Final Fantasy XIV: A Realm Reborn officially launches

 Final Fantasy XIV: A Realm Reborn officially launches tomorrow, but Square Enix is already working on future content for the game. Given the MMO’s required monthly subscription, this sort of future planning is to be expected — but how long will players have to wait for new content to arrive?

“We’re planning on doing a major update every three months once the game has been released, and continuously adding large-scale content,” game producer and director Naoki Yoshida said. “Ongoing support for the game will be included in the monthly subscription.
This Is Not Okay, Square Enix
“We’ve already begun work on the first update that is currently called patch 2.1 and will introduce a large-scale housing system, as well as “The Wolves’ Den” — the first ever PvP content in the series. Furthermore, the update will include new dungeons, a new daily quest system, new Primal battles, extensions to the main story, and loads of other new content to enjoy,” he explained.

“There will be a significant update every three months, so everyone will be able to continue enjoying the game for a very long time!” Yoshida assured. “Of course we also have long-term plans to release full expansion packs, so watch out for future updates on those, too.”

Major updates to MMOs are to be expected, especially for subscription-based models, but it’s a little disconcerting that players will have to wait three months. Zenimax Online Studios, developers of The Elder Scrolls Online, recently revealed that they are hoping to release new content every four to six weeks. Guild Wars 2, a free-to-play MMO, meanwhile releases new content updates every two weeks.

Starting an Arcanist in FF XIV

Final fantasy XIV will open beta, ready to get married, want to play what kind of career, the following is to introduce one.My initial plan for last Saturday’s edition of The Mog Log was foiled by the simple fact that getting to Limsa Lominsa was much more difficult than it needed to be. There was no way to get to Limsa, unlock Arcanist, level Arcanist, write a column of a thousand words or more, have it proofed, and have it readable by the time that you fine people expect to read something. My apologies are deep and heartfelt.

Despite that fact, once I finally did get to Limsa, I poured myself into playing Arcansit as if it was my job. Which it sort of was. And I found that to my pleasant surprise, despite the fact that the class is everything I usually dislike in a class, I was having an absolute blast. I wouldn’t say it’s my favorite class in Final Fantasy XIV, but it’s up there.

But you don’t care too much about that, do you? You want to know how to play one. Luckily, I can tell you that, too.

Know your role

Just a girl with her radioactive fox-squirrel.The first thing to understand about Arcanist is what you are actually capable of, which is a bit more complex than with some other classes. You’re not a healer, but you do have the option to heal. You’re not pure DPS compared to a Thaumaturge, but you can pump out some damage. No, your greatest strength lies in debuffing, debilitating, and generally swapping roles as necessary — because you can do a lot of stuff.

Arcanists have a crapton of tools. By the time you’ve done the level 15 class quest, you have both a DPS summon and a tank summon, both of which can work quite well in the field with you. You have a heal that’s every bit as potent as Cure, and while it takes a while, you eventually pick up both a Raise equivalent and a damage shield of sorts. You can pass several DoT effects around, preventing enemies from healing, slowing them, and reducing their damage output. And you’ve also got plenty of raw damage that’s not linked to any elemental attribute.

What’s your weakness? Well, you can do all these things… but you’re kind of awful at all of them. Your direct damage spells don’t have the punch of even the Blizzard line of spells for Thaumaturges. Your pets are survivable enough but not against high-end enemies, and when your pet drops, you feel the loss very acutely. Your heal is weaker than Cure simply because you pick up Enhanced Intelligence traits rather than Enhanced Mind. The one unique trick you’ve got is your debuffs, none of which lasts forever.

This means that even solo, you have to play smart. Playing correctly, you can be a force to be reckoned with in both solo and group content. Playing incorrectly, you’ll wind up being a weaker Thaumaturge with a heal.

Core abilities

Ruin iconRuin: The non-elemental Ruin line makes its appearance once again, and astute players will notice right away that it has a ridiculously low attack potency of 80. Compare that to most damage spells starting higher, and you’ll swiftly realize that Ruin is there to fill out the spaces when you’re not using more useful stuff.

