Final Fantasy XIV Online Review
Unfinished fantasy.
On announcement, Final Fantasy XIV was met with equal parts confusion and trepidation. For those who had not played Final Fantasy XI, it was an aberration in a series which was otherwise becoming more streamlined and approachable. For those who had, it was either seen with disgust or excitement – another MMO from a company that eschewed ease-of-use for deeper gameplay and a full-on grinding, old-school style.
Before you even begin, the same obtuse sign-up process dominates the experience. You need to register a Square Enix account using one key and register FFXIV to the account using another. From there, you must add a payment method: either 'Crysta,' a weird micro-transaction currency, or Clickandbuy, a current bugbear of the internet. The initial cost is 1000 Crysta, which works out as either $10, £10 or €10.
After paying for the initial service – which actually won't let you play the game – you have to buy character slots. These work out at 300 Crysta per slot. Once you buy a slot – of which you can buy 8, and which you won't pay for for the first month – you are ready to log on.
Before we go any further, it must be said how utterly irksome and inexcusably confusing and archaic this system is. Even Ultima Online – played on a 33.4kbps connection – was a simple case of logging on.
Sadly, the sign-up process sets the tone for the entire game. Anything in the world of Final Fantasy XIV that should be a simple process – from registering for the game to taking a look at your current quests to even opening the map – is frustratingly, unbelievably hard to do.
The PS3 version of FFXIV has been delayed "beyond March". Another console MMO that remains a myth.
To start, you select a Job out of a bewilderingly large number of options that ultimately come down to the usual MMO archetypes, dependent mostly on weapons or skills. Interestingly enough, you can also specialise initially in a crafting career. All of these share the Synthesis system and can be played independently of the aggro crowd.
This doesn't mean you're locked on one path, though. You can level up each one independently, changing skill as you go and retaining your past abilities. This allows you to very much customise your own character to how you want to play, as each discipline is tied specifically to a weapon or series of weapons (Gladiators to Swords, Blacksmiths to hammers, and so on) and can be levelled up independently.
This is a great system that – in theory – could lead to some very interesting combinations and breakdowns of the classic class definitions. It also thankfully removes the usual strain of investment in a character, and is executed in a far more streamlined and palatable manner than other systems, such as the original Star Wars Galaxies' class skills.
Don't get too excited about your potential battle-mage-seamstress-goldsmith, though. The road to Hell is paved with good intentions, and Final Fantasy XIV makes you cling to each one until you burn alive.
The user interface – the blight of the FFXI – has been haphazardly improved. While the original almost required a gamepad to play, FFXIV is actually playable with a mouse and keyboard. No, that's a stretch – what I really mean is that the game is just as hard to use on the gamepad as it is with the mouse and keyboard.
This month, Square Enix annouced it was restructuring the development team, parachuting in a new producer.
Menus lag noticeably, at times taking a second between clicks, which sounds minuscule until you realise the sheer amount of time you'll be spending navigating between them. Furthermore, an Xbox 360 pad simply does not have enough buttons to deal with the commands and options that FFXIV has. In fact, moving around skills with a pad was what made me put it down.
At this time, I cannot even imagine how this game is going to work on a console. If I were to hazard a guess, I'd say "badly".
The slowness of the UI isn't helped by its terrible design. Want to check out a quest? Hit Journal. Then select the quest. Then wait a second while it loads. Then scroll down (slowly) to see what you have to do now.
OK, you've exited the menu. Wait – where do you have to go now? Check your main map. Oh, wait, your quest isn't there. Go back into the journal, click the quest, click map. OK, it's there. Some improvements were made in recent patches, but regardless, what takes a second in a normal MMO may take five or ten in FFXIV.
Beyond the gulf of the UI lies an MMORPG much like many others, but with that glossy Final Fantasy charm and quirkiness. Initially, characters you meet speak in bizarre accents, but past the start point merely flap their gums like puppets as text appears. It's just weird.
