Final Fantasy XIV: Newfound Adventure

released on Apr 12, 2022

An update for Final Fantasy XIV Online

Patch 6.1 follows the Warrior of Light's first steps on a new journey after claiming victory in the battle for the fate of the star. This patch also features the first installment in the new alliance raid series, Myths of the Realm, which delves into the mysteries surrounding the Twelve. A host of other additions includes the new Crystalline Conflict PvP content, the Duty Support system, and more.


Released on

Genres

RPG


More Info on IGDB


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As Endwalker marked the definite end of one journey, Newfound Adventure marked the beginning of the next. A massive overhaul to FFXIV’s PvP content provided tons of balance improvements that revitalized the community, an incredible new 24-man raid was introduced, and a brand new story began in this substantial first post-Endwalker patch. The team behind the future of FFXIV is at the top of its game.

Full Review: https://neoncloudff.wordpress.com/2022/05/30/now-playing-may-2022-edition/

This review contains spoilers

Fun start to a new journey! I liked how lighthearted it was to start, before going into something deeper. It felt nice to let go for a while though, with our good buddy unemployed Estinien.

I haven't done anything beyond this patch yet, but I did enjoy it! It felt like a good beginning set-up, but I do wish we just had time to just adventure instead of having to deal with the 13th already. Maybe the future patches will prove me wrong.

Interesting patch, fun to see them try to have us do normal adventurer stuff again only for it to go completely sideways immediately as things tend to when we're around. Curious to see where this goes in the lead up to Dawntrail

8/10

Parche interesante que se nota que es inicio de lo que viene con una mecanica de maz muy chula

My relationship with this game is…complicated. After cramming the majority of 2.0 up to and including 6.0, I had grown to hate FFXIV and stuck with it mostly because I wanted to be able to say I had "finished" the game (or at least as much as one can finish a live game). Now, in retrospect, I am forced to admit my hate was in part because I was completely burned out.

Returning to it has been mostly pleasurable. Interacting with strangers is still stressful and another part of why my experience was at times miserable—trying to perform well in an unknown environment, with unknown people, in a type of game I have little experience is emotionally draining for me. Actively seeking out a group of people has helped somewhat, even if it's just to occasionally partying with a smaller pool of strangers.

In terms of the narrative, 6.1 reminded me quite strongly of 4.1, with its emphasis on the WoL trying to be a normal adventurer instead of the hallowed saviour of the universe. I particularly appreciated the spotlight shone on SE-Asia-inspired Thavnair, since it was easily lost in 6.0 between Sharlayan, Garlemald, the moon, and the chase across.

Great dungeon, and some fun new content!