• A Realm Reborn BETA Impressions


    With the NDA restrictions of the Beta of Final Fantasy XIV: A Realm Reborn lifted slightly I thought it'd be a good time to give you some insights into my experience. Things have definitely changed for the better as the Beta progresses… you could even say that things have got BET-A… *audience groans*

    I’ll preface this by saying I never played Final Fantasy XI Online or Final Fantasy XIV 1.x so the thoughts contained in this piece are from a complete n00b to the world of Final Fantasy in MMORPG format. I have played other major MMORPGs such as World of Warcraft, Guild Wars 2, Star Wars: The Old Republic, RIFT, TERA and Neverwinter so I’ll be using them as points of comparison.


    Pimp your character

    The character creation offers you an impressive array of customisation options. From height, to muscle tone to even being able to having odd eye colors if you want to channel some Summoner Yuna – pretty much everything you’d want to change is here. I love being able to customise my characters and I can easily lose 20 minutes here getting everything just right. You can even change the background and time of day just to make sure everything looks perfect even when you’re not in the right light. I’d love to see more hairstyles though as even though most races have around 10-15 some of them are very similar and there’s a distinct lack of ponytails! Also a lot of the voices sound strange but this is par for the course when the sound effects are done by Asian voice actors – especially the female one, it’s not bad but you’ll notice the difference! Once you’ve sorted your appearance you can then set things such as your characters birthday and patron deity who affects some of your minor stats but nothing game breaking. From there you pick your starting class this determines which of the three city states you start off in. Once that’s all done you pick your character’s name and surname and away you go!


    Ready to explore a brave new world!

    There is also one other thing about the character creation that’s really worth mentioning and that’s the background music which is a fantastic re-arrangement of the Final Fantasy Prelude theme. Unfortunately the NDA still prohibits us from sharing music and video but believe me, you’re in for a treat!

    Combat and questing is pretty much the bread and butter of any MMORPG and Final Fantasy XIV: A Realm Reborn plays it relatively standard here. Combat is a simple affair of having abilities hotkeyed and it’s certainly nowhere near as dynamic as more recent MMORPGs such as Guild Wars 2 and TERA. For the most part you’ll be standing still and just pressing buttons, occasionally you may need to move out of stuff but there’s no real major active dodging ability element. If you think of the combat in WoW and SWTOR you’re pretty much on the right track. It does feel slightly dated at times but it’s mostly made up for by very graphically detailed abilities and that it feels slick and responsive. When you’re out in the world you can kite things and play around a bit more which does add a bit of a more fluid feel to the combat but inside dungeons you’ll be standing still and using abilities as they come off cooldown or as your resources permit.

    Likewise questing is nothing particularly revolutionary. You progress from hub to hub picking up quests which then unlock more quests at the next hub and so on and so forth. You also have a series of overarching story quests which tell the tale of Eorzea and the events since the Calamity at the end of 1.x and setting the stage for the upcoming events. The quest themselves are the usual run of the mill “kill X beasts” “pick up Y objects” “give A to B.” Again they’re nothing revolutionary but for the most part you’re rarely fighting the same type of mobs and the locations are varied and detailed enough that it remains interesting. So whilst it is run of the mill it’s polished enough that you don’t really think about it.


    Picking up Vegetables - the classiest of Quests

    There’s also a subset of quests called LeveQuests which are scalable difficulty quests that usually involve killing things or looting things within a time limit and you are rewarded based on the difficulty and the time you took to finish. These are a nice little diversion from the main quest lines and when you find a set of LeveQuests you really enjoy it’s easy to lose an hour or two just doing them over and over until your daily limit runs out. There are even subsets of LeveQuests for your crafting professions too.