As you complete quests, you gain both Skill and Class experience. One ranks up your raw statistics and the other levels your class abilities. This is where the complexity of the game lies – you might level for a bit as a Gladiator, and then switch to a Thaumaturge to combine ranged attacks with melee. As you change jobs, you retain your abilities, with a limit on how many you can equip at once.
In theory and in execution this actually works really well. It also means that you can switch to another, lower rank to help a friend level, while benefiting your own advancement. This is one of the few bits of the game that really succeeds, but it's depressingly hampered by badly-executed systems and restrictions.
Where World of Warcraft splits at the seams with quests, FFXIV requires you to fish them out like cockroaches. They're predominantly found in the form of Guildleves, shorter quests that grant you experience, loot and Guildmarks (used to buy skills) both for the classic "kill five miscellaneous creatures" and for crafting quests. These are relatively fun but quickly become repetitive – though they do remain satisfying in that hamster-ball MMO manner.
Combat is very close to the norm – hit number keys to execute ranged or melee attacks, heal, or buff yourself or others. As you level, the animations and moves become more intricate, the damage more potent, the heals stronger and so on. As you gain strength in different jobs, combat does improve, but only insofar as the system allows.
Crafting is hampered by the sludge of the UI. You equip a tool, hit Synthesise, select the bits to use, select the tool, select the recipe, confirm the recipe, and then enter the mini-game. A little bar slowly counts down, and you get to choose how ballsy you want to be with your synthesis – Standard, Rapid or Bold.
Square Enix has updated the game several times since its September launch, and waived subscription fees.
Bold ups the quality of the item, but is a gamble against its durability – so you are mostly trying to up the quality of the item before you break it in two. This is fun at first, especially when it comes to meeting certain criteria for a Levequest. Eventually, however, requirements are such that you just have to find people to help you find bizarre items – and this, combined with the relative difficulty of quality item-making, makes the process rather disheartening.
To add insult to injury, there's a limit to what you can do each day. The fatigue system in FFXIV stops you from making progress after a certain point. Essentially, you can only do eight Guildleves before your 'fatigue' significantly drops the amount of experience you earn, and the same goes for skill point gain. (It's explained very eloquently at Linkshells). This can be dodged by changing disciplines, forcing power-gamers to switch jobs and try out multiple parts of the game.
My verdict? Make your game fun before you begin placing arbitrary strictures on the players as to how fast they can play it. This is not World of Warcraft. This is a game that puts enough barriers in front of players as it is, and Square Enix should be doing everything it can to encourage them to play more and enjoy themselves, not to slow them down.
That said, the developers have done a good job of making FFXIV more approachable, systematically at least. Quests are soloable, and it's plausible to spend a fair amount of your time doing so. You will, because the communities are a fractured mess – considering that the European, Japanese and North American markets share servers, areas are eerily quiet before exploding into textual diarrhoea as one random person tries to sell something and another spits kanji through your textbox.
Patches have focused on UI improvements; a big content patch is expected in March 2011.
This leads me to the auction house system, which doesn't exist, making player-trading a case of spamming trade chat in the hope that you'll catch someone. You know which other game didn't have an auction house initially? EverQuest. Released in 1999. Which then got an auction house added in an expansion pack in 2001. You can retain your own personal store-front NPC salesman, and apparently you'll be able to have multiple salesmen in future.
It's asinine that such a feature as an auction house is missing, and that's the theme of Final Fantasy XIV – missed opportunity and a lack of understanding of fun.
If you look beyond the glaring faults and the barely penetrable interface, Eorza is a world seeping with charm and character. It has that otherworldly beauty of the series, and the character designs, while essentially rehashes of FFXI's, are attractive. Graphically, despite some frame-rate issues, it looks the part while avoiding the cookie-cutter designs of me-too MMOs.
However, content runs out quickly and the levelling curve is a brutal mistress. The Linkshell player associations can pursue their own guild quests, but these dry up. That's symptomatic of every MMO when it gets viciously pounded by the power-gamers – but the problem is that, while other games flesh out dungeons and other content after release, FFXIV is left fixing base functionality.
