting)

Just to clarify, here is an example. Say you level your Lancer to level 35 but you want to give a Conjurer a try. Talk to the NPC, equip the item and boom, you are a Conjurer. However when leveling a new class, you get bumped down to level 1. However if you were to equip your Lancer gear again, you could continue leveling from 35. You can do this for as many classes as you would like.

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These classes include:

Alchemist (Alembics, makes potions to heal or give buffs)

Armorer (Raising Hammers, makes armor)

Blacksmith (Cross-pein Hammer, makes weapons)

Carpenter (Handsaws, builds furniture)

Culinarian (Skillets, makes food that gives buffs)

Goldsmith (Chaser Hammer, makes jewelery)

Leatherworker (Headknives, makes lighter armor)

Weaver (Needles, makes cloth armor)

Botanist (Hatchets, picks plants for crafting classes)

Fisher (Fishing Rod, catches fish for crafting classes)

Miner (Pickaxes, gathers minerals for crafting classes)

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Cross Class Skills

In every individual class at level 5 and every 5 levels after that, you unlock one slot where you can put in an ability from another class that you have unlocked through leveling it. You never have to use cross class slots for abilities from your current class; you always have access to all of them. At max level (50), you will have 10 cross class slots. This gives you a lot of flexibility and encourages you to try out other classes.

However, there are some restrictions. Some skills, especially at higher levels, will be class specific, thus unusable by other classes. Some skills require particular weapons to be equip, thus cannot be used by other classes.

Some classes may be able to use a skill, but it will not be as effective. Usually because the current class lacks the abundance of a particular stat the other class have or because they lack particular passive skills that make the move more effective. For example, healing skills are made more effective by the MND (mind) stat. A Conjurer would have a bunch of that stat, but a Gladiator? Not so much. Thus a melee class using a heal spell will be significantly less effective.

Some skills, like the Lancers’ ‘invigorate’ spell which recovers 200 TP will not work as well for other classes as it will for Lancers. Lancers have a passive ability called ‘exhilarate’ which ups the TP restored from 200 to 450. So other classes will still get a gain, but not nearly as much as a Lancer.

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Jobs

Jobs are where people tend to get tripped up. Think of Final Fantasy XIV: A Realm Reborn as Final Fantasy Tactics. In Final Fantasy Tactics, you can unlock different jobs but leveling up jobs. In XIV, you gain jobs by leveling up different classes.  Jobs in this game are essentially more specialized classes that are unlocked by leveling up two or more classes. Jobs are just specialized, stronger versions of classes. Classes are considered a more broad way to play, good for soloing. However, if you are going to delve into dungeons, you will want to have a class that is more specialized in the role of tank, healer, support, or melee. That is where picking up a job comes in.

The quest to gain a job is unlocked by the leveling of a class to level 30 and a predetermined second class to level 15.

Here are the classes required to unlock a job and the abilities they use:

NOTE: Some information will be missing until the official game launch. Stand by for updates.

Paladin, requires Gladiator level 30 and Conjurer level 15. Can use Marauder and Conjurer abilities.

Dragoon, requires Lancer level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.

Monk, requires Pugilist level 30 and Lancer level 15. Can use Lancer and Archer abilities.

Bard, requires Archer level 30 and Conjurer level 15. Can use Conjurer and Thaumaturge abilities.

Warrior, requires Marauder level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.

White Mage, requires Conjurer level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.

Black Mage, requires Thaumaturge level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.

Summoner, an upcoming job of A Realm Reborn, will be available to Arcanists. It might require level 15 Thaumaturge.

Scholar, an upcoming job of A Realm Reborn, will be available to Arcanists. It might require level 15 Conjurer