Final Fantasy XIV Review: It's A Little More Normal


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For the sake of moving forward, I will dedicate this one paragraph to Final Fantasy XIV 1.0, the version launched in 2010, to say that compared to its predecessor, A Realm Reborn is normal. Those of you who played the earlier version will have an idea as to what I’m talking about, but for those who haven’t I will go over some missing “features.” Gone are the long and convoluted systems of menus which often had the player throwing their keyboard at the wall in frustration, because the simple process of checking your inventory was a five minute affair. Menus that inexplicably suffered from copious amounts of input lag. Your only option to level up was grinding mass numbers of creatures, as story quests were few and far in between and you could only take on eight guildleves (side quests) every thirty six hours. Final Fantasy XIV required a browser on hand because the game had a ridiculous tendency to not explain to you a majority of what would otherwise be basic and required information, and even if you managed to suffer through the long grind on battlefields that copied and pasted the same twenty square feet over and over again, you were rewarded with fatigue! Yes, what better way to entice your hardcore power-levelers than to punish them with lower experience rates?

I’d suggest that everyone associated with Final Fantasy XIV 1.0 be fired, but they already were. When FFXIV 1.0 bombed in every market, including some that do not exist on any plane of reality that we know of, Square Enix pretty much cleaned house. So that is the end of any comparison to FFXIV 1.0 in terms of quality, because this is a review on A Realm Reborn standing on its own merits, not on the simple matter of being better than 1.0. So without further ado, let’s dive in to the good, the bad, and the Square Enix.

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First let’s start with the good, because this is not only how I fill my paycheck from Corporate McBribeski but because no amount of praise I could ever give a game will ever appease the fans once I actually start criticizing it. A Realm Reborn offers a multiclass system to remove the need for multiple characters, and the system works quite well. Classes are unlocked once you reach level 10 in your starting class and join the appropriate guild (realistically this will be 15 as that is when you unlock airship access and can easily travel between cities). I prefer this system because it not only forces the player to get acquainted with their first class on some level before they can branch out, but it also distinguishes each class as almost a character of its own. Even classes like fisherman and chef, which would normally be relegated to a single window in most other MMOs, feels like something you could conceivably play by itself.

It also means that you can ease into each class on a rather smooth level, as fishing uses a different set of abilities than alchemy, for instance. You start out with the bare minimum of abilities, generally just one or two, and gain more as you level up. Classes can be swapped on the fly just about anywhere, providing you aren’t in combat, with the simple switching of your weapon. Since your class is tied to your weapon, role players probably won’t appreciate that you must have something equipped in your weapon slot at all times, no exceptions, but most of them when put away become rather unnoticeable.

Questing in FFXIV hasn’t changed a whole lot from the norm: Each class has a series of quests that unlock every few levels, and the story quests are where the game really shines. The game picks up where 1.0 left off, with the world being mostly destroyed by Bahamut and civilization picking itself up with the threat of invasion from the Garlean Empire. The story is told through said story quests with rich dialogue, brilliantly executed cutscenes, and an insane amount of lore. If you aren’t paying attention, it is very easy to get lost in exactly what is going on. In usual Final Fantasy fashion, there are plenty of characters that toe the line between totally serious and hilariously exaggerated, and the Garlean Empire sports people who range from bumbling stupidity to menacingly terrifying.

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Next I want to talk about the gathering and crafting skills, which have changed a bit while remaining the same at their core. While gathering, the player activates a triangulating skill which reveals otherwise invisible nodes in the area. You click on the node, and you are presented with a list of items that may be obtained from the node, and their individual percentage chance of success. You pick an item from the list and hit, and each hit takes away from the node’s overall health. Once the node drops to zero, you have to find a new node. Fishing, on the other hand, is entirely random. Each area has a set list of fish which is nicely recorded in a fishing log, and involves picking the right bait, throwing your line in, and clicking to reel in when you get a bite.

Crafting skills, on the other hand, are once again a tug of war between finishing the item and boosting its chance of turning out as a “high quality” product. Since each action extracts a certain amount of durability from the process, the goal is to use your other abilities to boost the chances that the item will turn out “high quality” and thus more valuable, while at the same time ensuring you have enough durability left to actually create the item. For instance, you might be cooking a fish and see that you have 20 durability left and 9 points to cook. You can choose to synthesize it and finish the recipe safely with two chances to cook, or you can spend one of those chances on giving the dish an extra 3% chance of being high quality. Ultimately the trade crafts are a game of chance, one that you will likely lose at once or twice before you get the feeling down, but they are enjoyable if heavy on the grind.

