Chocobos run FFXIV

08/19/2013 / Comments Off

Final Fantasy XI and Final Fantasy XIV do not take place in the same world. One is not a sequel or prequel to the other, neither game continues the same story themes, and indeed nothing connects them beyond the names and a set of thematic elements. So I enjoy looking at those thematic elements sometimes, for the same fundamental reason that when I was a little boy I occasionally liked to take apart toys just to see how they worked.

You’ll remember that I looked at moogles as they related to the Final Fantasy series as a whole a while back, with the ultimate conclusion that moogles exist to provide an in-universe explanation for mechanical conceits. Chocobos have got to be simpler, though. They’re present in both Final Fantasy XI and Final Fantasy XIV, and they’re extremely straightforward in both: They’re mounts. That’s their purpose in the series, isn’t it? You ride chocobos. Surely it can’t be any more complicated than “fictional method of transportation”.

The answer is of course it can. But I think the first step is to look back at the series as a whole.

Wark!Chocobos first appeared in Final Fantasy II. There was one wandering around, and if you caught it, you could ride it at break-neck speeds. It was also entirely optional and not very well documented, and ultimately it was entirely superfluous to the game as a whole. You could easily beat the game without ever fussing with chocobos.

Final Fantasy III featured a return of the riding birds, far more accessible, and also introduced the Fat Chocobo to serve as a sort of banking service. Again, though, they were… strangely sidelined. You had a lot of important transportation methods through the game, including an awfully large number of airships, but chocobos were again more or less optional. They were useful, but there was never any real relevance in terms of the plot to having a chocobo around.

This continues on down the line. Chocobos keep showing up as a transport method, but almost always as a transport method you stop using fairly early on. Chocobos are barely relevant as transport in Final Fantasy VI and VIII, and while VII and IX both feature particularly useful super-birds, they can be obtained only through lengthy sidequests and still can’t be used to access the final dungeon. It’s possible to almost completely avoid them in X and XII, and you have to go out of your way in XIII to even ride one.

FFXI and FFXIV both make use of the birds, of course, and here they’re considered much more important by players. After all, running across Vana’diel without a chocobo license is asking for trouble. But even there, they’re only an element of the overall game transport system. You don’t ride a chocobo from Windurst to Bastok; you take the airship. Ditto with Gridania to Limsa Lominsa. Chocobos are convenient for short jaunts, but they aren’t something you use at all times, and in FFXI you’re restricted to just renting birds for a long time.

But they’re everywhere in the franchise. You literally can’t throw a stone in the games without being reminded about chocobos. FFV’s main character has one as a pet and traveling companion. Sazh in FFXIII has a chocobo chick living in his hair. There are stables and farms devoted to the birds, and in most games, chocobos are inexorably tied to one minigame or another. You race them in several games (including FFXI), you can have them as companions in a few (FFT and FFXIV after the relaunch), and you use them to dig for treasure and generally explore. They’re occasionally optional but never forgettable.

In other words, whenever chocobos show up, they’re taking an element of the world and marrying it to mechanics. Or doing the exact opposite of what the moogles do, if you’d prefer.

Kweh!There have been games in which moogles do not appear as part of the in-game universe, but there are no games without chocobos showing up. Over several games, we’ve acquired a pretty solid picture of what chocobos are in lore terms. They’re big yellow birds, generally flightless (although some can manage short hops) with a penchant for greens and a distinctive call. They like to dig, they serve as mounts, and they generally function in the ways we expect horses to function in our world.

At a glance, this might seem reductive. Bringing game mechanics into the game world is one thing, but bringing the game world into the game mechanics feels like taking something fantastic and slapping numbers on it.

The thing is, they actually perform just as important a function. Where moogles are an authorial contrivance writ large, chocobos are a way of seeing how the game and the mechanics tie together. Since you understand a large portion of the ways that chocobos work from all of the other games in the franchise, it’s easier to understand how they fit into a new context. Nothing that you can do on a chocobo in FFXI is new compared to previous incarnations, but as a result, you have clear ties to other games in the series as well as what the mechanics represent.

Increasing your speed out of combat is purely mechanical. Having a sink to take gil or company marks out of your hands is mechanical. Being able to dig, race, or breed companions is mechanical, as is being able to summon a companion into battle. But tie all that to a chocobo, and suddenly this doesn’t feel like an arbitrary addition to the game, just the function of a bird.

