1868: A Relic Reborn, Again (and Again)

I am finally on the final step of one of Final Fantasy XIV’s most lengthy, gruelling challenges: the “Relic” quest, which can begin the moment you hit level 50 and will keep you going right up into top-tier endgame play. It was designed as an alternative for more “casual” players to be able to get better weapons over time without having to jump into super-difficult raids — a process which requires organisation and commitment from people in order to make any meaningful progress. The intention was to give these “casual” players something that would take about as long to complete as it would for a raider to be able to master top-level content and score the sweetest possible loot from them, but somewhere along the line the Relic questline became all but obligatory for everyone to complete, if only as a matter of pride.

As previously noted, it’s a long and gruelling — though not especially difficult — process.

First you have the quest to acquire the weapon in the first place. This is an involved, multi-part affair that involves tracking its timeworn and weathered form down — usually from the depths of a monster-infested area — and then setting about finding the materials that master weaponsmith Gerolt needs to restore it to its former glory. Rather inconveniently, these materials can only be found in the somewhat uninviting lairs of Eorzea’s Primals Ifrit, Garuda and Titan, so having already floored these massive enemies once during the course of the main story, you’re now tasked with killing them again. This used to be a genuinely challenging task, back when the base Relic was pretty much the best weapon you could get in the game, but it’s become almost trivial now thanks to how well-geared the vast majority of the level 50 population is now. There’s also a dungeon to run (Amdapor Keep, which was the hardest four-player dungeon in the game when it launched, but which again has now become somewhat trivial) and two more boss fights against a Chimera and a Hydra that are new to the Relic questline.

After all this — and a bit of testing out the unfinished form of the weapon on unsuspecting members of Eorzea’s beast tribes — you’re finally blessed with an item level 80 weapon, which can be upgraded to item level 90 and made to glow in a rather fetching “this is special!” manner through the judicious application of Thavnairian Mist, a rare concoction that can only be acquired by exchanging Allagan Tomestones with collectors of rarities. Tomestones are a special currency rewarded for completing content at level 50 — since you no longer get experience points at this level, having reached the level cap, they form the basis for progression beyond this point. Pretty much anything that involves other people will reward you with Tomestones, be it four-player dungeons, eight-player Trials, twenty-four player raids or the extremely tough challenges of the Binding Coils of Bahamut.

This form of the weapon, known as Zenith, used to be pretty much the best weapon you could get outside of downing Turn 5 of the Binding Coil of Bahamut — a tall order even for well-geared players even today — and acquiring one of the Allagan weapons. But as time went on and the game gradually expanded with each new patch, so too did the Relic quest.

It began with Atmas, a step which, for many, proves an insurmountable obstacle, but which sets the pace for the amount of commitment required to finish this lengthy process. Atmas are small crystals containing the souls of fallen warriors, and can be acquired randomly by participating in FATEs — public events that occur every so often in each of the game’s zones — and completing them successfully. There are twelve Atma in total to collect, meaning you’ll have to visit twelve different zones to participate in FATEs. In game terms, this step was designed to get level 50 players helping out with low-level FATEs, since a tweak to how experience points were awarded in the game’s early days saw people turning to instanced dungeons for quick experience points rather than wandering around out in the open world helping one another.

The cruel twist in the Atma step was that once you’d acquired all twelve Atma, all that happened when you “upgraded” your weapon was that it lost its cool glow from the Zenith step. Its stats didn’t change at all. But it was still an important step, because it made your weapon ready for the gradual upgrade process that came next.

By exchanging further Allagan Tomestones with a collector in Mor Dhona, you could acquire books telling tales of the “Zodiac Braves”, and you’re told that by recreating these tales of derring-do using your Atma Relic, you can improve it considerably. What this boils down to is a set of objectives — 100 specific monsters to kill, three specific dungeons to complete (or, more accurately, three specific bosses to beat), three specific FATEs to participate in and three specific levequests (short, repeatable quests) to complete. You had to do this nine times in total; each completed book rewarded you with a small increase to the stats on your Atma weapon, so it gradually improved over time. When all the books were completed, your Atma weapon regained its glow — a more substantial one this time — and became its Animus form.

Next up, you’re told that you can improve the weapon further — and, crucially for this step, customise it — by infusing materia into a “sphere scroll”. In order to do this, you need the sphere scroll itself (which costs yet more Tomestones), seventy-five pieces of Alexandrite as a catalyst to infuse the materia into the scroll, and at least seventy-five pieces of materia of the appropriate types to give your weapon the stats you want. Alexandrite can be acquired by participating in FATEs, bought with Allied Seals acquired by beating the giant monsters of The Hunt, or by digging it up using Mysterious Maps acquired from a strange old lady in Mor Dhona who appears to have been using them to clean her kitchen. The more materia you attach to the scroll, the higher the chance that the infusion will fail; fortunately, you only lose the materia if this happens, while the Alexandrite remains in your possession. Your reward for successfully infusing seventy-five points’ worth of stats into the sphere scroll? Your Relic’s Novus form, which has a somewhat more imposing glow.

