*review is of the base game A Realm Reborn, up to the completion of Main Scenario quest "The Ultimate Weapon" (completed 2nd May 2022)

with patch 6.1 introducing major changes to A Realm Reborn's main scenario dungeons, including duty support with NPCs and overall quality of life changes, i felt it was worth revisiting A Realm Reborn to see how it shapes up, especially after Endwalker concluded the story that begins in. i'm going to be discussing the story, the gameplay of quests, and the dungeons.

so how is the story? well. it's not great. A Realm Reborn is in a strange place where it's both a sequel and prologue and also neither, and doesn't quite fit any mould. it's a sequel to Final Fantasy XIV 1.0, the longdead game that nearly wiped out the Final Fantasy franchise. it's a prologue to Heavensward, where the REAL story begins (or at least gets good), and is neither because it is telling a "whole" story, that of the Garlean Empire's third attempted conquest of Eorzea, while the Eorzeans themselves and the Warrior of Light (you!) contend with "Primals", the summoned gods of myriad tribes who have a corrupting aura about them, that turns any mortal into their slave forever. so whats wrong with it, why is A Realm Reborn's story bad per se? the problem is in its characters i think. we spend the majority of our time with the scions of the seventh dawn, including Minfillia and Alphinaud as the two main characters. Minfillia is a true mary sue, i dont really like the phrase because it has a ring of mysoginy to it but Minfillia is truly without personality, she is just a nice lady with a magical gift who gives us quests to do. She is boring! Alphinaud is better at least, he is characterised as the snobbish grandson of the legendary wizard Louisoix, with delusions of grandeur in saving the world. he means well, but his background of extreme wealth is clear. Even though the WoL is the one to being slaying primals left right and centre, Alphinaud still has the audacity to refer to us as his manservant. and that's at least good characterisation. in the second half of the game we spend a lot of time with Cid nan Garlond, the defected amnesiac master engineer from the empire of Garlemald. Cid is supposed to be a bit cheeky, a bit cocky, and a genius, who has a complicated relationship with the game's facist villains, Gaius van Baelsar. Cid is wholey uninteresting, and the latter half of the story becomes frustrating in the Praetorium dungeon when so much time is spent having villains tell us how much Cid pisses them off while the WoL is just standing there gawping like an idiot. there are more characters, other scions, but they do not really have a personal relationship with the WoL, and are essentially only important in the story in certain "arcs". Thancred only matters in the Ifrit arc, and right at the end (and even then hardly at all), Yda and Papilymo only matter during the (boring) sylph arc, and Y'shtola only matters during the Titan arc. we dont really get to develop meaningful relationships with these characters, who are otherwise pretty one dimensional and not interesting anyway. how's the plot then? well the WoL starts from humble beginnings as an adventurer, and works their way through myriad dungeons and adventures, much to the amazement of the three governments of Eorzea and the scions, and to the ire of the evil wizards who are the puppetmasters of it all, the Ascians. none of what the WoL does in the early parts of the game particularly matter, they are of fleeting importance and excitement. we fight pirates in La Noscea, ancient entombed giants in Thanalan, and cultists in the Black Shroud. if it sounds like these things bore me, its because they do. they are not inherently boring topics, but they just arent done any justice at all. the moment to moment plotting feels tedious and without interest. the actual important story moments come when the Empire kidnap our scion accomplices, and we wake Cid up from his amnesiac state. when the story IS important it's margianally better, it's at least engaging, but when the characters involved are as flat as they are, it leaves you wanting for a lot more. if I have to give the story and momentary plot beats any credit though, its that they do serve a purpose, one that you at least have to buy into. they do a lot of world building about how Eorzea is handling itself 5 years from the calamity, and about the politics within each of Eorzea's nations. we learn about the wealth discrepancy of Ul'dah, its horrid treatment of Ala Mhigan refugees. We learn about the xenophobic andd racist Gridanians, and their obsitance in following the will of the Twelveswood spirits, and we learn about the strange coalition of pirates that form Limsa Lominsa's government, and their hypocrisy in dealing with the kobolds. Eorzea is fleshed out, and it is interesting, but sometimes its delivery of these facts is not good, and that dampens the worldbuilding itself.