Or maybe someone saw an emu and decided it would be cooler if it were yellow and rideable. I may be reading too much into it.Here are more game information and services Please Click FFXIV Gil.

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An in-depth look at Final Fantasy XI’s new jobs

08/18/2013 / Comments Off


This year isn’t quite as exciting for Final Fantasy XI as it is for Final Fantasy XIV, but it’s still bringing a pretty big change to the status quo. Players have had years to get used to the game as it is, but now Seekers of Adoulin is on its way to completely rewrite matters, giving us two new jobs as well as a new region and new mechanics to deal with. In other words, it’s going to be shaking things up.

So while I was out in San Francisco enjoying all that Final Fantasy XIV has to offer, I also had a chance to look into Final Fantasy XI’s new expansion, specifically the new player jobs. Both the Rune Fencer and the Geomancer are bringing something new to the game, and while I didn’t get to play around with either job extensively, I did get to see how both will play and check out their key abilities.

Rune Fencer

I know the Maiden probably isn't a Rune Fencer, but she could be.FFXI has two tank classes in the game at the moment: the Paladin, which shines against targets that hit quickly and weakly, and the Ninja, which shines against big slow hits. (Then you have classes like Warrior and Dancer, which shine at tanking when you need a tank and you have no other options.) The Rune Fencer is meant to complete the trifecta by bringing something new to the table. Rather than focusing on physical damage, the Rune Fencer is at its best against magical attacks, stopping casters dead and slicing through elemental strengths and weaknesses like butter.

Some of this is evident immediately when you look at the basics of the class. Rune Fencers do not have a shield skill; Great Swords are their primary weapons. They learn several white magic spells, including Stoneskin, Aquaveil, and Shell up to V (compared to their highest Protect spell at Protect IV). They also gain access to the various black magic spikes as well as Flash, Phalanx, Regen, Refresh, and Blink.

All of these spells create the image of a union between a Paladin and a Red Mage, an image further supported by the Rune Enchantment ability that serves as the central class mechanic. When the ability is used, the Fencer builds up a rune, each of which acts as an elemental weapon spell while granting the opposite elemental resistance. So Lightning runes give your weapon additional Lightning damage per hit while boosting your Water resistance, Fire runes add Fire damage and boosts Ice resistance, and so on.

Rune Enchantment has a five-second cooldown and can stack several times, which gives the class some of the flavor of the Dancer when you consider that you can consume your stacked runes for an overall effect. Two abilities allow you to consume your stacked runes for larger effects. Ward allows you to convert your runes into defense by giving you an absorbing shield against the relevant element (allowing you to place a shield on an ally) or increasing your resistance to the element. Effusion allows you to either consume your runes for a large burst of elemental damage or debuff the enemy with lowered resistance against the element in question.

You can start to see the flow right away. An enemy weak to Wind can be made even weaker, or you can shield yourself against the target’s attacks. It’s a flexible system that gives players plenty of ways to stack runes and make use of them whether fighting as a tank or DPS.

Fencers have a few other abilities as well; their one-hour ability functions like Invincible for magic spells, allowing them to laugh off the many bosses that use Chainspell. You also gain a group ability that enhances non-physical evade, an ability that shortens the duration of your next enhancing spell but increases potency, and a self-buff that increases your accuracy and evasion until you take a hit.

The field of classes that hit something with a weapon is pretty crowded in FFXI, but even without the tanking side of things, Rune Fencers bring new goodies to the table. The fact that they can also take hits for the rest of the group just makes them even better.


For what ground-based-AoE-ability does the bell toll?!While Rune Fencers are new to the franchise, Geomancers have a long and storied history of sucking. The only game in which they’ve actually been useful was Final Fantasy Tactics, and even that was debatable. Despite this fact, the new version of Geomancer looks as if it’s going to be quite good, working as a sort of fusion of Bard and Black Mage.

Geomancers are very much focused on positioning rather than terrain in FFXI, with their core class trait changing the effects of elemental spells based on the player’s direction relative to the target. The Geomancer naturally learns some black magic, including elemental spells up to level IV and the -ra line of spells. However, most of the class abilities are focused upon the Indicolure and Geocolure mechanics.