I also enjoyed the fact that the game rewards the player for exploring new grounds. Players are rewarded for filling their log books with monsters killed, recipes completed, setting fish records, and more. The tradecraft and guild vendors sell a lot of the materials needed for low level tradescraft recipes, which is good because your tradescraft and fieldcraft products do not match in many areas. Rye, for instance, is required for a very low level culinarian recipe, but is harvested from a level 15 botanist node, according to the wiki. I would also recommend focusing on just one or two classes at a time, otherwise you’ll find yourself stretched very thin and likely sabotage your interest in the game via information overload.

One thing you will never do in Final Fantasy XIV is loot a creature, and I couldn’t be happier. This isn’t to say you don’t receive loot, it’s just fairly rare that you do and it is often just crafting materials. You’re going to get your equipment via questing, levequests, crafting, dungeons, and purchasing from other players. In that respect, Square Enix is going for a more realistic drop system. I don’t know where a Marmot would carry a pointy spear, and since it will never drop one I guess I will never know. I will say that the whole idea of players crafting the equipment comes to a dead stop when you realize that the items gained via dungeons are more powerful.

Not So Massive: Holmes Kickstarter Suspended Under Fraud Suspicion


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With systems like Kickstarter, where creators put their hands out in the hopes that someone will shower them in money, there is a guarantee that shady business will inevitably follow. In the case of Elementary, My Dear Holmes, a puzzle game based around the iconic British crime investigator and his loyal sidekick, Kickstarter has shut down the project’s page due to the possibility that fraudulent accounts were used to artificially pump money in and boost the final donation amount. Why boost your pledges? Kickstarter has an all or nothing system, the campaign must reach its goal in the time allotted, otherwise they will receive nothing.

The folks in the Kickstarter comments have gone through a ton of data, noting several hundred fake accounts that had been created around the same time one month prior to the Kickstarter, only to back Holmes as their first project. Accounts created in alphabetical order with random fake names, random fake towns, and random fake pictures as their profile. One account even used the picture of an Allegheny woman who has been missing since 2011.

Ouya also has a promotion called Free The Game, where they will match any Kickstarter pledge that is successfully funded to the tune of at least $50 grand, as well as $100 grand to whoever raises the most money during this promotion. Ouya’s other headline game for the Free The Games campaign is also under scrutiny for artificially inflating their funding, with $114 grand coming from just 167 backers as of this writing (Or $685 per backer average, $30 grand coming from three backers), with a majority of backers not requesting any pledge rewards and a majority having only pledged for that one project. Whether Kickstarter will suspend that campaign in its last day will have to be seen.

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Steam Greenlight’s List Hard To Figure Out


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I received a press release from Xsyon today mentioning that the sandbox MMO had reached the top 100 titles on Steam Greenlight, and while there is a special place in my heart for the folks at Notorious Games, the placement doesn’t make me want to jump to the “expect Xsyon on Steam soon” headline. You see, if there’s one thing that indie MMOs like to send me, it is the reveal that their title hit the top 100, top 50, and more to promote the idea that their game will be coming to Steam sooner or later. Over several months, and virtually none of them have seen approval. The reality is that Valve’s process of approving Greenlight games has almost nothing to do with their standing on the Greenlight Top X, according to my correspondence with Star Vault, Mortal Online spent the past three or four lists of approved games near the top, and its greenlighting was very often passed over for games further down on the list.

Which isn’t to say that Xsyon won’t be releasing on Steam, if anything it is a good sign that it will be. It is important not to jump to the conclusion that Xsyon is front of the line for approval, because if Steam Greenlight can be imagined as anything, it would be a game of musical chairs, with the winners being the ones who get a seat when the music stops. There’s no guarantee that being in the front of the line will get you a seat.

Still, congratulations to the Notorious Games crew for getting as much attention as they have through Steam, and best of luck with Greenlight.