Somewhere out there, there is a player this game is perfect for. But he or she would still be advised to wait another six months before even thinking about Final Fantasy XIV, because Square Enix hasn't yet got its head around its own players.
5 / 10
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Comments (57) Latest comment 7 months ago
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/coat
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Hopefully this one will die a quick death so they can get on with making something decent in the future.
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Here I thought that by releasing a review of a game which has been out for three months would allow for the reviewer to take some time and note the myriad improvements which have been made since launch. But alas, I fear that Mr. Superb is stuck in the first week of the game, the same time the rest of the world released their atrocious, if sometimes valid, reviews of this game.
In the past three months, many of the things this review criticizes (rightfully) have been eliminated or improved. To those of you who say that a company should release a game only when it's complete should go back a few years to the launch of a little game called World of Warcraft. To many, this "standard" of what an MMO should be, was released with limited content, unstable servers, and a playerbase which nearly abandoned the game upon launch.
Needless to say, MMO games are, by structure, a work in progress. If you don't like the way the game plays, wait a few months, and you may have a different experience.
I beg you: Please don't post a re-hashed schlock of a review for a game which you clearly haven't played recently. This just feeds the trolls who want this game to fail just so Square Enix can get back to making "real" (read: offline) FF titles.
/end rant
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Seriously though, fair review and fair points. Big shame though.
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We must have been playing a different game. Both WoW and FFXIV.
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No ta.
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Jesus guys, this isn't the Darkfall Online review thread.
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Lol. The servers were unstable precisely because they had too many players. Which sort of destroys your argument.
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/popcorn
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Disagree with me and down-rate my comments all you want, but the simple fact remains, this game is constantly improving, and the reviewer is doing no-one justice by posting this with outdated impressions.
The biggest problem with FFXIV as it stands right now is the lack of a sufficient player base. The only way for that to change is for people to give the game a chance, and that won't happen if people keep talking about how bad the game was... but no longer is.
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Anyway, the biggest problem I have with the review are the things that are flat out wrong. For one, that terrible interface lag. Oh, it was there, for quite a while, and it was bad enough for me that I just stopped playing the game. Since the patch they released in late November, though, that lag is gone. Not just diminished, but gone. The only place where the interface lag still remains is in the retainer interface, which isn't something you spend a lot of time using, but I believe that was fixed earlier this week. The fact that the interface lag complaint is still in the review, over a month after it was fixed, is just sad.
The other glaring inaccuracy is the portrayal of the fatigue system. True, you can do 8 leves ever 36 hours (actually 16, 8 battle, 8 crafting), but once you're done with those you do not hit the fatigue barrier. You're free to party for xp, do behests (a great way to get xp/sp), quests, or craft and still gain full xp/sp. You have to play more than I think most even very hardcore players would in order to hit the fatigue barrier.
Like I said before, the game has faults, but the improvements that have been made over the past few patches have made it a far, far better game. Of course, the starting point was essentially broken, but where it is now is a much better place. Fully where it needs to be? No. As bad as it was at launch, and as bad as this review portrays it? No.
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Another failed crappy mmo.
Let's hope Guild Wars 2 is good.
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Attributes the poor number of players at the door of Eurogamer and other reviewers, my honest opinion is as a very disappointed and burnt FFXIV Collector Edition owner that SquareEnix deserves all the flaks and should be meted a fair dessert for their very unforgivable treatments to the consumers who shelled out money.
You and some others may be putting your hands up and say, no you think it's worth every penny now, I and significant numbers of others have a clear expectation that our money actually meant tangible worth, such as being delighted, having fun, and not needing to WORK my way through initial registration and other flaws.
SquareEnix forgotten the most important rule, that is to make gaming fun, EVEN for the MMO!