how is the quest to quest gameplay? in a word, mixed, i suppose? I've played ARR three times now. my first playthrough was back in January of 2020. back then, there was more busywork than anything else. there were SO many quests where the story paused to have characters go "can you right click this pot to add onions to it, right click it again to stir it, right click it again to dish it out, then right click 5 NPCs to give them soup?" i am particualy fond of the quest wherein I had to right click a bucket in a stream three times in a row (with a cast bar for each one!) to fill it up, so i could pour it on some guy's head. this had literally nothing to do with the rest of the plot lmao. in August of 2020, patch 5.3 came out, which included a major revamp to ARR's questline, removing 31 quests in total, as well as a myriad of quest objectives, and simplifying others. this was a WELCOME change, and streamlined the entire process. it's not perfect by any means, there is still pointless busywork involved that only serves to elongate the experience, but it is so much better than it was. sometimes, as the quests go on, you will have to take part in an "Instance", which is essentially where you are put into an arena within the story to fight a specific combat encounter. it's more than just a monster on the overworld. you might be fighting a specific named enemy, or having named NPCs like Thancred fighting by your side. at their best, Instances can be some of the most fun, exciting, and interesting parts of this game. at their worst, they are dogshit boring, tedious, and lame. with patch 6.1's ARR improvements we saw two previous boss fights (Cape Westwind and Lahabrea) go from trials to Instances. these Instances were brand new, made in the way that the game is designed in 2022. as a result they feel fresh and are engaging, as they've been designed by devs who know what FF14 at its best looks like. as a result, ARR now is filled with a bizarre mixture of ancient, terrible instances where you have to run around looking for tiny shield barriers while an invincible robot chases you, as well as the excellent ones like Cape Westwind, that is now both engaging, fun, and even emotional! ARR's questline could do with being made up from the beginning again and i would suspect it would be way better.

finally, the dungeons. As previously mentioned ARR has seen multiple improvements since I first played in January of 2020. I suspect that even when I played it was better than it was a few years ago, let alone at launch. ARR's worst dungeons in the day were Copperbell Mines, The Thousand Maws of Toto-Rak, Castrum Meridianum, and the Praetorium. in the original Copperbell Mines, enemies would tether to a spot so you couldn't tank them wall to wall, the first miniboss was one to three incredibly weak adds at a time, the second one being a slime that was impervious to damage except for a mechanic which only the tank needed to handle, and so on. Totorak made you explore its labrynth looking for frustrating Magitek Photocells that would dismiss a barrier, as well as having a sludgy floor that slowed the player when they walked on it... which was impossible to avoid. Castrum Meridianum and Praetorium were incredibly long and tedious, both with meandering objectives in them that required teamwork to be done that wasnt fun to complete, but annoying to not complete. On top of this the bossfights were pitiful, and they were both riddled with unskippable cutscenes. Praetorium by itself would last an entire 45 minutes! the improvements we got in 6.1 fixed the bosses in Copperbell Mines, making them actual bosses for everyone to fight. the enemies still tether for some reason, so you can't win them all. Totorak is totally streamlined, no longer a maze, with no sludgy floor. And the vast majority of cutscenes were removed from Meridianum and Praetorium, with only the "necessary" ones still in place. Furthermore, the bosses were made far more engaging with actual mechanics that felt worth acknowledging. again, nothing is perfect, but it feels bizarre to say, these days, that Castrum Meridianum is actually fun now, whereas it used to be a slog. When it came up in roulettes you'd roll your eyes and groan because it was so bad. Not anymore. one of the problems with talking about ARR's dungeons is that hindsight doesnt do them any favours. The first time you play them, especially if you're new the MMOs, they're not so bad because you don't have anything to compare them to. you're also still getting used to your miniscule moveset, so the 3 buttons you press in Totorak wont dismay you your first time. When you're level 90 and have just completed the final trial that Endwalker introduced, then you pop levelling roulette and get Sastasha, and can suddenly press only 2 of your 20 buttons, it doesnt MATTER how good the dungeon is now, because you're left with the worlds most boring, easy, mind numbingly unengaging gameplay. it's good that old content still gets played, but it puts a negative spin on any old dungeon. Even the good Heavensward and Stormblood dungeons suffer from this at this point, and it's a shame.

so what's my conclusion? It's okay. It's better than it was, and will presumably only get better as they continue to make improvements to it. In 6.2 we're expecting improvements to the ARR patches, which are overdue. I wholeheartedly believe that if you can tolerate or even enjoy ARR, you will have an absolute blast with everything that comes after. Literally everything is improved after A Realm Reborn; the story becomes very good, the voice acting is significantly better, the quests are fun and have way less busywork (but not none, unfortunately) and the dungeons/trials are exciting, tense, memorable mini-stories that you are excited to see when you come back to them again. A Realm Reborn is where we started, and it's not perfect, but at least it let us get to the good stuff.

Reviewed on May 02, 2022


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