    This brings me to my first complaint that I really hope they change before release. As soon as you’ve made your character you see the opening in-game cutscene which doesn’t really change at all based on which class you are. It’s not bad, it’s really interesting the first couple of times – but if you simply want to make a character to test out the animations and basic abilities it becomes quite tiresome for a couple of reasons: 1) It’s not skippable, 2) you have to do a series of tutorial quests that explain how questing works, how emotes work and sending you on a run-around of the main hub to find all the Aetheryte nodes (basically quick travel points) etc, 3) the above two things mean it can literally be upwards of 20 minutes before you even get into your first battle. It’d be nice to either be able to skip this entirely if you already have a character over… say level 10 or something similar to TERA or Guild Wars 2 where you get a prologue type tutorial that gives you a few class abilities to try out before putting you into the world proper. The tutorial quests in the main area I don’t mind that much but the lengthy non-skip-able introduction cutscene gets a bit tiresome after a while. In the grand scheme of things this is a really minor complaint.


    It's raining, it's pouring, the old man was snoring...

    Adventuring takes you from location to location as you’d expect. Each location is very detailed – from the forests of the Twelveswood where the sky is scantly visible at times or the barren deserts surrounded by sprawling dunes and mountains. The world itself isn’t seamless and each area appears to be “instanced” similar to more recent MMORPGs which has the advantage of allowing for a lot more graphical fidelity. Connecting areas do a very good job of feeling similar yet unique at the same time. The world itself feels alive and vivid you’ll often wonder pass NPCs blabbering about their first world problems, trees swaying in the wind and sunny skies suddenly becoming overcast and rain falling. You’re bump into all your Final Fantasy favourites on your travels; Moogles, Chocobos, Cactuars – they’re all here.


    These Ixali really want that sign-post!

    Full Active Time Events (abbreviated to FATEs) also do a very good job of making the world feel alive. At any given time a FATE can start in a region of an area. These FATEs can see you defending a village from an assault from the local beast tribes, protecting a merchant as he travels from town to town or even raiding Goblin camps to retrieve contraband for the local authorities. These FATEs are triggered periodically or by talking to certain NPCs or fulfilling other hidden criteria. At one point you can be minding your own business thinning out the population of Squirrels in the local woods when suddenly a flock of angry vultures swoops in and starts causing havoc. The cool thing about FATEs is that the game automatically tracks your contribution, you don’t need to part up with anyone to get credit – at the end of the FATE your efforts are rewarded with a chunk of XP and some Gil. They also seem to scale in difficulty based on how many people are in the area, so simply rushing them with a big group doesn’t always equate in a victory – particular in ones that require co-ordination such as killing a giant Slug that makes copies of itself each time it dies. There are also a lot of FATEs going on – on any one map there’s usually at least 2 FATEs currently running.


    The party interface is fairly non-intrusive

    Dungeons, much like the other core parts, are very run of the mill as well. However the big difference compared to other MMORPGs is that each dungeon generally has a 90 minute timer on it – I’ve yet to be in a situation where we’ve run a risk of those 90 minutes running out so it seems more than lenient but it does add a bit of pressure to the cooker, especially if you want to explore some of the side objectives. As I said before the fluidity in combat is a bit more limited due to the enclosed environments and most of the encounters aren’t really anything you haven’t seen before elsewhere but they do require some co-ordination and using crowd control abilities is highly desirable. Groups do tend to follow the trinity system in that you will have 1 tank, 1 healer and 2 DPS though the healer usually has enough breathing room to use their own damaging abilities and, at least in the earlier dungeons, a traditional tank is more of a luxury than a necessity and a 1 Healer, 3 DPS group is more than capable of clearing them given good use of crowd control and kiting. Dungeons really are what you make of them though – I had groups where no-one said a thing and other groups where people bantered away and the latter produced a far more enjoyable experience even though I was re-running a dungeon I’d already done. So if you pick up A Realm Reborn, be sure to be social and friendly as after all this is what MMORPGs were traditionally about and it really adds to the atmosphere and community element making it far more enjoyable. Each time you successfully finish a dungeon you get treated to a victory camera pan across your party with the classic Final Fantasy victory fanfare playing in the background!