This sounds more complex than it really is. Indicolure spells give the character a buff that extends out around the player, affecting all enemies or allies within the area of effect. Geocolure spells work exactly the same way, except that they summon a luopan when cast. The luopan is a physical object that does not move and can be hit with AoE attacks but is otherwise purely passive, its health slowly decreasing to serve as a timer. One spell of each type can be running at any given time.

In this, the Geomancer can work akin to a Bard, splitting effects between casters and melee characters as necessary. You could easily drop a debuffing luopan among the melee characters and then cast an AoE Refresh on yourself while among the mages. Or you could give yourself a debuffing field and run into range of the enemy while using a luopan in the area to buff the front line. The class winds up playing out in a very technical fashion, especially when you get to the class abilities.

For example, if you need to change your luopan effect before the item ticks down, you can use Full Circle to wipe it away. Or you can use Lasting Emanation to keep it in place longer. Ecliptic gives your next cast a shorter duration but a larger effect, while Life Cycle allows you to sacrifice your own health and heal your luopan proportionally. Dematerialize lets you briefly shield your luopan from any damage, and Concentric Pulse lets you detonate the luopan for an AoE damage effect while giving you the chance to put down a replacement.

Geomancers are obviously not meant as a melee class, focusing instead on their bells (akin to bardic instruments), but they can use clubs and shields for added durability. If you enjoy classes like Bard, Corsair, or Red Mage, it seems that the Geomancer will be just the job for you.
Be sure to check out our other coverage from this event! Please click on:FFXIV Gil.

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FFXIV’s Yoshida on PvP, chocobos, and mobile apps

08/18/2013 / Comments Off

I find it really ironic that this was one of the header photos the community team used.

The recent Final Fantasy XIV press event in San Francisco didn’t just mean a chance to sit down and play the game amidst a lushly decorated room, although that was certainly on the agenda. It also meant a chance to ask director and producer Naoki Yoshida some questions about the game going forward and the plans for development down the line, diving beyond what we see and into more fine details about the game’s mechanics.

While players will have access to a sizable chunk of the revamped game when the beta goes live on February 25th, there’s still a lot that’s hidden behind a veil of secrecy. Yoshida’s answers help illuminate more details about what’s going on in Final Fantasy XIV that might not be playable right now but will be in the near future. And even beyond the foundation that’s visible from the beta, the promise of more expansion only adds to the game’s overall quality.

No details were offered for how you can avoid playing a Roedagyn woman.  This is a plight that we all must deal with.Some of we’ve learned, of course, is merely a matter of filling in details that players might have expected anyway. Vanity pets are in the game already, for example, and the development team is planning on making a surfeit of them in the game available through a variety of methods. The game will also feature a more streamlined title display on a character’s nameplate, as compared to the first version, which showed titles only when you were inspected.

Somewhat less expected is the game’s inclusion of a reputation system akin to Final Fantasy XI’s. Performing quests for a given region improves your reputation and gives you access to new quests, which seems baffling considering the sheer number of quests available even to a new character. No need to worry about the various NPC checks from FFXIV’s predecessor, though, as your reputation will be viewable directly from your user interface.

Legacy players will still have to build their reputations from the ground up, of course, but they’ll be starting at a slightly different point compared to new players. Yoshida impishly hinted that the full cinematic trailer offers a clue as to what Legacy characters will experience. He also told me that Legacy characters will have their home nations determined by their Grand Company affiliations, but this can be changed during the course of the main scenario (going into further details would be spoiling the plot).

Of course, unless you’re starting as a Legacy player with everything at maximum level, you’re going to run into the problem of having several classes to level and potentially not enough quests to see them through. That’s not to say that the game doesn’t already have many forms of content for leveling characters, but the development team is looking into making things even easier via a system allowing you to split your experience gains using the Armoury system. The last thing the developers want is for players to be forced into the same content every time they’re leveling a new class.

Not every new system is up for discussion. When asked about Materia, Yoshida confirmed that it will be implemented for testing in phase 3 and will be very different from the previous system, but he would not comment further. Jobs are also coming in the future, although they will retain much of their prior functionality.

Now if only our characters could get mobile apps.  And smartphones.  In the game.Fishing, however, will not be retaining its previous functionality. I asked Yoshida whether fishing will have more tradeskills using its harvested items in the revamp, and he replied that the team actually went in the opposite direction by making fishing focus on the experience of fishing. If you like to fish, you can enjoy it as a hobby with its own merits rather than simply feeling it’s necessary for a crafting class.

