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  • Some three years ago, Final Fantasy XIV tried to happen. It tried. And you may remember

  • that it kinda fell on its face, to the point where Square was giving away subscription

  • time for free to those stalwart souls who braved that tumultuous era. And then they

  • broke the world. Dropped a moon on it. Wrecked everything. Took the entire game down for

  • a period of about nine months, during which they more or less rebuilt the entire thing

  • - and added that PS3 support they'd talked about however long ago. That's all I'm going

  • to say about the troubles of version 1.0, as I wasn't actually there. But I'm here in

  • Eorzea now, have been for several days (On a Japanese server, thus sidestepping the much-publicized

  • connection woes others have faced), and I can say: I don't wanna go home. I like it

  • here. And not just because I'm rockin' it Red XIII-style.

  • So after the world got more or less ruined five years (read: nine months) ago - involving

  • blowing up a moon and Bahamut going on a tear like he never got to in Chains of Promathia

  • - Life has kinda returned to normal in Eorzea, for some definition of "Normal." The three

  • nations are friendly toward each other but fear uprisings from the beast tribes scattered

  • throughout the lands, as well as the Garlean Imperial forces, who mill about on the periphery

  • with their magitek weaponry and their gunblades and other elements pulled from Final Fantasies

  • past. But that's some high-level stuff. First and foremost, you've gotta get your feet wet

  • by learning your starting class - which also determines which chunk of the world you arrive

  • in after creation - by ruthlessly and violently slaughtering the innocent wildlife outside

  • the city gates, as is standard. Fortunately, the game lends itself to giving you heaps

  • and piles of EXP, if you're willing to do a bit of legwork, be it for a quest or filling

  • out the Hunting Log that gives out massive experience bonuses for tracking down and slaughtering

  • specific species of monsters. Generally speaking, much of the content in FFXIV is designed to

  • get you out and exploring, rather than cooped up in parties like XI's early days. And with

  • a world this pretty, that's a good thing.

  • The interface for this PS3 version is designed to be as intuitive as possible, with most

  • of your commands, attacks and menus available from a customizable system of hotbars accessed

  • by holding L2 or R2 and pressing a face button. Playing through XI's PS2 and 360 versions,

  • I could never imagine making those work without a keyboard, but I can only think of two occasions

  • where I've had to type something outside of the PS3's standard text-entry window. And

  • even then, that's just because I had the keyboard hooked up at the time. Perhaps it's because

  • so much of the content is solo-friendly, even for your squishier classes like mages and

  • lancers and whatnot. Larger-scale battles in the field called FATEs - for Full Active

  • Time Event, but it might as well mean Frantic Ad-Hoc Team Excitement - pit everyone in the

  • general vicinity against waves upon waves of monsters, or just one really freakin' big

  • one, for mutual benefit and piles of EXP. You really only need parties for the instanced

  • raids that pop up later in the storyline, and even then you don't have to sit and shout

  • for a party and hope there's someone who speaks your language and has the job you need. By

  • activating the Duty Finder and selecting the raids you're interested in joining, you enter

  • a queue to be matched with teammates once the right combination of roles is filled out.

  • Once your number's up, you can jump right into the mission from any point in the world,

  • and once it's over you wind up right where you were. Immersion-breaking? Just a bit.

  • Convenient? Hells yes.

  • One of FFXIV ver. 1.0's selling points was a new take on the classic Final Fantasy jobs

  • system, where simply changing one's weapon changed one's class - and level, for that

  • matter. This system returns, bolstered by a "Gear Set" system that allows you to change

  • all your clothes - and your class - in just a couple button presses, and an Armory Chest

  • that allows you to hold 25 items per gear slot in hammerspace outside your actual inventory.

  • As in the original version, each crafting and harvesting discipline from Armorer to

  • Miner to Alchemist is considered its own class, with EXP progression, a guild, and optional

  • bonus missions called Guildleves just like any of those monster-killing classes.

  • You'll notice I haven't had much to say against this game, and that's because... well, I haven't

  • had any issues, really. Sure, the servers are a bit congested, which can affect largescale

  • events, and once I've played for some 10 hours at a shot the sound goes all wonky and then

  • completely dies. But that's about it. Pretty much everything I've laid my hands on has

  • worked well, the storyline's engaging (especially by MMORPG standards), and... well, there's

  • a hell of a lot of content here. So I'm gonna come back a bit later and fill in some of

  • the holes in Part 2, once I've fiddled with the Materia system and continued to train

  • Level Divisible By Four the All-purpose Combat Chocobo and put some more levels into fishing

  • and improved my Maelstrom rank and...

Some three years ago, Final Fantasy XIV tried to happen. It tried. And you may remember

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