For a while, again, Novus was the pinnacle of what you could have in terms of weaponry, and it was particularly powerful due to the fact that you could customise it. The materia to do this — particularly for popular stats like Determination (which increases damage) and Critical Hit Rate (which increases the likelihood an attack will deal considerably more damage than usual) — didn’t come cheap, and the only other alternative was to “Spiritbond” equipment by using it to defeat monsters either in the world or in dungeons, then turn this equipment into materia, with random chance determining whether you’d get the kind of materia you wanted or a useless alternative. Thus, Novus was a long, difficult and expensive process for many, but taking the time to complete it would give you a strong weapon that would see you through pretty much anything the game could throw at you.

Then came another step. By “soulglazing” your relic and using it to collect soul energy — known colloquially as “light” owing to the fact your weapon glows with varying levels of intensity when it acquires this energy — you could make it more powerful still, improving the stats you’d infused into the Novus by a set amount according to the combinations and amounts you put in. In order to acquire light, you simply had to do pretty much anything that involved other people — dungeons, trials, even FATEs. Light was acquired at a very slow rate, however, and many resorted to running the same things over and over again for hours at a time in order to gain light most effectively. In practice, however, you could gain light at a good rate simply by playing the game as you normally would, attempting to acquire Tomestones to gear up your armour to match your increasingly powerful weapon. Upon filling your Novus with light, you’d be able to turn it into its Nexus form, the ultimate incarnation of the Relic you found all that time ago, and a weapon that you’ve truly helped to make your own.

But your efforts don’t end there. Through this whole process, you’ve been developing a relationship with both a scholar of these ancient weapons and a local master blacksmith, and it eventually becomes clear that it’s possible to recreate the legendary weapons of the Zodiac Braves themselves — but in order to do so there is, unsurprisingly, a somewhat convoluted process involved that requires you to do the dirty work of four separate individuals who have what you need to complete the weapon, but who aren’t about to give their prizes up quickly.

By far the most gruelling part of this phase is acquiring specific items from specific dungeons. These are drops similar to the Atma in that there’s only a random chance of you acquiring them when you complete a dungeon, and no guarantees. Consequently, you may find yourself running one dungeon lots and lots of times in order to acquire one specific item; at the other end of the spectrum, however, sometimes you get lucky and acquire it straight away. It’s unpredictable and, at times, infuriating, but oh so satisfying when you get what you need.

After completing this epic slog, you’re rewarded with a brand new weapon, recreating the form of one of the Zodiac Braves’ weapons and infused with the soul energy you collected using your Relic. (These Zodiac weapons take the form of iconic weapons from past Final Fantasy games such as Excalibur for a Paladin, Kaiser Knuckles for a Monk, Yoichi Bow for a Bard and so on.) This is the stage I got to tonight: I now have Excalibur and its companion Aegis Shield.

But there’s one final step to go: embracing the weapon’s apparent sentience and sense of will, and forging an unbreakable bond between the two of you. In order to do this, it’s another light grind similar to that for the Nexus, but this time instead of having to collect it all in one weapon, you gradually fill up twelve “mahatma” with soul energy, and the process is considerably quicker than before. This is the final step of a quest that’s been in the game since launch, and your reward is a weapon that is likely to be the absolute best piece of equipment you can get until the expansion Heavensward arrives later this year and makes all this work irrelevant. (Actually, that’s not quite true; producer Naoki Yoshida has said that those who put in the work to complete this questline will have a leg-up on whatever comes next come Heavensward time. Thankfully.)

It’s a slog, to be sure, and it’s even something that a lot of players will find offputting and want nothing to do with — thankfully, there are numerous alternative means of acquiring weapons, so even if you’re playing multiple classes you don’t have to go through this epic grind for all of them — but by God it’s satisfying to reach a milestone in. I’ve likened it before to the idea of “building your own lightsaber” in a Star Wars game — something which has never been given the gravity it deserves, even in the Star Wars MMO The Old Republic — and it’s true. By the end of this process, your weapon, even though it’s just a collection of numbers, is part of you and your play style, and an important part of your character as a whole; the unbreakable bond between character and weapon isn’t just for lore reasons — you’ll feel it yourself as a player, too.

So wish me luck as I proceed on the final chapter of the Relic quest; I’m hoping to have Excalibur’s “Zeta” form before I head off to PAX later this week. We’ll see if I’m successful!

1865: Virtual Career Choices

One of the more interesting aspects of massively multiplayer online games as they continue to grow and expand is that it becomes harder and harder to “do everything” for various reasons. In some cases, it becomes harder to complete old content because there’s simply no-one else running it any more — Final Fantasy XIV neatly sidesteps this by keeping nearly everything in the game relevant at all times through various sidequests, including the notoriously lengthy Relic questline — and in others, it’s because there is so much to do that in order to max out everything and “complete” the game to “100%” would be a full-time occupation.