    Killing things is a very formative part of Final Fantasy and if you simply want to go off on a murderous rampage for a bit the game also has you covered here in the form of the Hunting Log. Think Hunts from Final Fantasy XII but with less backtracking to NPCs and less reward (outside of delicious XP). For each class you’ll have a Hunting Log which contains a list of the most common foes in the surrounding area. The task is simple: go and kill between 4-6 of them. Each time you complete a Hunt you get some XP and each time you complete a whole tier of Hunts you get a huge chunk of XP and unlock the next tier of hunts. These rewards are granted instantaneously with no need to go back to any NPC to “turn in.” Obviously the higher up the tiers you get the more challenging the Hunts become – ranging from killing Elite mobs to even slaying the final boss of particular dungeons. This produces a simple, yet effective, way of grinding out a few levels if you feel like taking a break from questing or if you’ve got ahead of the quest curve a bit – which sadly, given the disjointed nature of some of the quest chains, can actually happen a bit too often.


    If you enjoyed Hunts in Ivalice, the Hunting Log is for you!

    Once you’ve hit level 10 with your starting class and completed the level 10 class quest you gain the ability to pick-up secondary classes such as Crafting professions or even one of the other starting classes. For example my Archer is also a Conjurer and a Carpenter. Each class levels up independently of one another.

    Crafting works much like levelling normally would. You tend to gather crafting materials just by slaying monsters or using vendors or gathering them. Crafting professions are basically secondary classes that you switch too by equipping the tools of that profession – for example if you’re playing an Archer and equip a Saw your class changes on the fly to Carpenter and you have a separate XP bar and resource bar and gear set for Carpenter. As you craft things the XP bar goes up and as you level up you unlock access to more recipes. It’s very simple but the interesting spin is you have a set number of “tries” at crafting. For example you might be making a bow and you have portion of 60 skill points to use. Simply crafting the item will take 30 skill points if all attempts are successful (yes you can fail) but you can also use some of the points to try and produce a higher quality version of the bow. You have abilities that increase the quality and replenish some skill points too using your crafting resources. This turns crafting into a sort of strategic mini-game as you figure out the best combinations to net the highest quality items and in turn the most XP toward your Crafting profession.


    This will be the best Glowy Orb in Glowy Orbagedom

    Switching combat classes works the same as switching to a Crafting class – just switch your weapon and you automatically switch classes. It’s a good way of dabbling in other classes without making a new character as each class has its own independent XP and quests. The inventory management problem is also solved as you have a separate inventory stash called the Armory Chest which stores all your gear, leaving your main inventory free for the usual host of consumables, quest items and crafting materials. The game also allows you to save equipment sets so that you can switch to them easily on the fly without having to equip individual items one by one.

    Throughout the questing, the dungeoneering or just sight-seeing there is a fantastic soundtrack. From simple and melodic tones of the forest to the sound of grand adventure when you’re fighting through harsh wilder lands. LeveQuests, Story Quests, Dungeon Battles – each event has its own particular Battle Theme that blends in and out as the battles begin and end. Plus if you get into multiple battles in quick succession the theme blends back in from where it left off seconds beforehand - all in a seamless manner. The battle themes are very Final Fantasy in style, short looping melodies that combine to make amazing wholes. In particular during certain major story quests there’s a theme that will have you on the edge of your seat. When doing simple quests you’ll often find yourself pulling “just one more mob” to keep the themes playing. I really cannot stress just how much I love the soundtrack.

    I won’t go into much detail here to avoid spoilers but the journey also features a lot of in-game cutscenes in the style of X, XII and XIII that tell various story elements as you progress. At present these aren’t voice acted so you really get a classic Final Fantasy feel as text boxes appear at the bottom of the screen with the dialogue in. Even though I only got to level 18 in phase 3 (the story scenes were blanked out in phase 2 and earlier) the story already has me engrossed and it seems to be as good as any Final Fantasy story to date and like any MMORPG story it grows into something far more world threatening than simply urging the local bandit population to vacate the skank caves they love to occupy.


    Taking a moment to relax under the stars

    Overall I’ve really enjoyed my time in Eorzea. I can’t really comment on the Free Company or later game elements as I haven’t got that far yet but in general the game is very polished, the UI is slick (although admittedly could do with a couple of quality of life changes to the Shopkeeper and Auction interfaces which are very minimalistic in approach) the graphics are beautiful and overall it feels like a very solid whole. Whether it will be a formidable player in the MMORPG market remains to be seen, especially as unlike most of the competition it will still be using the subscription model rather than variants of Buy-2-Play or Free-2-Play. However I certainly expect that it will carve out its own hardcore following and withstand the test of time much like Final Fantasy XI has. I certainly have no regrets about pre-ordering and I'm now eagerly counting down the days until the August 27th release.
    Will you be enterting the realm of Eorzea?