Unfortunately, this does mean that we can give up on the idea of fist weapons made from live sharks.

Of course, the in-game gathering log will provide players with a wealth of information about where to get what they need from the two gathering professions that still focus around crafting classes. Some items will be obtained through other means. And then there’s the Lodestone site and the game’s upcoming mobile app…

What, you didn’t know about the mobile app? Nobody did, so that’s understandable. At launch, it’ll serve as a database more than anything, but there’s the possibility of additional features in the future, including some paid features such as access to auctions and the like. It will also be available for both Apple and Android devices, good news for anyone accustomed to being the also-ran in the mobile device market.

Chocobos are also receiving improved functionality, serving as player companions whenever you need a second person to complete some difficult task. Your personal chocobo takes on a role similar to the companions of Star Wars: The Old Republic — you can customize the bird’s role as well as a basic AI script based off of the Final Fantasy XII Gambit system. Chocobos also take up a party slot, so you could conceivably try to take on a four-person dungeon with two players and two chocobos.

Dragobo.Some of the chocobo’s abilities will be influenced by your choice of chocobo costume, which will be available in several styles right from launch (about 15 to start with). There are also plans for a chocobo vs. chocobo system, so you can pit your stalwart companion and mount against those of another player.

Not that bird fights are all that the revamp will have in terms of PvP. As it stands now, there will be two types of PvP areas. The first is the Coliseum, a structure built by all three Grand Companies to serve as a training ground for their soldiers. Players will join teams and be matched against similarly skilled teams in a classic arena format. The other option is zones designated as free PvP areas, warzones that carry increased risk for players and will make that clear when you’re entering them.

Hoping for more open-world stuff? You’ll be slightly disappointed. Yoshida and the other developers don’t feel that open-world ganking fits the feel of FFXIV, so there will not be free-for-all rules in general.

Needless to say, there will be special armor awarded to players skilled at PvP. But if that’s not your thing, you can also earn yourself rewards through the FATE system, including company seals from most events and special rewards from endgame events. Some of these special rewards could include new mounts for players to enjoy.

Once you’ve gotten all of these rewards, you’ll probably want to put some of them in your house, but you will need to wait a little. Housing will be tested during the beta, but it’s on the schedule to be implemented about three months after the launch. Part of that is simply a matter of figuring out the right price and giving players a chance to save up the money necessary to buy property; having a house is not an automatic thing.

It’s not meant to be ruinous, either. Initial offerings will be expensive, but one of the ideas the developers are toying with is having higher prices for first-run buyers, with the cost of property starting high and shrinking with every 12-hour interval. So if there’s a piece of land you must have, you’ll pay dearly for it… but if you’re less picky, there’s more opportunity to snag something on the cheap.

We also briefly discussed the Arcanist, the newest class being added to the game in the revamp. Arcanists will fulfill the role that Yoshida felt was most sorely missed from the original version: a buff and debuffing role with added crowd control. As the class also makes use of summoned pets, some elements of the role will change based on which pet is active. Veteran players needn’t worry, however, as the designers are trying to ensure that every class needs to be raised to only about 30 for you to have all the important abilities for cross-class skills.

There’s a lot to explore even in the game’s current beta build, but the fact that there’s still more on the near horizon should keep players excited. The original launch left a bad taste in players’ mouths by promising more to come and not delivering, but the new game seems to promise more and then deliver even more than expected.More game information and services click here:FFXIV Gil.


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New FFXIV job action trailer sighted in the wild

08/17/2013 / Comments Off

New Final Fantasy XIV job action trailer released

Square has released a brand-spanking new trailer for its Final Fantasy XIV: A Realm Reborn reboot. The three-minute clip centers on job actions, which is another way of saying three minutes of various classes standing in place showing off various attacks.

Let’s see, there’s the Paladin, the Warrior, the Monk, the White Mage, the Dragoon, and the Bard. Oh, and there’s the Black Mage. Never forget the Black Mage. Also, don’t forget that this is beta footage, according to the big disclaimer on the front-end of the video which you can see after the cut.Click here for details :FFXIV Gil.

