1970: Phoenix Down

We cleared The Final Coil of Bahamut, Turn 3 (aka Turn 12) in Final Fantasy XIV this evening. That means there’s only one more boss left to go until I’ve officially cleared everything in the game at least once. Said boss is a biggie, however; I’d expect nothing less, both for the “true final boss” of the game and for the “true final boss” of a Final Fantasy game.

Turn 12 is an enjoyable fight, though. It took a bit of practice to get it right, but we eventually got there without too much difficulty and frustration. It’s interesting in that it’s quite unforgiving of any mistakes you might make, but also relatively straightforward and easy once everyone knows what they’re doing. There’s a lot less in the way of randomness than some of the other encounters (particularly in Coil) so there’s a lot less in the way of unexpected things for the party to deal with — any unfortunate happenings can usually be traced directly back to someone doing something wrong somewhere.

Interestingly, a guildmate pointed out that the fight is very unforgiving because unforgiveness is an important narrative theme of the confrontation itself. I won’t spoil the story context of it for those who are yet to clear and hoping to remain unspoiled — it’s a significant narrative moment in the grand scheme of Final Fantasy XIV’s overarching storyline, particularly the spectacular cutscene that follows your victory — but I found it really cool that the mechanics of the game mirrored the narrative themes so nicely. It’s a subtle thing, but as someone who is very much interested in the different ways interactive entertainment can tell stories, I liked it very much.

I’ve been a little burnt out on the game recently, as prior to the imminent expansion Heavensward it’s been going through its longest drought of new content since it launched, and it’s been hard to motivate myself to keep running the same things over and over again, particularly as in some cases the things I “need” to run for various quests are things that have been in the game since launch, and as such I can probably do them in my sleep. (The Aurum Vale is a bit of an exception; I kind of like that there’s a dungeon that can still kick the arse of an unprepared or complacent party, even if it can be frustrating to plough through sometimes.)

There’s also the fact that with Heavensward comes a level cap increase, too, and as such a lot of the shiny, top-end gear that everyone’s been stocking up on will probably be irrelevant in a matter of weeks following the expansion’s release — though not much has been revealed about new gear as yet, so it will be interesting to see how they deal with the discrepancy between character level (currently capped at 50, rising to 60 with Heavensward) and gear level (currently capped at 130, with a couple of individual items being level 135) without revamping the whole system. (Or perhaps they will revamp the whole system, I don’t know. Either way, I’m looking forward to it.)

Running T12 tonight, though, reminded me the main reason I play this game; it’s not to always be running new and exciting things, it’s not to bring down fearsome foes — though that’s cool — and it’s not to experience the story (which is also great) — but instead it’s to have a good time with people who have become really good friends over the course of the last couple of years. The feeling of camaraderie you build when playing a game like this over a long period is unlike anything else in all of gaming, and it’s a delight to be able to team up for nights like tonight, where everyone bands together against a common challenge and helps each other out.

So yeah. I may be a little burnt out on grinding for tomestones and the current gear treadmill, but there’s still plenty of life in Eorzea’s champion Amarysse yet; and I have no doubt whatsoever that Yoshi-P and his team will deliver a spectacular experience with Heavensward that will make me fall in love with the game all over again. Only 6 days until Early Access starts… man, I better finish Omega Quintet before then…


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