    Disclaimer: These are my own personal opinions based on what I’ve played in phase 3 of the Beta during which on one character I got an Archer to lv18, a Carpenter to lv10 and a Conjurer to lv7.
    This article was originally published in forum thread: A Realm Reborn BETA Impressions started by Aulayna View original post
    Comments 16 Comments
    1. I Don't Need A Name's Avatar
      I Don't Need A Name -
      Way to make all of us people without Beta access super jealous Aulayna!

      Also, in relation to your post about the amazing Prelude theme for character creation, Squeenix have released a demonstration of the Alpha version of character creation which has the accompanying music. And yes, it's incredible
    1. Pumpkin's Avatar
      Pumpkin -
      I would love to play this type of game, but I don't have a computer that would work well and i don't like that monthly fee thing. If that's how this one works too? The character creation looks so awesome.

      /jelly
    1. Aulayna's Avatar
      Aulayna -
      Do you have a Playstation 3 shion? It's coming out on that too.

      Now I've re-read this again there's a few things I forgot to mention:

      - With the additional combat classes you can share certain abilities. So for example with Archer/Conj you can use Cure as an Archer (of course it has less potency than if used by a Conjurer)
      - Yes you do get to ride Chocobos, complete with a re-arrangement of the Chocobo Theme!
      - When killing stuff 1 level lower or higher than you you can Chain kills together to get increased XP similar to the Chain system in XII. Unlike XII the mobs don't have to be of the same type.
    1. I Don't Need A Name's Avatar
      I Don't Need A Name -
      Or a PS4 if you're planning on getting one of those, but I don't believe there is word of a release date of that yet
    1. Pumpkin's Avatar
      Pumpkin -
      I do have a PS3. So I wouldnae have to monthly pay for it that way??
    1. I Don't Need A Name's Avatar
      I Don't Need A Name -
      Sadly you would:
      £8.99/€12.99/$14.99 - 30 days membership
      £8.39/€11.99/$13.99 - per month for 90 days
      £7.69/€10.99/$12.99 - per month for 180 days
    1. Pumpkin's Avatar
      Pumpkin -
      Oh

      Maybe I'll have a good paying job one day
    1. Raistlin's Avatar
      Raistlin -
      shion: I believe the game will come with a 30-day free trial for new purchasers (1.0 players who are taking advantage of the free ARR upgrade will get a 2 week trial).

      Great article and overview, Aul, with a lot of good gameplay details and screenshots. I hope you write another one of these once the beta is over!
    1. Rostum's Avatar
      Rostum -
      Nice write up!

      A nice idea for new players, that could help with your first complaint: When selecting a class, let the player battle dummy mobs at level 50. Then once they are happy they could continue on to begin the game (and the subsequent cutscenes). I think it'd be nice to see what job you'd like to level up first, and avoid your first complaint (which I think is completely valid unless you're dead sure on your starting class).

      Then it's really just about doing everything on the one character since you can change jobs at will after level 10 (so long as you have the weapon).
    1. Aulayna's Avatar
      Aulayna -
      Quote Originally Posted by I Don't Need A Name View Post
      Also, in relation to your post about the amazing Prelude theme for character creation, Squeenix have released a demonstration of the Alpha version of character creation which has the accompanying music. And yes, it's incredible
      I completely forgot about that video. It even has the female voices I mentioned xD

      Quote Originally Posted by Rostum View Post
      A nice idea for new players, that could help with your first complaint: When selecting a class, let the player battle dummy mobs at level 50. Then once they are happy they could continue on to begin the game (and the subsequent cutscenes). I think it'd be nice to see what job you'd like to level up first, and avoid your first complaint (which I think is completely valid unless you're dead sure on your starting class).
      Yeah that'd be cool. Or even a sort of flashback scene to the Calamity at the end or 1.x where you just take part as someone on the battlefield in a sort of "combat tutorial"
    1. Cloudane's Avatar
      Cloudane -
      Looks and sounds exciting, I'm eager to try it out

      I never played 1.0 either but I watched the "Story so far" videos on Youtube.