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The dark night of the FFXIV fansite

08/17/2013 / Comments Off

I was going to wrap up my beta thoughts this week, but there’s a subject that needs to be discussed earlier as part of the Final Fantasy XIV community as a whole. Specifically, the fact that our fansites are dying off.

Some of that was inevitable after the game’s launch, but two of the biggest gathering points for the community have been hit hard recently. FFXIVCore closed its doors, and Gamer Escape is now asking for subscriptions and donations to help keep the site running. (GE covers general gaming as well, but the focus has always been on Final Fantasy XI and Final Fantasy XIV.) At a point when fansites should be getting more vibrant in preparation for launch, they’re dwindling.

So what happened? And for that matter, why is it so important for us to have fansites for the community? The answer to the former is pretty obvious, but the answer to the latter is a bit more involved, and it’s worth discussing because I’m firmly of the mind that we need fansites, several of them.
It's kind of like this.I don’t feel the need to talk about FFXIV’s launch again, and to be honest, I don’t think it’s relevant. When that happened, some sites dropped off the radar, and that was inevitable. Other sites kept going, like FFXIVCore and Eorzeapedia (which would go on to form the basis for Gamer Escape). Except now those sites are increasingly floundering, and part of the reason is that Square-Enix started getting its act together.

For a long time, the Final Fantasy XI community had taken up the task of filling in the blanks left by Square’s design. The game offered players no access to a central forum, so forums sprang up. There are no useful in-game timers, so timers are brought up. The most egregious example is the windowing programs that forced FFXI to allow players to change windows without crashing the game altogether, which is a can of worms I’m not going to examine in depth today.

The point is that FFXIV’s community largely banded together and got started doing the same thing. And when the game’s launch went poorly, the sites stuck it out. But things got dicey once Square got the message and started lining up with the times.

FFXIV will be using an all-new version of the Lodestone that promises to have greatly expanded functionality. There are official forums with a great community team. There’s a direct feed between developers and players, and efforts are being made to bridge the language gap as much as possible. There’s stuff in place to fix almost every issue that fansites were originally created to address. This leaves the fansites to stare and mumble.

It’s not a case of Square being nasty, really; bringing the community together under one roof is a reasonable thing to do, a way to grow the game, a smart idea, all of that. But it does put fansites in an odd position, one not helped by the sheer difficulty of covering a game that’s been in testing for the past several months, something I’ve wrestled with myself.

The difference, of course, is that I do a lot of things at Massively not related to FFXIV. Fansites do not have the same privilege, and they just wind up losing viewership and necessary funding in the process.

Some of you, I’m sure, see this as more of a result of how the times they are a-changin’. But I think there are certain things that fansites provide that you just can’t get anywhere else. That includes within this column, and the core comes down to this: Fansites are not a labor of money; they’re labors of love.

Symbolism!I am absolutely thrilled at how many people read my articles. I love seeing the comments, even if I don’t respond to all of them, and it’s a pleasure for me to write the best articles on FFXIV I can. That having been said, I am not going to learn Japanese to translate bits of information from Famitsu. But fansites can have people who do that, who love the game so much that the effort is almost incidental.

Fansites can also cover every aspect of a game, however minute. There are things that just don’t make for a news story or a weekly column that still deserve a mention, which fansites excel at. They can provide a steady stream of updates and go silent when needed.

Perhaps most importantly, they give games and communities a way to spread outward. The fact is that there’s one overall community in FFXIV, but there are a lot of smaller sub-communities. There’s the roleplaying community, the high-end dungeon community, the crafting community, the PvP community in the future. These communities need places to congregate just as surely as the overall community needs a place to be heard.

In other words, fansites are the voice of small parts of the community, parts that might have different wishes from the aggregate. I don’t pretend to be the voice of the community as a whole; longtime readers know my preferences, which do not match those of everyone in the community. Part of why I try to keep up on fansites is to remind myself of what other people think of the game, what elements I might not like that are considered important by others.

We need fansites to exist. And the fact that this is a rough time for them means that we, as fans, need to give them some love. Whitelist the ads on your favorite fansites. Support them through donations if you can. Do whatever is within your power to support the fan communities of FFXIV Gil  , lest the relaunch come out to an empty field.


