24 April 2013 • Story by Kim Richards
Reborn is the right word. Final Fantasy XIV has always been a difficult game; an MMO built for Final Fantasy fans and players, it was roundly kicked in the face by both critics and its community before being taken offline late last year. Square Enix promised to have a second try.
That second try is currently in development, but available to play via a heavily NDA’d beta. I’ve been playing the game during the beta, and at various events, and am happy to say there are good things coming. Final Fantasy XIV is getting better: much better. Here are some highlights from last weekend’s phase two beta.
Character creation is impressive
I spent a good hour creating my female Mi’Qote (that’s adorable cat girl in normal speak), knee deep in a soup of delicious customization options. Hair highlights, tail length and floofiness, voice type, breast size, tattoo colour...wait, breast size? Male characters get muscle definition, so why not? Eh?
All of the races now have both male and female options (giant and human races used to be men only, while cats were ladies), and it’s encouraging to see such trivial restrictions lifted. The swaggering, roguish tomcats are quite appealing, and a popular choice among beta testers; the elfish Elezen less so. God no. Those long necks are all too Slender.
And you want to explore this new world
My new life in Eorzea started off pretty much as expected. Initial story quests were typically MMO, gently introducing you the world, guilds, shops, combat, character progression and - most important of all - emoting. Story specific cutscenes were left out of the beta, but the boss fights I experienced were exciting, often siding you with AI allies. Even during these scripted team ups, you can play however you choose (ie. tank, healer, Leroy). Killing started, as it so often does, with tiny squirrels and ladybugs, but swiftly progressed up the ranks to giant treants and golems. One thing that surprised me was how diverse the bestiary is: apart from two identical birds types, the majority of monsters were unique and incredibly detailed. It already feels like a place you want to explore.
Chain kills are still present from vanilla FFXIV - meaning the more foes you down within a time limit, the more bonus EXP you’ll accrue. New to A Realm Reborn are FATEs (Full Active Time Events): public quests that pop up while you’re out and about, offering tiered rewards depending on your contribution to the battle. They’re a neat way to break up the monotony of grinding, and it’s pretty exhilarating to see players dive in when one crops up. The ones I participated in mostly revolved around killing rampaging herds of dinosaurs (in the brilliantly titled mission ‘Clever Girls’) and murdering monkeys.
Delicious EXP can also be accrued through Levequests. Think of them as side missions that reap mega-rewards, commensurate with the difficulty level you set for them beforehand. Levequests come in different categories - fighting, crafting and factions - meaning you can take a more passive path if you wanted to.
Magic: gathering
Phase Two’s available classes were limited to magic-wielding Conjurers, offensive Lancers and the shooty Archers. I went down the Conjurer path; he/she is a healer that can also fire off offensive magic. In order to learn more spells, I had to sign up with the Conjurer’s Guild, and carry out story missions every time I achieved level 5, 10, 15, etc. The story-based touch made me feel I’d earned my offensive spells and really progressed as a character.
You can actually change your job class in FFXIV, meaning you no longer need to worry about getting bored of your character after spending hours in their chainmail boots. Once I reached level 15, I changed my job class to Gladiator - is that really a job? - and ran around gleefully stabbing monsters in the face. When I tired of the physical violence, I switched back to spellweaving by simply going through my Character menu. It’s a neat feature.
Reborn is the right word. Final Fantasy XIV has always been a difficult game; an MMO built for Final Fantasy fans and players, it was roundly kicked in the face by both critics and its community before being taken offline late last year. Square Enix promised to have a second try.
That second try is currently in development, but available to play via a heavily NDA’d beta. I’ve been playing the game during the beta, and at various events, and am happy to say there are good things coming. Final Fantasy XIV is getting better: much better. Here are some highlights from last weekend’s phase two beta.
Character creation is impressive
I spent a good hour creating my female Mi’Qote (that’s adorable cat girl in normal speak), knee deep in a soup of delicious customization options. Hair highlights, tail length and floofiness, voice type, breast size, tattoo colour...wait, breast size? Male characters get muscle definition, so why not? Eh?
All of the races now have both male and female options (giant and human races used to be men only, while cats were ladies), and it’s encouraging to see such trivial restrictions lifted. The swaggering, roguish tomcats are quite appealing, and a popular choice among beta testers; the elfish Elezen less so. God no. Those long necks are all too Slender.
And you want to explore this new world
My new life in Eorzea started off pretty much as expected. Initial story quests were typically MMO, gently introducing you the world, guilds, shops, combat, character progression and - most important of all - emoting. Story specific cutscenes were left out of the beta, but the boss fights I experienced were exciting, often siding you with AI allies. Even during these scripted team ups, you can play however you choose (ie. tank, healer, Leroy). Killing started, as it so often does, with tiny squirrels and ladybugs, but swiftly progressed up the ranks to giant treants and golems. One thing that surprised me was how diverse the bestiary is: apart from two identical birds types, the majority of monsters were unique and incredibly detailed. It already feels like a place you want to explore.
Chain kills are still present from vanilla FFXIV - meaning the more foes you down within a time limit, the more bonus EXP you’ll accrue. New to A Realm Reborn are FATEs (Full Active Time Events): public quests that pop up while you’re out and about, offering tiered rewards depending on your contribution to the battle. They’re a neat way to break up the monotony of grinding, and it’s pretty exhilarating to see players dive in when one crops up. The ones I participated in mostly revolved around killing rampaging herds of dinosaurs (in the brilliantly titled mission ‘Clever Girls’) and murdering monkeys.
Delicious EXP can also be accrued through Levequests. Think of them as side missions that reap mega-rewards, commensurate with the difficulty level you set for them beforehand. Levequests come in different categories - fighting, crafting and factions - meaning you can take a more passive path if you wanted to.
Magic: gathering
Phase Two’s available classes were limited to magic-wielding Conjurers, offensive Lancers and the shooty Archers. I went down the Conjurer path; he/she is a healer that can also fire off offensive magic. In order to learn more spells, I had to sign up with the Conjurer’s Guild, and carry out story missions every time I achieved level 5, 10, 15, etc. The story-based touch made me feel I’d earned my offensive spells and really progressed as a character.
You can actually change your job class in FFXIV, meaning you no longer need to worry about getting bored of your character after spending hours in their chainmail boots. Once I reached level 15, I changed my job class to Gladiator - is that really a job? - and ran around gleefully stabbing monsters in the face. When I tired of the physical violence, I switched back to spellweaving by simply going through my Character menu. It’s a neat feature.