Steam Greenlight's List Hard To Figure Out


Xsyon Sandbox MMORPG 20130809 1

I received a press release from Xsyon today mentioning that the sandbox MMO had reached the top 100 titles on Steam Greenlight, and while there is a special place in my heart for the folks at Notorious Games, the placement doesn’t make me want to jump to the “expect Xsyon on Steam soon” headline. You see, if there’s one thing that indie MMOs like to send me, it is the reveal that their title hit the top 100, top 50, and more to promote the idea that their game will be coming to Steam sooner or later. Over several months, and virtually none of them have seen approval. The reality is that Valve’s process of approving Greenlight games has almost nothing to do with their standing on the Greenlight Top X, according to my correspondence with Star Vault, Mortal Online spent the past three or four lists of approved games near the top, and its greenlighting was very often passed over for games further down on the list.

Which isn’t to say that Xsyon won’t be releasing on Steam, if anything it is a good sign that it will be. It is important not to jump to the conclusion that Xsyon is front of the line for approval, because if Steam Greenlight can be imagined as anything, it would be a game of musical chairs, with the winners being the ones who get a seat when the music stops. There’s no guarantee that being in the front of the line will get you a seat.

Still, congratulations to the Notorious Games crew for getting as much attention as they have through Steam, and best of luck with Greenlight.

The Phoenix Project Teases Us


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Missing Worlds Media loves to tease us. If you don’t know, The Phoenix Project is one of several spiritual upcoming super hero MMOs inspired by the shuttering of City of Heroes. This month (September), the team at MWM will be launching a Kickstarter to provide their MMO with some real funding. Until then, enjoy a teaser trailer released this past January.

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FFXIV Will Have Some Functionality on the Vita


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When Sony announced that every game on the PlayStation 4 would support some form of remote play via the PS Vita, it was only a matter of time before we heard something about Final Fantasy XIV. According to Naoki Yoshida, it looks like players won’t be able to access the entirety of Final Fantasy XIV, with any content requiring a party locked off to the home console. Gathering and crafting are expected to work fine, and there is the possibility that minor questing could be accomplished through the handheld. End-game and party content, on the other hand, will remain inaccessible.

On the other hand, if you play FFXIV on the PC you can already access the fully featured version via remote play. All you need is a smartphone, tablet, or laptop capable of running a remote desktop app, as well as a decent connection to wifi or (if you love paying bandwidth fees) 3G/4G wireless. Yes it involves leaving your computer on when you leave the house and yes it depends on your modem’s capabilities. On the other hand, it will give you full access to the game.

Now to wait until Sony Online Entertainment talks about Planetside 2, DC Universe Online, and Everquest Next remote play. Goodbye productivity at work.

(Source: Kotaku)

Allods Online’s Subscription Server Is Here


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Allods Online is one of the few games to break tradition and transition from a free to play game to an optional subscription. As we reported month’s ago, the free to play title originally launched a separate subscription server in its native Russian host to test the waters. Apparently the service was successful, because gPotato has replicated technology over here in the states. Launching alongside the Everlasting Battle update, the optional subscription server does not allow characters to be transferred from other servers, nor does it include a cash shop of any sort.

For the paltry sum of $15 per month, players will be able to enjoy a server with zero microtransactions. This means no runes, no elixers, no cursed items, no incense, etc. Items including mounts, bags, and pets are available for acquisition from stores and quests, and not only has mob difficulty been toned down to deal with the absence of runes, but player leveling speed has increased 30%. Players who prefer the game’s free to play cash shop portion will find their gameplay unaffected by this new server.

(Source: Allods Online)

Allods Online's Subscription Server Is Here


allods_online_pathtovictory_docklands2

Allods Online is one of the few games to break tradition and transition from a free to play game to an optional subscription. As we reported month’s ago, the free to play title originally launched a separate subscription server in its native Russian host to test the waters. Apparently the service was successful, because gPotato has replicated technology over here in the states. Launching alongside the Everlasting Battle update, the optional subscription server does not allow characters to be transferred from other servers, nor does it include a cash shop of any sort.

For the paltry sum of $15 per month, players will be able to enjoy a server with zero microtransactions. This means no runes, no elixers, no cursed items, no incense, etc. Items including mounts, bags, and pets are available for acquisition from stores and quests, and not only has mob difficulty been toned down to deal with the absence of runes, but player leveling speed has increased 30%. Players who prefer the game’s free to play cash shop portion will find their gameplay unaffected by this new server.