      Disappointing to hear there's still little to no voice acting, as that really grated on me with the 1.0 videos - apart from the like 3 or 4 lines in the entire main story that are VA'd, everything else is in text boxes. This wasn't bothersome in older FFs as you didn't expect it anyway with the technology of the time. But when everything is so realistic looking, I want to hear voices (if not for all the NPCs, at least the important ones). What makes it feel really weird is that all the other sound effects are there, so someone is talking in one of the videos and waving their arms around, and there are all the shuffling and material rubbing noises but no words coming out. It's just really odd. Or someone will suddenly laugh or sing and you think "where did that come from". I hope they can work on that.
    1. Madame Adequate's Avatar
      Madame Adequate -
      Yeah my thoughts are very similar to Aul's and I'm almost certainly going to get on board FFXIV shortly after 2.0 is released because I've been hugely impressed with the beta/demo. The couple of things I took issue with are actually being addressed for Beta 4 as well, apparently, and the list of things Yoshida and his crew have already addressed is immensely long.

      My own summation of ARR would be the solid, vast world-building, lore, and variety of FFXI mixed with the combat system of WoW, all polished up rather nicely.

      It's been a hell of a long time since I was playing an MMO and I saw a building on the horizon that made me think "Wow, that looks cool, I'll have to explore that later!" instead of "Oh I guess there's loot and/or quests there"
    1. Del Murder's Avatar
      Del Murder -
      That was a great review Aul! I hope you put one up for the full game when it is released.
    1. Loony BoB's Avatar
      Loony BoB -
      My understandign is that there will be voice acting at launch for the entire main story questline. This is one of the reasons they didn't want people talking about the sound just yet - because it isn't as it should/will be at launch, so for anyone concerned about anythign whatsoever to do with sound please keep this in mind. On a positive note, though, I will mention that the 'background voices' you experience at certain parts of the game are fantastic. When you're in a FATE, it's like you're in the middle of a massive battle. When you're in a market, you hear the hustle bustle. It's well done.

      I'm told that quests get much more interesting (as does fighting) from level 15 and upwards, although I've not really tested this to any major degree yet. I'll have to wait until next weekend.
    1. Aulayna's Avatar
      Aulayna -
      So, following the shenanigans I got up too this weekend, I definitely have a bit more to talk about once it's released.
    1. Cloudane's Avatar
      Cloudane -
      FWIW, unless I'm reading incorrectly, NDA is lifted. Hence I've been blathering on about it

      http://forum.square-enix.com/ARR-Tes...-the-Beta-Test
      Under the FINAL FANTASY XIV: A Realm Reborn Beta Test Agreement, we asked you to keep confidential the features, information, and bugs related to the Beta Test as well as information shared on the Beta Tester Forum. As of June 13, 2013, we grant you permission to disclose information regarding the Beta Test.
      I have to say, I'm really loving it. It seems ready to me (but I guess that's what they said in 1.0). I guess it'd be nice to know what my armour will look like before I put it on (my strongest armour currently is... it basically looks like a thong XD) but I guess in a world where they say "bl**dy" and "b*gger" more often than sailors, a few scantily clad men is not too much of a problem for people

      Have to agree with this little write up on "the buffet effect"
      http://massively.joystiq.com/<wbr>2013/06/29/the-mog-log-final-<wbr>fantasy-xivs-buffet-effect/

      I've rarely if ever seen a game so well balanced in terms of giving you a choice of what to do. There's no particularly strong "shove" in one direction that has advantages over another. You can do the main quests, you can just do the side quests, you can choose to just craft, you can do the hunt logs, you can just grind the levels if you want, you can go grab a group and explore all the dungeons. Nothing has a sense of "oh dear I'm wasting my time doing this when I could be furthering my character".
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