Reviews from

in the past


its like adopt me for adults

Pretty neat, met some lovely people on there, but barely kept up with the story

Literally my favourite game of all time.

Haha those are some funny words ascian, unfortunately i've fallen asleep while listening to them.


We're talking about the barebones version: ARR, isn't perfect, but the charm comes with the evolution that was done over the years, and that's why I keep playing it

this game was an extremely important part of my life during the pandemic, i did everything there was to do, from crafting to ultimate raiding, regardless of the slow pacing at the start this game has one of the best decade-spanning ongoing narratives, and is the epitome of mmos out there

i could complain about this game for several days straight but I've also played it for 5000 hours so it's clearly doing something right

"Lahabrea, you think you can consume the realm, but little do you know, it has been reborn. A Realm Reborn!"

This is strictly reviewing the base-game content of A Realm Reborn (not including the post-patch epilogue quests leading into Heavensward).

I COMPLETELY understand why most people will tell you to either play through ARR as fast as possible or buy the skip and watch a story recap, because, unfortunately, yes, it is a fairly substandard by-the-numbers Final Fantasy story. The game does NOT do a lot to make itself very engaging to play outside of a couple dungeons nearing the end of the story. If you're not familiar with the prior story of what this game was before ARR, most of the characters in the story will seem paper-thin and unimpressive. It's a shame really, because there's a ton of characters here that were given a good amount of depth prior to ARR that you simply will not see reflected here.

But honestly? All of these negatives, which in other games might be enough for me to drop them, did not really bother me all too much. It was probably because I was playing a Lalafell Warrior because the idea of being a tiny guy running around holding all the aggro was really funny to me, and I honestly had a pretty good time getting to play that out. I did a duty roulette once where I got put into a premade group of three Miqo'te girls and they all patted me on the head before leaving the instance when we finished. So that was pretty cool.

Much of me has been... 'trained', I guess, to really pay attention to the inner workings of games to evaluate them. My angle with games is often to analyze mechanics, understand what various systems exist in the game and see how they interact or don't. Yet, MMOs, a genre that I've only recently experienced through vanilla WoW private servers (rest in piece nostalrius) and like two weeks of playing Runescape on my second monitor, can't really be held to this standard. It might be more accurate to say that it isn't fair to hold them to this standard, mainly because the 'massively multiplayer' aspect of MMOs adds a lot of gray areas when it comes to forming a concrete 'objective' analysis of video games. In single player-games, regardless of how many different playstyles any single game might be able to account for in it's design, the ways a player interfaces with the game appear countably finite. Every player, regardless of specific choices in their gameplay, will encounter the same problems, story checkpoints and other scenarios that effectively funnel the immersion and agency of the player into predetermined outcomes. It's not possible for developers to create a truly unique outcome for every different way a player may approach a problem. MMOs, being intrinsically social games, are designed to truly offer a scope of choice most single-player experiences simply aren't equipped to replicate. What this leads to is several different strata and substrata of players who are all playing the same game, but for entirely different purposes and goals. This is how you get people like pure-crafters, immersive role-players, the Limsa Lominsa catgirls, and even player groups and discords solely bonded because they all chose to play as Lalafells. The scope of MMOs is something more traditional and technical frameworks for understanding games can't really talk about without missing the forest for the trees. I really hope i'm using that metaphor correctly.

Point being, I think Final Fantasy XIV is a pretty special game, through and through. For every part that

[We are announcing the end of this review of Final Fantasy XIV Online. We thank all readers of the review for the time and energy they have spent in reading and supporting this publication. If we had a cool seven minute long music video to commemorate this occasion, this is where we'd put it.]

Only did the story stuff since I was on free trial but like yea that was kind of dogshit

the same series that put out ffta who's thesis was "escapism is all fun and good until you get absorbed into it and stop caring about reality" but put out a game that caters the exact type of guy FFTA was against hrrrmmm curious curious

Dropped this game two years ago and yeah the first half before post game is really slow and very fetch quest heavy and the story did kind of feel boring to watch. Things really picked up when the story was setting up Heavensward the raids, dungeons, and boss fights also got really more fun and I had to be more active. Really looking forward to playing Heavensward because I'm just getting started with Final Fantasy XIV

The only MMO I've ever played, and this is apparently one of the better ones? Bosses, dungeons and raids are decent fun but everything else the game offers is just many different kinds of chores and a story I don't care about. Apparently gets good after 200hrs or whatever but I don't think it's worth the time investment.

has some of the most amazing writing i've ever seen in an MMO but unfortunately the first 60-100 hours is some of the most fetch-questy, hateable things i've ever played. shadowbringers is one of my favorite parts of a video game ever tho so that makes up for it