After the more enjoyable but still regressive game that was FFXIII, patterns seem to emerge that SquareEnix is not actually in our contemporary times, and perhaps more evidence of the worse of the Japanese's observed ruts in the industry. As reported by various insiders in the industry over there.
Of course there are great games and great studios there, SquareEnix and FFXIV ain't either.
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Oh, I wouldn't lay down the game's troubles at the feet of a poorly done Eurogamer review, it's 100% SE's fault for releasing FFXIV in a completely broken state. I'm one of those Collector's Edition buyers as well, and there's a damn good reason that past a week after launch I didn't log in again until the last week of November. The game completely deserved the reviews it received early on.
My problem is that this review posted today doesn't actually reflect the game in its current state. it doesn't take into account the fixes that have been put in place since launch and misrepresents the experience system. The game is not perfect. The game still has problems. SE has shown a commitment to correcting those issues by extending the free trial indefinitely until the game is where they feel it should be, and by the fixes they've been implementing.
SE should be dragged over the coals for pushing the game out in a grossly unfinished state. If you're going to post a review now, however, and not at launch, you should take into account the way the game is now, not just how it was at launch.
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Just saying ...
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Even 6months isnt enough time to make sweeping and fundamental changes to this...this....this....there just arent words.
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Also - when was this review written? Clearly it was before the big November update, since he complains about the terrible one second UI lag. That's been improved greatly recently, as has the actual functionality of the UI itself. Sure, it is still an annoying series of layers upon layers, but everything you need is just a few clicks away now.
Another point is the fatigue system? It is stated that you reach fatigue as soon as you complete your 8 levequests per day? That's funny, since I've never reached fatigue yet, and I've completed many levequests. Also, whilst you can only get 8 levequests yourself, if you find yourself a party you can do many more by sharing eachother's quests.
There are also factual errors in the review. He states at one point that even Everquest introduced an auction house in 2001. I'm assuming he's talking about "The Bazaar" in the Shadows of Luclin expansion - which was anything BUT an auction house, and in fact Final Fantasy 14 has now introduced a system which is of a similar birth. In EQ you had to set yourself as a trader, and stand there selling. People could use you as a merchant and buy stuff. You couldn't do anything whilst standing there selling but to sell and to chat.
In Final Fantasy 14 now they've introduced a search function for the retainers and their Market Wards. You can now search them for items you want - and it'll direct you to the right vendor for what you want. Sure, it's not as convenient as an Auction House, but it's a start, and it doesn't devalue items the same way an AH does.
I do agree with some of what has been said here. Final Fantasy 14 is unfinished, and at launch I'd agree it was only worth 5/10, but it has improved. Square Enix are listening to the players and what they want and delivering. They've agreed that the game is unfinished and until it is to a state on which they can charge people for the game, they will not charge any subscription fee. As it stands now I'd personally give the game a 7/10, but realistically it's still a 6/10 game. It is far from complete, but it's getting there. Add some real quests, streamline things a bit, and add an auction house, and it'll soon be worth an 8/10.
I just hope all of the negativity from some people will not have destroyed any hope of the game surviving to that point.
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...
but realistically it's still a 6/10 game
Dude, the guy gave the game 5/10. Way to overreact.
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Kill the game with fire! No one asked for a MMO FF game, now we've got two stinking shitholes! Get back to making decent single player games you cunts (although judging by their output this gen, maybe they should just pack it in altogether)
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I'm not disapointed about the score, but the content of the review. As I say I'd personally give it 7/10, but that's just me. I'm worried that people will read the fallacies in the review and spread them around as fact.
But I suppose you're right. People these days don't actually read reviews, they just look at the score. I aplogise for being stupid and trying to point out some errors in the actual text rather than just ignoring everything written and instead just looking at the number at the end that could have been pulled from anywhere.
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The new design team were responsible for the Abyssea series of expansions that have thoroughly revitalized FFXI over the last few months - they have done a terrific job in Van'a'diel and fingers-crossed they will do the same here.