(Source: Allods Online)

I Don’t Think Divergence Is A Serious Game


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Divergence Online is the next up and coming hardcore indie sandbox, and you can go ahead and stop reading there if you are as tired of that sentence as I am. Maybe it is the four years of writing MMO Fallout that has made me jaded, but when I hear about an indie hardcore sandbox MMO, I no longer have the reaction of a child on Christmas morning. I have the reaction of his friend down the street who knows exactly what his day is going to involve: hand-me-down socks wrapped in a hand-me-down shirt, and Uncle Rob will get drunk and pass out on my bed so I’ll be sleeping on the floor again. I’ve learned a lot from throwing money at projects like Mortal Online, and the lesson is never invest in the guy who advertises his project as being great because it’s kind of like that Ultima Online game back before EA watered it down for the stupid masses.

So Divergence Online came to my attention in the way that games in this genre usually do: The fans start being obnoxious, I get emails accusing me of being a corporate sellout and asking why I opt to cover “crappy themepark games” designed for “children” by “scam artists,” and how the game they sunk three figures into at an Indiegogo or Kickstarter campaign is going to rock because the developer is an old school guy who played Ultima Online and that the hardcore sandbox is really what the majority of players crave, but are just too stupid/apathetic to see the truth. The same players who months after the game’s launch will be emailing me asking why I bothered to support said game, noting that the more hardcore sandbox genre is viable but that the developer was not the person to bring it into the new era. And they would be correct. The hardcore sandbox is viable, you could look at early Ultima Online and current Eve Online to see that, and yes the problem is that the torch continues to be carried by those not strong enough to lift it over their heads and those strong enough are not willing to throw into the fight.

That said, I don’t believe Divergence Online is a serious game. Not in the sense that I’m implying that the whole thing is on the level of a Stargate Worlds ponzi scheme, or that the guys working on it have any goal other than to make a great game and obviously some money in the process, but that the project is likely to follow in the same line as its predecessor: A series of unfulfilled promises held back by a lack of funding built by people who are better suited for smaller projects. In previous editorials, I’ve pointed out that an MMO is probably the worst genre to pick for your startup game, they take the kind of time, planning, personnel, and most importantly funding that indie studios just don’t have access to. I also don’t have much faith in MMOs that change direction and engine multiple times before launch. Once again it shows a lack of planning and concrete direction, one that often kills even big budget titles like Tabula Rasa.

So my lack of faith in Divergence Online has nothing to do with the alleged antics of the creator, the “jerkness” level of a programmer doesn’t matter to me, otherwise you wouldn’t see the multiple interviews with Derek Smart here. I’ll even go further and say that it has nothing to do with some of the more questionable decisions presented in the Kickstarter campaign, like the inclusion of a $20 emote package that offers a “@#$% Yo’ Couch” emote, a scene from The Chapelle Show whose level of being overly quoted is only beaten by “I’m Rick James, bitch,” and it also gives the “slow jerk” emote, with the reminder to avoid eye contact. The other emote pack for $20 promises to recreate the exotic dance from Star Wars Galaxies, a reminder that you can prove your worth as a sandbox mmo by paying reference to previous popular sandbox games. Divergence Online goes further with its borderline crazy promises by offering a never-ending world that continues to procedurally generate as you walk towards its borders, a promise that will no doubt either be nowhere near as exciting as it sounds or will be scrapped or delayed indefinitely.

In the end, Divergence Online is a story we’ve heard of a thousand times before. Some guy wants to create a hardcore sandbox with full loot, free for all pvp, permanent death, and skill-based progression, and in order to sell his project he will jump on the bandwagon of hatred against anything that could be considered mainstream, because achievements, loot, particle effects, and more aren’t real features and they wouldn’t dare add anything in to insult you as a consumer. It’s a level of anti-mainstream thinking that has, perhaps ironically, become mainstream in the indie sphere, and will be defended endlessly until talk turns to walk, and the same people heralding the game as the next coming of Ultima Christ drop their support with that simple message “this just wasn’t the game to do it.”

On the other hand, I can always hope that Divergence Online breaks any expectations and becomes the next big sandbox title, in which case Ethan Casner may come over to my house and hit me with a folding chair WWE-style. The big sandbox games from Ultima Online and Eve Online all started out as small projects with low prospects and tiny budgets, and while the former became the largest subscription MMO of its time, the latter now holds its place as one of the most popular subscription MMOs ever. So it obviously can work.

But as far as Kickstarter/Indiegogo goes, I’m spent.