We’re starting to reach that point in Final Fantasy XIV now. It’s still eminently possible for players to get from level 1 to level 50 and beyond and complete all the PvE (Player vs Environment, or regular cooperative) content without too much difficulty — though Second Coil and Final Coil are still an insurmountable barrier for all but the most skilled players — but that’s not, by any means, all that there is to the game any more. In fact, there’s been numerous different potential “career paths” in the game since it launched, and these have only continued to grow and expand with their own “endgames” as the game has blossomed over time.

There’s crafting, for example. Serious crafters will have levelled all of the crafting classes from 1-50 to get all of the possible cross-class abilities, and will have worked on their equipment to get it strong enough to create the more difficult crafts. They’ll have worked out a good skill rotation to use for crafting items — much like a high-level PvE player works out a suitable skill rotation to maximise their damage output — and they’ll have their own goals in mind, be it making millions on the market board from producing the most desirable items, or simply being able to make cool stuff for their friends.

Then there’s gathering; much like crafting, gathering has its own endgame with new equipment to acquire and more and more difficult-to-obtain items becoming available over time. There’s less of a “skill rotation” element to this — although skills are still relevant — and these classes act as a good complement to their crafting counterparts.

Then there’s desynthesis, which ties in with crafting: through desynthesis, it becomes possible to turn items back into their component parts, which can sometimes yield rare items which either sell for a decent amount of money or which can be used to produce desirable items. Levelling this skill is its own, separate, convoluted process from crafting, but it pairs well with the crafting classes.

Then there’s PvP (Player vs Player) combat, which takes either the form of small four-on-four battles in a little arena, or large-scale multi-alliance battles on a large map. Opinions vary fairly wildly as to whether PvP is actually any good or not — and the queues to get in to it are frequently hellish — but there are dedicated players out there who know all about the PvP-exclusive abilities and have access to some of the cool-looking PvP-exclusive equipment.

And most recently, the Manderville Gold Saucer provides a couple of career options for adventurers who tire of the XP and Tomestone grinds: Chocobo racing and Triple Triad. Chocobo racing has its own complex metagame that would make an interesting standalone title in its own right, and Triple Triad likewise.

In reality, most Final Fantasy XIV players dabble in most of the above at one point or another, prioritising one thing above all others at any given moment. At present, for example, I’m prioritising getting my “Zodiac” weapon for at least one of my classes; after that, I’m intending on spending some serious time chocobo racing when I’m not attempting to take down Second Coil and, hopefully, subsequently, Final Coil.

There’s a ton to do. And it’s incredibly daunting. And I love it.

1863: Gold Saucer

Final Fantasy XIV patch day today, and with it comes the introduction of the Manderville Gold Saucer, a much-anticipated addition to the game that is heavily inspired by the similarly named locale from Final Fantasy VII.

And they’ve done a great job! Gold Saucer has plenty of activities to participate in — although I with they’d have put in a Final Fantasy VII-style Battle Square with increasingly challenging handicaps — and lots to aim for. Only trouble is, it gives a game that is already bursting with content even more long-term goals for people to fret over — though for a game designed to be played over the long term, I guess that’s not really an issue.

Highlights so far are, of course, card game Triple Triad, last seen in Final Fantasy VIII, and the chocobo racing, which is far more fun than it has any right to be. The best thing about these two attractions is that even low-level players can enjoy them — you only have to have reached level 15 to go to the Gold Saucer, which is a nice change from a lot of the other content that has been released over time, which is primarily aimed at endgamers.

Triple Triad is a simple card game in which two players face off against one another on a 3×3 grid. Drawing from a hand of five cards each, players take it in turns to place cards in one of the cells on the grid. Each card has four numbers corresponding to its four edges. If you put down a card next to another card and the facing edge “beats” the card that is already there (i.e. it’s a higher number), then you take control of the other card. Whoever has the most cards under their control when the grid is filled is the winner. There are numerous other optional rules, but the basic game is simple to understand, hard to master and extremely addictive — thanks in part to the collectible aspect of it, with cards coming from beating NPCs, beating specific bosses in dungeons and numerous other sources.

Chocobo racing, meanwhile, is implemented similarly to Final Fantasy VII. You don’t directly control the chocobo so much as encourage it to do things; you can make it accelerate, which costs stamina, and determine its horizontal position on the track; you don’t need to worry about steering around corners, however. You can pick up Mario Kart-style items to help yourself or hinder your opponents, and special tiles on the course can likewise help or hinder you. It’s immensely competitive and a whole lot of fun, with progression completely separate from your character’s main levelling. It’s practically a whole metagame in itself; I’m looking forward to exploring it in depth.

The other attractions are fun, too. Simple timed button-press minigames see you hitting things with hammers and punching Gilgamesh in the face, and “Gold Saucer Active Time Events” (or “GATEs”) take place regularly and involve large numbers of players at one time doing everything from platforming challenges to stealth missions and dance competitions. There’s a lot to enjoy.