The honest truth is that throughout most of 2009 FFXI was in deep trouble, even the die-hards were getting tired of the rut it was stuck in and were starting to leave. Now, player satisfaction (at least on the gameplay front) is better than its been for many years, and its looking good for 2011.
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"5/10"
Sorry, what?
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Everyone knows FF14 was a complete turd when it came out, but posting such an out of date review doesn't do the writer any favours.
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And even if I wanted to give it another go there's no way I can be arsed to deal with the stupid registration/account system again.
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The game lacks content and purpose. There are posts on ZAM from players explaining that they've given themselves goals within the game and that then helps give them a sense of progression - what kind of MMO relies upon players having to make up personal ways of feeling like they're moving forward in the game? Any MMO worth its salt should be designed with this kind of content.
People also point out how FFXI was bad when it launched - don't you think SE should have learned something in the interim? In a today's MMO market, you just can't get away with launching a game as poorly made as FFXIV and hope to get by by saying "Oh, it's OK, we'll patch some enjoyable content in over the coming months". It has to be there from the start or you'll get the exodus FFXIV is experiencing.
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Poor show EG.
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Nvm, "We realize time is of the essence and are fully determined to provide our customers with quality service. It is because of this that we ask our customers to be patient until we are able to confidently present them with a concrete plan outlining FINAL FANTASY XIV's new direction. The free trial period will be extended until that time."
[link url=http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=ae8d667b53355d8ea364fafa44d5253e4362e17f
]http://lodestone.finalfantasyxiv.com/pl/...[/link]
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From Square Enix no less... you'd think a company as established as them with such a valuable franchise, that has already made massive mistakes and got years of feedback from their previous MMO, would know better than to effectively kill off their brand as far as MMO's are concerned.
Most estimates put this game another 6 months away from being playable at a basic level...
How many pre-orders do you think they can expect for the next Sqeenix MMO?
exactly.
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That being said, a lot of the things about which this review complains have been either fixed or improved significantly in the past few months, so I really must wonder about just how much the reviewer engaged with the game. .. Though in other areas the analysis is very fair and correct, so obviously some effort was gone to.. I kind of get the feeling Eurogamer just took the request not to review the game until a month or three post-launch a bit literally, and just reviewed it on launch then only deployed the review now. Weird and I'm sure wrong, but... the feeling just isn't going away and a few others know anything about the game beyond the hate at large have gotten a similar impression, looking at comments.
Anyway, that said, only one thing I'll call it out on:
'Essentially, you can only do eight Guildleves before your 'fatigue' significantly drops the amount of experience you earn, and the same goes for skill point gain'
This bit's basically completely wrong. It's wrong now and would have been wrong when the game was released - hell, even during Alpha it would have been wrong. It's less eight guild leves, and more like eight hours of non-stop monster hunting without interruptions from travel, running out of enemies or getting killed, before you'll meet the fatigue system - I find it extremely hard to believe the reviewer encountered the fatigue system at all, in fact, since to meet it you have to be spending an amount of time grinding I'm pretty sure nobody in journalism gets to spend without endangering their employment. I've certainly never so much as seen the warning signs in my time playing, let alone actually taken penalties, and I've run through my eight-a-day and gone on to do other things in-game basically every single time I've logged in. Frankly I think this is more a case of the reviewer having a beef with the system itself being in at all - which is perfectly reasonable, and indeed he makes that opinion clear later on - 'Make your game fun before you begin placing arbitrary strictures on the players as to how fast they can play it'. 'Just wish a little more care had been taken not to mis-represent the numbers involved, even if the mechanics are more or less explained right - and a link given to that brilliant explanatory video we've all seen by now.
'Glad to see that initial 'I doubt the couple that have piped up so far will be the last rabid FFXIV fanboys to post in here' comment getting shown up by all the well-thought out and more informed posts, though. Even if it is true that people who happen to like an MMO will defend it fervently, no matter what the rest of the world may think.
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