I Don't Think Divergence Is A Serious Game


86924825_640

Divergence Online is the next up and coming hardcore indie sandbox, and you can go ahead and stop reading there if you are as tired of that sentence as I am. Maybe it is the four years of writing MMO Fallout that has made me jaded, but when I hear about an indie hardcore sandbox MMO, I no longer have the reaction of a child on Christmas morning. I have the reaction of his friend down the street who knows exactly what his day is going to involve: hand-me-down socks wrapped in a hand-me-down shirt, and Uncle Rob will get drunk and pass out on my bed so I’ll be sleeping on the floor again. I’ve learned a lot from throwing money at projects like Mortal Online, and the lesson is never invest in the guy who advertises his project as being great because it’s kind of like that Ultima Online game back before EA watered it down for the stupid masses.

So Divergence Online came to my attention in the way that games in this genre usually do: The fans start being obnoxious, I get emails accusing me of being a corporate sellout and asking why I opt to cover “crappy themepark games” designed for “children” by “scam artists,” and how the game they sunk three figures into at an Indiegogo or Kickstarter campaign is going to rock because the developer is an old school guy who played Ultima Online and that the hardcore sandbox is really what the majority of players crave, but are just too stupid/apathetic to see the truth. The same players who months after the game’s launch will be emailing me asking why I bothered to support said game, noting that the more hardcore sandbox genre is viable but that the developer was not the person to bring it into the new era. And they would be correct. The hardcore sandbox is viable, you could look at early Ultima Online and current Eve Online to see that, and yes the problem is that the torch continues to be carried by those not strong enough to lift it over their heads and those strong enough are not willing to throw into the fight.

That said, I don’t believe Divergence Online is a serious game. Not in the sense that I’m implying that the whole thing is on the level of a Stargate Worlds ponzi scheme, or that the guys working on it have any goal other than to make a great game and obviously some money in the process, but that the project is likely to follow in the same line as its predecessor: A series of unfulfilled promises held back by a lack of funding built by people who are better suited for smaller projects. In previous editorials, I’ve pointed out that an MMO is probably the worst genre to pick for your startup game, they take the kind of time, planning, personnel, and most importantly funding that indie studios just don’t have access to. I also don’t have much faith in MMOs that change direction and engine multiple times before launch. Once again it shows a lack of planning and concrete direction, one that often kills even big budget titles like Tabula Rasa.

So my lack of faith in Divergence Online has nothing to do with the alleged antics of the creator, the “jerkness” level of a programmer doesn’t matter to me, otherwise you wouldn’t see the multiple interviews with Derek Smart here. I’ll even go further and say that it has nothing to do with some of the more questionable decisions presented in the Kickstarter campaign, like the inclusion of a $20 emote package that offers a “@#$% Yo’ Couch” emote, a scene from The Chapelle Show whose level of being overly quoted is only beaten by “I’m Rick James, bitch,” and it also gives the “slow jerk” emote, with the reminder to avoid eye contact. The other emote pack for $20 promises to recreate the exotic dance from Star Wars Galaxies, a reminder that you can prove your worth as a sandbox mmo by paying reference to previous popular sandbox games. Divergence Online goes further with its borderline crazy promises by offering a never-ending world that continues to procedurally generate as you walk towards its borders, a promise that will no doubt either be nowhere near as exciting as it sounds or will be scrapped or delayed indefinitely.

In the end, Divergence Online is a story we’ve heard of a thousand times before. Some guy wants to create a hardcore sandbox with full loot, free for all pvp, permanent death, and skill-based progression, and in order to sell his project he will jump on the bandwagon of hatred against anything that could be considered mainstream, because achievements, loot, particle effects, and more aren’t real features and they wouldn’t dare add anything in to insult you as a consumer. It’s a level of anti-mainstream thinking that has, perhaps ironically, become mainstream in the indie sphere, and will be defended endlessly until talk turns to walk, and the same people heralding the game as the next coming of Ultima Christ drop their support with that simple message “this just wasn’t the game to do it.”

On the other hand, I can always hope that Divergence Online breaks any expectations and becomes the next big sandbox title, in which case Ethan Casner may come over to my house and hit me with a folding chair WWE-style. The big sandbox games from Ultima Online and Eve Online all started out as small projects with low prospects and tiny budgets, and while the former became the largest subscription MMO of its time, the latter now holds its place as one of the most popular subscription MMOs ever. So it obviously can work.

But as far as Kickstarter/Indiegogo goes, I’m spent.