I’m happy that Gold Saucer has ended up being a lot of fun. It provides some welcome relief from the grind elsewhere — particularly at endgame — and has the scope to develop further in the future. For now, I’m looking forward to expanding my Triple Triad collection and rising through the ranks of the chocobo racing leagues… yeah, this game still has its hooks in me as deeply as ever.

1861: Raid Night

It was Raid Night this evening, and the assembled forces of LoCoBomb (sans Andie, who was not feeling too hot earlier) once again took on Final Fantasy XIV’s The Second Coil of Bahamut, Turn 4, aka Turn 9.

This is, as I’ve noted in previous posts, one of the toughest fights in all of Final Fantasy XIV. Up until the Final Coil of Bahamut launched with patch 2.4 a while back, this battle was effectively the “true final boss” of the game, demanding that all eight party members know their jobs well, can learn mechanics and know what to do when. Since Final Coil became a thing, it’s been gradually made a bit easier, but it will still absolutely obliterate any party who goes in there unprepared thanks to more than a few instant-kill mechanics, plus some seriously hard hits from both the boss and the additional enemies that show up over the course of the fight.

It’s been a strong test for our assembled group, but it’s brought us together and helped us understand how we all play. I’ve been developing some strong tanking skills — they’re demanded in this fight, particularly if you take it on, as we are, with just one tank — and that’s been helping me play better elsewhere in the game.

It’s been an interesting personal journey so far. When I first started playing FFXIV, I had a ready-made group of acquaintances to play with thanks to the fact that someone I knew from 1up.com and Twitter invited me to come along. I was still somewhat anxious about playing with people I didn’t know, though, particularly if it was in content that was new to me. I chose a DPS class (Black Mage) because they’re perceived as having the least responsibility, at least in the early stages of the game — in late endgame encounters, they have a lot more to do — and they’re less likely to get everyone killed. I didn’t like running things without at least one person I knew, and I was nervous about asking for help.

There are still times today when I don’t like running with strangers — usually if they’re the aggressive, unpleasant, rude, elitist type — but I’m much more confident about it. I’m also happy to jump in on the healer or tank roles — roles which have direct responsibility for ensuring the rest of the group doesn’t get killed. Black Mage will always have a space in my heart, of course, but I’m spending a lot of my time tanking on Paladin at the moment, and really enjoying it; I don’t know if it’s my “main” as such — my Black Mage is technically further advanced thanks to its progress in the lengthy Relic weapon quest — but it tends to be my default choice when given the option these days.

Anyway. Exciting times are ahead, since on Tuesday patch 2.51 is released, and coming with it is the long-awaited arrival of Gold Saucer and Triple Triad. I’m looking forward to it a lot; after that, it won’t be all that long until PAX East!

In the meantime, I guess it’s back to jobhunting, though…

1833: Sexy Puzzle Skills

I spent a significant chunk of time playing some more HuniePop today, and I’m thoroughly enamoured with it. It’s a game for which it’s abundantly clear the development team had an absolute blast making it, and it’s particularly refreshing to see a game put out without any regard for (or perhaps more likely, a wilful disregard for) the Professional Outrage Machine that perpetually whirs on the Internet.

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HuniePop is rude. It’s even rude in its “censored” incarnation on Steam, but the uncensored version (available via MangaGamer or the game’s official website) is marginally ruder. (To be exact, the uncensored version features visible vaginas both with and without man-juice spooged all over them, while the censored version covers such disgraceful shame-holes with panties, but is more than happy to still depict women masturbating, boobs and posing in distinctly provocative manners.)

Naturally, the rude bits are what people have mostly been talking about with regard to HuniePop, but as with most games that happen to include sexual content, there’s a lot more going on than just a few (admittedly well drawn and rather erotic) pornographic pictures. A few days I talked a little bit about my first impressions of the gameplay; since that time, I’ve played a whole bunch more and got a good feel for the game; all that I have left to do now is seduce the love goddess Venus and two additional “secret” characters before I have 100% completed it… just in time for a promised Valentine’s Day update which is coming down the pipe.

HuniePop has evolved quite a bit over its development cycle. Originally pushed as a bit more of a “life sim” where you’d have to manage your time effectively, make money from part-time jobs and take part in numerous activities, it was gradually simplified into its current form. Part of me is a little sorry that the full-on life sim incarnation never saw the light of day, but having spent over 6 hours now playing the final release, I can say that I think they made the right decision. The gameplay is kept simple and enjoyable, and that is, at least in part, what makes it so addictive.

Even the match-3 puzzle gameplay has a surprising amount of depth to it. Match-3 is a hugely overused genre, but HuniePop puts enough twists on it to keep things interesting. There’s the need to avoid harmful tokens, for example, and the fact that each girl in the game has a “favourite” token that is worth considerably more points than others. The main depth comes from the items you can take into a “date” puzzle, though; these range from increasing the likelihood that a specific colour or type of tokens will fall when you clear space on the grid, to immediately consuming tokens of a specific type or in a particular area. Given that each girl has her own preferences — and according to how you play the game, your character will have their own strengths and weaknesses, too — it’s very important to take the right items in to a date, particularly when you’re attempting to win over the somewhat more hesitant girls, who require a much higher score in the puzzle game to advance to the next relationship level.