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FFXIV’s A Realm Reborn returns the game to its roots

08/16/2013 / Comments Off

E3 2013 Final Fantasy XIV's A Realm Reborn returns the game to its roots

Final Fantasy XIV: A Realm Reborn stays true to its name and its lineage: What was originally a failed title, at least according to some players, will soon be revamped into an MMO that harkens back to its hardcore Final Fantasy roots. At this year’s E3, Massively nabbed a hands-on experience of the game’s reboot in the Square-Enix booth, and as the owner of those very hands, I can say it was a thrilling experience.

My demo allowed me to choose between DPS, tank, and healer units. I myself am a lumbering tank in real life, so it felt natural to refill my virtual shoes in an epic battle against Ifrit. Action was quick, incredibly responsive, and a treat. Unfortunately, Ifrit rose into the sky and torched us all, but that’s not the end of the story.

The press were invited to listen to Producer Naoki Yoshida as he spilled umpteen cans of beans on what’s new. His first order of business? Sorting out the PC vs. console wars. Since the game is cross-platform, you might think PC players have a control advantage over console gamers. Not so. “Players who are used to console-based RPGs can use the controller at the same level that someone on a PC game would with a mouse and keyboard,” Yoshida-san said with the help of a translator. “What we think is revolutionary is what we call the cross hotbar. Keyboard and mouse players can perform actions with one click; we have now made it so that players can perform the same type of actions with the controller with just one button.”

The FATE system was fully functional in my demo and incredibly interesting. For those not familiar, here’s the skinny: FATEs are active world events in which characters can interact in random adventures. Perhaps a gigantic boss crushes through the ground and the adventurers nearby are thrown into another epic battle. “[FATES are] quests that will just happen, and players will have the opportunity to play them or not play them. The world has come alive, and the player can be a part of that world,” Yoshida remarked. “Whether its helping out an NPC or defeating some type of enemy, you are rewarded automatically.” Fast-travel isn’t enabled amongst the FATE systems to eliminate the impression that the world is built from nothing but “teleport points.”

E3 2013 Final Fantasy XIV's A Realm Reborn returns the game to its roots

Level syncing was active during my demonstration game; it’s a huge feature for all players regardless of level. In fact, you can actually drop your character’s level to compete with other lower-level players. You won’t just be flicking a level 6 enemy across the map to oblivion without any effort; the level drop will ensure that lower-level content remains a rewarding challenge for all players. The experience and rewards for your true level are retained, however, so you won’t be stuck with a measly one point of experience for your participation.

Another bit of good news? Limit breaks are seeing a return! “In order to activate a limit break, you need to be in a party of four,” Yoshida told me. “Depending on the actual content, there will be limits to what kind of limit break you can undertake.” A limited limit-break? Yep. “If you’re in a party of four in the field, you’re limited to a level one limit break,” he explained. “For some instanced dungeons, maybe you’ll have level two unlocked. It will depend on the content.” You can even get hidden limit break bonuses by winning challenges (and beating the aforementioned Ifrit, provided he doesn’t conjure a mass of hellfire to scorch your face). These hidden bonuses and boosts just keep the environment alive and engaging for everyone. As Yoshida said, “It’s all about being able to play efficiently and find these hidden ways to fill up the gauge.” It’s difficult to coordinate use of limit breaks in battles, so if players are up against a behemoth enemy, communication is the key to timing out limit breaks and using them together to inflict maximum damage.

Yoshida-san also revealed that there’s a new housing system releasing with the first large content patch. Instead of occupying housing “instances,” players can actually purchase land and build upon it in “community-style” housing areas. Readers, if you’re interested in purchasing land for a house early, heed this advice: Save as much Gil as you can.

Unfortunately, the Scholar job information won’t be revealed until the last day of E3! Did thousands of voices suddenly cry out in terror? Stay tuned! Please click FFXIV Gil to learn more about the content and game service.

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FF XIV shows off PS3 UI

08/16/2013 / Comments Off

E3 2013 Final Fantasy XIV shows off PS3 UI

E3 is proving to be an exciting time for Final Fantasy XIV fans, especially considering that the title has been confirmed for the PlayStation 4 next year. One of the new videos that’s coming out of the convention is a dev tour of the new UI developed for the PlayStation 3 version.

While the developers speak in their native tongue, the video is subtitled and shows off a range of UI activities from character customization to combat. Gaze upon it with your terribly perceptive eyes after the jump and make sure to read our preview of the rebooted title from the show floor!Click FFXIV Gil to see more content.

