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  • That squishing and tearing sound you may have heard recently was Square Enix putting their

  • hooks back into me. These days, it�s not uncommon to hear of an ambitious new MMORPG

  • failing just a couple years, or a single year, or less, after its initial release. Final

  • Fantasy XI, on the other hand, has been going strong, strong enough to justify a brand-new

  • expansion - and, with this release, an all-inclusive bundle pack - just a couple months shy of

  • the game�s 11th birthday. And it�s a jarring feeling; this game I�ve been playing for

  • nine years and change, suddenly has brand-new zones, new monsters, entirely new gameplay

  • mechanics, a new city, two new CLASSES (for the first time in six years), and of course,

  • a new plot-mandated cute girl.

  • After traipsing all over the Middle Lands, Aht Urghan, and various alternate dimensions

  • and timelines, it�s time to head westward to the nation of Adoulin, a regular boom-town

  • coming to grips with its impending overpopulation. Sure, there�s a massive expanse of wilds

  • just a bit further west, but the land doesn�t take kindly to these development efforts.

  • In fact, said wilds are almost sentient, and mercilessly brutal to all intruders. Thus,

  • Adoulin�s opened its gates to any explorers interested in beating nature into submission,

  • with the promise of cash and prizes to those successful in the colonization effort. Thus,

  • murderhobos abound, destroying wildlife willy-nilly in new co-op events called Reives (which,

  • fittingly, is from an old Scottish word meaningto rob or plunder�). There are three

  • kinds: Lair Rieves which destroy hotspots of monster activity, Colonization Rieves which

  • destroy constantly-regrowing terrain impediments, and Wildskeeper Rieves, which pit all comers

  • (and I do mean ALL comers, with no upper bound on occupancy) against giant guardians of the

  • land. Fortunately, these adventurers are fortified with... a sweet-ass bass guitar line.

  • But enough of that. You want to know about these new jobs, don�t you? Well, buckle

  • up for... support and kinda-tanking! Geomancers are area-effect-distributing support mages

  • who can have two effects going simultaneously: One local to their own body, and one local

  • to a big glowy sphere thing they can cast on an enemy or another character. These effects

  • can buff, but their greatest benefits are in debuffing, as geomantic effects are constant

  • within a given area, instead of having to be cast on a mob and potentially resisted.

  • Also, area elemental magic is included in the package, as well as a strange job trait

  • that modifies spells (for greater accuracy, effect, or critical chance) depending on which

  • direction youre casting it into. Yes, very weird. While the Geomancer�s local spells

  • are purchased like any old scroll, the external versions - utilizing the glowy sphere that�s

  • difficult to pronounce - have to be tracked down in the wild, by knowing the purchasable

  • version, being above a certain level, and finding the correct point in Vanadiel.

  • Rune Fencers, on the other hand, feel like Red Mages on steroids, forgoing their debuffing

  • magic in favor of self-enhancing spells and greatswords. Through the use of runes, they

  • can deal bonus elemental damage with each hit, increase their (and their allies�)

  • magic resistance to insane levels, or blow all of the runes for a massive, magic-burstable

  • attack. (Y�know, if people still did those.)

  • But for all the slick innovations, like being able to bounce around all the Adoulin zones

  • at will for a mere pittance of crystals, this new content still feels like good olgrindfest

  • Final Fantasy XI all over again. You may notice that I didn�t have footage from Wildskeeper

  • Rieves earlier in this review; that�s because entry to such battlefields costs an egregious

  • amount of the local currency. Sure, there�s plenty of ways to obtain Bayld, but there�s

  • twice as many things youll want to spend it on, from maps to armor to crap to make

  • your armor better. Missions suffer a similarly egregious fate, with your progress completely

  • halted for a week and change while you churn through quests and complete Coalition Assignments,

  • only to witness a few cutscenes and then BAM, back to the wait. Of course, that�s when

  • there are missions to do; as with the last several expansions, the content for Seekers

  • of Adoulin is still being developed and pushed out in monthly-or-so updates. Heck, Geomancers

  • and Rune Fencers don�t even have their Artifact Armor yet, for the five minutes or so theyll

  • spend between levels 60 and 99. If youve never played FFXI before, really, there�s

  • no time like the present. And if youve gone away (perhaps in favor of FFXIV, you

  • maniacs), well, your moogle is still waiting there for you to come home. Spinning, as always.

That squishing and tearing sound you may have heard recently was Square Enix putting their

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