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There’s another enjoyable twist on the match-3 puzzle gameplay once you get the girls up to 4 or 5 “hearts” of affection and take them out at night, too: they’ll demand to come home with you and that you give them a right old good seeing to. At this point, all nuance goes out of the window, and all you have to do is simply match as many tokens as you can as quickly as possible — no items, no preferences, no harmful tokens — while your partner for the evening moans and groans in what is, frankly, an exceedingly erotic manner through your speakers. It’s a complete shift in pace from the cerebral, strategic gameplay in the normal dates, and oddly, it actually does a pretty good job of reflecting the intensity and passion of a sexual encounter through pure gameplay. It’s difficult to describe; it’s something that will be very clear if you experience it, however.

I’m developing a real soft spot for the characters, too. As I noted in my previous post, there’s not a lot of plot development, though the developers have taken the time to give each character a distinct personality and relationship to the rest of the world. Porn star Jessie, for example, turns out to be the mother of college student Tiffany, though they don’t speak and they never mention each other by name; it’s something you’ll figure out by yourself as you learn the various pieces of information you can pick up about each girl. And while the game is essentially about making sure you say what each girl wants to hear rather than necessarily what you really feel, there is nothing stopping you deciding to pursue a monogamous relationship with your virtual waifu and shun all the others — or at least try and remain consistent in your responses. (Okay, you won’t get far and you’re arguably missing the point of the game, but the option is there.)

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One particular highlight of the game is the love fairy Kyu, who introduces the game concepts to you at the outset of the game, and eventually becomes a dateable character in her own right once you successfully bed one of the other characters. Kyu is hilarious. She’s the main source of the game’s self-aware humour, since she’s written to be fully conscious of the fact that she’s a character in a dating sim, and that the whole situation is ridiculous. She also comes out with some brilliant one-liners over the course of the game and sounds a bit like Pinkie Pie, which makes it all the more adorable and amusing when she not-particularly-seriously berates you for buying her gifts “just because you want to fuck [her]”.

I’ve enjoyed the game a lot and, having come this far, fully intend to 100% complete it in the next day or two. Politically incorrect it may be, but it’s a whole lot more fun than getting mad about stuff on the Internet.

1829: Life with the Hunies

I took a gamble a while back and Kickstarted a game that looked potentially interesting. Dubbed HuniePop, it promised a Western take on dating sims combined with an anime-inspired aesthetic, and the team behind it appeared to be taking it seriously as a project. I tossed them my money and watched the development with interest as the team provided regular updates on what was going on and how development was going.

HuniePop finally released this week, and I’ve been playing it a bit. And, although it’s the sort of thing that will make the social justice dickparade froth at the mouth (and indeed already has been, from what I’ve heard) it is, in fact, a whole lot of fun.

This is Kyu, the magic fairy who's going to make you better at talking to girls.
This is Kyu, the magic fairy who’s going to make you better at talking to girls.

Unlike many “dating sims”, which typically go down the visual novel route, HuniePop is a combination of mechanics from Dead or Alive Xtreme and Puzzle and Dragons. In other words, you move from place to place, buy gifts for characters and interact with them in order to build up your relationship values and other stats, then play an enjoyable little match-3 puzzle game to determine how successful your date with the girl you’ve been interacting with was.

It’s a simple idea, but it’s handled quite nicely. There’s not a lot of ongoing plot throughout the game, but the girls have all been given their own distinct personalities, and are all introduced through a short, amusing scene where they interact with one of the other cast members. The “Western” angle comes in when these distinctly anime-esque characters open their mouths: rather than adopting the usual anime tropes seen in this sort of thing (tsundere, imouto, kuudere and so forth) the characters are… well, very Western. And very human. And not necessarily immediately likeable.

Take the character Audrey as an example. Audrey is quickly set up to be the Queen Bitch of the cast when you’re introduced to her by witnessing her yelling at her hairdresser (also one of the game’s dateable girls) with a string of obscenities and frankly rather unreasonable behaviour. Then once you start chatting to her she continually puts you down as some sort of colossal douchebag that won’t get out of her way (largely because, well, you’re pestering her with inane questions, so it’s sort of justified) and threatens to “punch you in the dick” any time she gets too hungry to even think about doing anything else.

HuniePop's characterisation gives its characters some very human, relatable flaws without exaggerating too much.
HuniePop’s writing gives its characters some very human, relatable flaws without exaggerating too much.

The other girls are a little more approachable than the rather abrasive Audrey, but they each have their own interesting quirks, and their personality traits affect the puzzle part of the game to a degree, too. The coloured tiles you’re matching in the puzzle sequences represent different character traits such as sexuality, flirtatiousness, talent and romance, and each girl responds particularly well to one and not particularly well to another, with bonuses to matches made in those colours you’ve spent some “Hunie” (acquired by talking to the girls and saying the “right” things) building up the relevant stats for. Later “dates” with the girls — the ones that have the potential to lead to naughty picture shenanigans — have very difficult target scores to obtain, so you’ll have to take full advantage of these systems to be successful.