I’m always perplexed why Sony doesn’t just put the nail in the coffin for Microsoft and implement true mouse support. Along with a keyboard, one could run a game verbatim to a PC. Once the PS4 comes out it would almost be a no brainier to get a PS4 and have a low end desktop/laptop for business use (costing probably less than a high end gaming rig). As long as the game titles are there of course

Then again, maybe there is some back room agreement with hardware vendors not to do that, possibly hurting the gaming hardware market?


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FFXIV gets PlayStation 4 berth

08/15/2013 / Comments Off

Final Fantasy XIV gets PlayStation 4 berth

While we’ve known for some time that Final Fantasy XIV: A Realm Reborn will be coming out on the PlayStation 3 later this year, we have new confirmation that the title will be making the jump to the console’s baby brother. FFXIV was announced as one of PlayStation 4′s upcoming games in 2014 at the Sony E3 keynote address, as Sony has the exclusive rights to the title.

While there isn’t a set date for the PS4 release, Square-Enix Producer Naoki Yoshida encouraged console fans to start playing on the PS3 and make the switch later, as character data will be transferrable between the versions. “While waiting for PlayStation 4 there is no reason not to start your adventure on the PlayStation 3,” he said.

The release of the updated Final Fantasy XIV for the PC and PS3 will happen on August 27th. You can watch the new E3 trailer for FFXIV after the jump.More news and information and third party service please click FFXIV Gil.


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FFXIV surpasses one million beta registrations

08/15/2013 / Comments Off

Final Fantasy XIV hits 1M beta registrations

Square Enix sure is working hard to rejuvenate Final Fantasy XIV: A Realm Reborn in the eyes of fans. After a promising showing at E3 this year and plenty of revamped content for the upcoming rebirth, Square says that over one million people have registered for the MMO’s beta.

The August 27th launch date is right around the corner, and these beta numbers could mean that the desired trust has been regained after the original launch failure in 2010. “In the 25-year history of the Final Fantasy series, there hasn’t been a Final Fantasy that has failed. We can’t — we just can’t — let this game end in failure,” game director Naoki Yoshida said last year in an interview with Eurogamer.

If you’d like to find out more about the FFXIV beta and our impressions so far, check FFXIV Gil Learn more content and services.

Been playing the beta since the start of phase 2.  I didn’t play the original but have mostly enjoyed my time with this sequel.  However, I must say that in my opinion, they need to make some adjustments to the battle system and to the difficulty of some of the solo instanced quests, else they may find themselves hard-pressed to attract and retain casual players, or people who are just mmo players in general and not Legacy players or FF fans.

I really haven’t had many issues except for one solo quest in general; however, the sheer amount of call for changes to the battle system and instanced quests in the testing forum says a lot.  No, all of those people aren’t right, and the forums are not necessarily reliable.  Yet when you have that many people saying the same thing about something, it stands to reason that it should be looked into.  Just look at the number of suggestions, ideas, and (of course) complaints under the Battle System feedback if you don’t believe me.

Don’t take this as a rant, but the GCD is simply too long and should be dropped by about half a second.  Simply because your skills take longer to recharge does NOT mean that the game requires more “skill” or “tactics.”  Sorry, but it just doesn’t.  Positioning as a melee character is an issue to me because the overly-long GCD means that by the time your skills are ready again, your foe has changed positions also, negating much of your advantage from flanking or what have you.

At the moment this is an awesome, beautiful game, but I fear it may be mostly designed for Legacy players, fans, and the Eastern audience, meaning there will be cultural differences that may not take hold here.  The more casual players could very easily be turned off by the solo quest difficulty and “slow” combat, and unfortunately if you don’t have any casual players, your game doesn’t last very long.  You don’t really think that WoW and Guild Wars were entirely made up of dedicated raiders and elite players, do you?


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Final Fantasy XIV makes me happy in small ways

08/14/2013 / Comments Off

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.
Distinction of class

All classes will be eaten equally by a behemoth, however.

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.

The roleplaying community

I did get my armor to a lovely color, so that's nice.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.

FFXIV Gil  killed any chance of me playing MMO’s until it releases. I tried playing Rift, Tera and GW2 again since and felt like I was being tortured, I even tried playing FF music in the background and while it didn’t fill the void it did make those games better.

Never have I craved this much for a game, and I’ve been around for a while.




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