HuniePop is charming, cheeky, lewd, rude and a whole lot of fun. It doesn’t give a fuck what people think of it, and I think that’s great — although in a pleasing nod to inclusiveness, you can play the game with your character as either male or female, with the girls becoming homosexual if you choose the latter option. While it may not have the narrative depth or character development of a more visual novel-style approach to the dating game, it’s a solid and enjoyable game in its own right, and I’m glad I Kickstarted it. I can see it providing a good few hours of entertainment yet.

1827: Before Before the Fall

Well, here we go. The servers are down for maintenance, to come back up in 11 hours at the time of writing, and then the grand finale of Final Fantasy XIV: A Realm Reborn will be officially underway. I’m excited.

Before the Fall is the official name for patch 2.5 for Final Fantasy XIV’s wonderful reboot A Realm Reborn, and it brings the main story that launched back in August of 2013 to a close… almost. Actually, tomorrow’s release is just the first of three parts to the finale which is going to unfold over the course of the next three months, ultimately leading into the official expansion pack Heavensward, which is estimated to arrive sometime around April. (Just in time for my birthday!)

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Why am I excited? Well, aside from the fact that Final Fantasy XIV’s ongoing story has actually been very good, it’s also the first time I’ve played a game like this through one of its transitional periods from “vanilla” to “expansion”. I played a bunch of World of Warcraft back in the day, but it wasn’t until Wrath of the Lich King was out that I actually made it to the level cap, and by then I already had two expansions worth of content to work through owing to the fact I had played it somewhat sporadically rather than with any great sense of commitment. Final Fantasy XIV, by contrast, is a game that I’ve been playing since its beta period back in 2013, and have been in love with ever since — partly due to the fact that it’s simply a very good, very well-designed game (for the most part, anyway — everyone who plays has at least one thing they’d change if they had the choice!) but also due to the fact I’ve been lucky enough to have a regular group of people to play alongside, many of whom have been there since day one.

That sense of camaraderie, of having been through things together, of having “seen some shit”, can’t be understated. We may just be people scattered around the world playing a game together, but we’ve done a lot of different activities together. We’ve struggled from level 1 to level 50; we’ve put an end to Ultima Weapon’s reign of terror; we’ve flattened the Primals of the land several times over; and we’ve started (or, in some cases, finished) to discover the truth behind elder Primal Bahamut and the fallen moon Dalamud. We’ve gathered legendary Relic weapons and powered them up through numerous lengthy and demanding quests; we’ve (well, I’ve) spent more time than strictly necessary putting together the perfect “look” to go adventuring with; we’ve crafted thousands upon thousands of metal ingots, meat pies, magic potions and deadly weapons. It hasn’t always been easy, it hasn’t always even been fun, but a core of us have stuck together through thick and thin and forged some close friendships as a result. And, of course, this happened.

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This is, I’m aware, the third Final Fantasy XIV post I’ve done in a row — and with the patch launching tomorrow I can pretty much guarantee there’s at least a couple more still to come. What that should tell you is what an entertaining and fun part of my life it’s become over the course of the last year and a half or so; at this stage, it’s more than just a video game: it’s an activity I can enjoy with friends, and one I hope I can continue to enjoy in this way for many years to come.

Twelve bless you, Yoshi-P; you’ve done the Final Fantasy name proud and created an experience pretty much unlike anything else I’ve ever enjoyed in all of gaming. Here’s to many more years of adventuring.

1826: Nael Deus the Darnus Things

Sunday night is raid night!

Sunday nights are rapidly becoming a highlight of my gaming week. It’s the first time I’ve had a dedicated static raiding group to play an MMO with, and Final Fantasy XIV’s raids are one hell of a lot of fun if you’re with the right people — people who know their stuff, but who aren’t above having a bit of fun with the experience.

For those who are less up on the MMO lingo, a “raid” is differentiated from regular dungeons and other, more casual-friendly multiplayer content by virtue of its difficulty, which primarily comes from the need to be organised, communicate and take responsibility for the things you’re supposed to be responsible for. There’s little room to be “carried” in raids, particularly if you’re playing content that’s on the (relative) bleeding edge, though if you’re playing older stuff that people have since outgeared (and, in Final Fantasy XIV’s case, the raid itself has also been made easier over time, too) there’s a certain amount of margin for error.

Tonight our regular group tackled the final two Turns in the Second Coil of Bahamut, the second of three hardcore raids that are currently in Final Fantasy XIV. These raids are multi-part challenges that task eight players with working together coherently, and get consistently more challenging as you go through. The final Turn in each Coil is the most difficult by far, taking in very complicated mechanics and demanding that everyone is playing at absolute peak potential. A big stumbling block for a lot of players is Turn 5, the last Turn in the first Binding Coil of Bahamut, in which you take on the very angry dragon Twintania, but we successfully cleared that a while back without too much difficulty. The Second Coil of Bahamut is significantly more difficult throughout for the most part, but we’ve gradually worked our way through each Turn in… well, turn, and now we’ve arrived at the next big wall to scale: Turn 9 (also known as The Second Coil of Bahamut, Turn 4).

Turn 9 is the most complicated fight I’ve attempted in Final Fantasy XIV to date. It’s an incredibly daunting prospect, but it’s a good example of what raiding is all about. It’s not a fight you can just jump into and hope for the best; it’s a fight where you need to know what you’re doing, what you’re responsible for and how to deal with the various situations the encounter presents you with.

Turn 9 is so complicated because, like most fights in the game, it unfolds over the course of several discrete “phases”, but unlike many other fights in the game, each phase is completely different from the previous and would be mechanically complex enough to be a single conventional encounter in its own right. Tonight, we spent nearly an hour attempting it, and we managed to just about get our heads around the first phase after a bit of practice and a lot of initial bewilderment. There’s a hell of a lot going on, and it’s initially very difficult to work out what you might be doing wrong when everyone suddenly dies at a moment’s notice. As you try again and again, though, you start to notice things; you start to recognise patterns in the boss’s attacks, you start to be able to predict what’s coming next and you figure out the best way for you to successfully handle your own responsibilities, until eventually you reach a stage where you can effectively run it on autopilot.

This is the way to handle Turn 9. Because it’s so long and daunting, it’s not an encounter you can just give people a simple explanation of and plough through without any difficulty. Rather, it takes time to learn each phase and to perfect the way your own unique group composition handles it. Getting things right is exciting and enjoyable, and successfully reaching a milestone in the fight — like the changeover between phases — is cause for celebration.

This evening, we successfully cleared the first phase, which involves everything from trying not to get meteors dropped on your head while ensuring that they are dropped in helpful positions for later to getting zapped with a rather unpleasant Thermionic Beam. Oh, and the main tank (which, for part of our run, was me) keeps exploding throughout the fight, too, which is nice for them. It’s tense, and a lot of pressure on everyone, but it’s a huge amount of fun to challenge with people you’ve come to know, enjoy the company of and trust.

I’m really looking forward to our next attempt, when we’ll hopefully be able to survive for more than ten seconds when a bunch of nasty golems appear and try to kill us!

1801: Pondering Some More Games of the Year

So I mentioned yesterday that this last year has been a pretty bumper crop for great games, and I gave a few examples of some titles that I’ve particularly enjoyed, primarily in the last couple of months or so. I thought I’d continue today with some thoughts on some other games from throughout the year that have stuck in my mind for one reason or another, and which consequently I feel are probably worth your time.

Velocity 2X

The original Velocity, a PlayStation Minis title, put Brighton-based developer FuturLab well and truly on my radar. Blending an Amiga-style aesthetic with some modern, interesting gameplay, Velocity was something I hadn’t really come across before: a puzzle-shmup. It combined elements of vertically-scrolling shoot ’em ups with the mind-frying dimensional manipulation of games like Portal to create something enormously enjoyable, very distinctive and hugely addictive. I liked it so much I played through the whole thing again when they rereleased it with enhanced visuals on Vita under the name Velocity Ultra.

So it’s fair to say that I was very much intrigued by the possibility of a sequel, particularly after I had the opportunity to get my hands on an early version at the Eurogamer Expo a while back, and test-drive the new side-scrolling platform sections. When the full game finally came out, I was delighted to discover that it very much lived up to its potential — and that even more so than its predecessor, it was a game that continually “evolved” the further through it you went, with each new level gradually introducing new mechanics to the player until the game you’re playing in the latter stages is almost unrecognisable from how it was at the beginning.

It has a lovely aesthetic, some excellent music and some supremely tight controls — utterly necessary for a game so focused on speedrunning as this. It’s a great addition to the PlayStation Vita’s library of more “quick-hit” games that are good for pick-up-and-play fun when you have a few minutes to spare — seriously, fuck 95% of mobile phone games nowadays — and it’s a supreme challenge for even the most skilled gamers out there.

Assault Android Cactus

I’m not sure this counts, given that it feels like it’s been in development forever and is still in Early Access, but I’ve certainly played it a whole bunch this year and really enjoyed it. Moreover, it’s been wonderful to see how the game has continued to grow and change as its development continues — not to mention the fact that its small development team are lovely people who are a pleasure to talk to, also.

Assault Android Cactus, even in its unfinished state, is an extremely solid take on the twin-stick shooter genre. Taking inspiration from Japanese bullet-hell shooters as much as more Western shmups such as Geometry Wars, Assault Android Cactus features an array of unique characters, each of whom have their own distinctive ways of attacking and fending off enemies. Some are conventional enough, others are… less so. For some players, it’ll be a matter of pride to master the more offbeat characters like Aubergine; for others, they’ll want to chase high scores with the more “traditional” characters like the eponymous heroine Cactus.

Assault Android Cactus benefits from a clear and easily understood scoring system — something which many of its Japanese influences cannot boast! — and there’s a strong emphasis on chasing the elusive “S+” rank for each level by attempting to chain all your kills together into a single combo while avoiding death. This is easier said than done on some levels — particularly the challenging boss encounters, which will give even the most seasoned veterans of the 8- and 16-bit era a run for their money.

I’m really looking forward to the finished version of this great game… and I’m especially looking forward to being able to take it on the go with me thanks to the upcoming Vita version!

Demon Gaze

I’m not going to pretend Demon Gaze is the best RPG I’ve ever played, but I have to give it an enormous amount of credit for getting me into a subgenre of RPGs that I’ve never really “clicked” with: the grid-based dungeon-crawler, or “gridder” to some.

Demon Gaze was enjoyable and unusual. Its Vocaloid-heavy soundtrack gave it a very distinctive audio-visual aesthetic, while its environments were varied and a lot of fun to explore. The Demon’s Souls-style online features, whereby other players could leave messages on the floor for you to discover, were a lot of fun and occasionally helpful, even amid all the distinctly… inappropriate messages that were also left adorning the dungeon floor at times. The level design was wonderful, making use of simple but effective mechanics like one-way doors, forced movement panels, floors that damaged you and other staples of the genre to create some challenging levels that taxed your brain. And the combat, although simplistic, was enjoyable and nicely streamlined.

It had a surprisingly enjoyable story, too. My past experience with dungeon-crawlers is that they’ve tended to skimp a bit on the narrative front, which is one of the things I tended to find most offputting — I’m a narrative junkie, after all. Demon Gaze, however, managed to strike a good balance between the mechanics-heavy dungeon crawling and the somewhat fantasy soap opera-esque happenings that went on back at the inn any time you accomplished something significant. The memorable cast of characters with whom you’d interact between forays into the dungeons more than made up for your custom-created party members’ relative lack of personality, though pleasingly, the game at least made an effort to incorporate said party members into “background narration” of numerous scenes just so they didn’t feel completely irrelevant to the narrative as a whole.

It was a challenging game, too, though arguably a little inconsistent with its difficulty level. It starts incredibly tough, gets much, much easier as you level — so much so that I had to whack up the difficulty level to its highest to have any sort of challenge whatsoever — and then gets monstrously difficult again right at the end, particularly if you choose to pursue the optional post-game extra ending, which you really should if you want to say you’ve had the full experience.

Demon Gaze was definitely one of my biggest surprises this year, and it makes me much more inclined to seek out other dungeon-crawlers in the future — something I wouldn’t have thought to do prior to giving it a shot.

More to come in the next few days.

1751: Speaking in Tongues

Page_1My Final Fantasy XIV Free Company was afflicted with something that seems to come to all MMORPG guilds at one point or another recently: that which is colloquially referred to as “drama”.

Ultimately, the drama itself wasn’t particularly serious — no-one was hurt and no damage was done, though arguably an ill-thought-out prank by an outgoing member was not the best means of handling the situation — but what I found interesting was the discussions that followed it up.

Essentially, the conclusion that many of us came to is that communication is important. It may sound like a simple piece of advice — common sense, obvious, even — but it’s so easy to forget, even in an inherently social situation like a massively multiplayer online game. In a Free Company the size of ours, it’s inevitable that cliques form, friendships blossom and smaller subgroups start doing things together. That’s the natural way of things, and it’s not necessarily a bad thing at all. That is, until it starts having a negative impact on the group as a whole for whatever reason — perhaps some members see these smaller subgroups as somewhat exclusionary; perhaps the subgroups find it difficult to relate to other people; perhaps everyone could just stand to be a bit more open and honest with one another.

There were a number of contributing factors in this instance that I won’t bore you with now, but suffice to say that a lack of communication was the root cause of the issues we suffered. And, positively, said lack of communication was correctly identified quickly as the root cause of these issues, and people have been making determined efforts to try and make things right. Although the initial “drama” wasn’t particularly pleasant or fun to witness, it turns out it ultimately had a positive impact; people are talking more, cooperating more and doing more things together. Plans have been put in place for more organised cooperation on the more difficult things the game has to offer, and people are just generally being more helpful and pleasant towards one another.

It’s testament to the overall quality of people we have in the Free Company as a whole that the active members — many of whom could be argued to be implicated in the whole exclusivity/lack of communication thing — have taken this stuff happening on the chin, haven’t got angry and upset and have done something positive from it: they’ve learned from it, identified things that we can do better and differently for one another, and ultimately the Free Company will hopefully be a far more pleasant place overall as a result.

Me, I’m mostly just glad it all seems to be over and done with for now. I hate to see friends fighting with one another, or — in this case — just misunderstanding one another. It’s a great pity that the situation led us to lose a few Free Company members who had been with us since the beginning — and people I enjoyed playing with, moreover — but these things happen, and ultimately we’ll be a stronger group as a result.

Now let’s all just enjoy the game!