Bio iconBio: Your first debuff, Bio, is an instant-cast spell that deals damage over time. That’s it. That’s all it does. It sounds pretty underwhelming, except it’s a great way to layer on extra damage while only eating up a single GCD. It’s crucial to keep Bio up if you’re doing DPS, but even when healing, you can toss it on a boss at the start for a bit of extra bite.

Summon iconSummon: Summers are sort of the entire point of the class; Arcanists had two summons available in beta. Emerald Carbuncle served as DPS, while Topaz Carbuncle served as a tank. (I would not be surprised to see a third Carbuncle serving as a healer, but that’s speculation.) The summons are long and MP-heavy, so they’re not something to be used in the midst of combat.

All pets can be commanded to do everything you’d want from a pet, including an order to attack without using special abilities unless you command otherwise. Worth noting is that Carby has no concept of retreat and will happily pursue fleeing invincible targets, such as one of the bosses in Sastasha, until he is out of range and despawns. Be ready to tell the little glowing guy to stay.

Miasma iconMiasma: A debuff with a cast time that deals both damage over time and weakens the target notably. On light targets you expect to die quickly, Miasma is a waste; on stronger targets, including most enemies you fight while soloing, Miasma is an opener and worth maintaining. DPS Arcanists will want it up on bosses. Note that the DoT lasts longer than the Bio DoT.

Physick: Standard single-target heal, indistinguishable from Cure in every way.

Aetherflow iconAetherflow: Instantly restores 20% of your MP and grants you a stack of Aetherdam. On a one-minute cooldown. Aetherdam lasts forever until used, so it might be worth using Aetherflow early just to have Energy Drain on tap when needed. Between the two, you can keep going for quite some time.

Energy Drain iconEnergy Drain: Instantly does damage, drains health from the target, and restores MP. Only usable with Aetherdam. In a pinch, you can use Aetherflow and then immediately hit Energy Drain for a quick one-two burst of restoration — or save a ‘dam early, then Energy Drain, Aetherflow, Energy Drain. The amount healed by the HP drain is not terribly substantial, but it restores reasonable amounts of MP.

Virus iconVirus: A substantial debuff to physical attackers, reducing Strength and Dexterity by 15%. Magical attackers won’t hurt from this, but it should be an obvious cast on bosses. Has a minute and a half recharge, which prevents constant use.

Tips for Arcanists

I survived the blinding sea of Carbuncle during Beta 4.Your priorities on solo fights are pretty simple: pull with Miasma, hit Bio, then hit Ruin while your Carbuncle of choice does its thing. If you or Carby run low on health, bust out Physick. You won’t find many targets that really require Virus, Aetherflow, or Energy Drain while out on your own unless you pull two things by accident. It’s actually pretty easy to juggle two targets at once; wait until one is nearly dead, then let Carby and DoTs finish off the first target while you pull ahead and hopefully continue your EXP chain.

The Duty Finder will not allow you to queue up in the low levels as a healer, so as a DPS, grab some cross-class DoTs and focus on those damage ticks. You won’t have the area output of a Thaumaturge, but you’ll sustain longer in a boss fight. However, if you have friends willing to try it, you can heal through one of the early dungeons as an Arcanist. You’ll need a backup healer (another Arcanist or a Thaumaturge with Cure/Physick) and will want to cross-slot Protect, but it is doable.

Try to figure out what you want to do in the later game fairly early on. Obviously putting most of your stat points toward Mind will mark you as a Scholar, while putting them toward Intelligence marks you as a Summoner. A 15/15 split is certainly acceptable, since you have tools to make up for lower MP by avoiding Piety.

Always remember to shift your pet based on content. Some bits of content, especially some story missions, provide NPCs who serve perfectly well as tanks. Others have NPCs who serve perfectly well as healers. Know what you’re facing and be ready to shift at a moment’s notice. This goes for the class as a whole, at that — you can be doing DPS one moment and shift to healing for a bit if it’s necessary. Think, analyze, and change according to the situation.

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A Realm Reborn plans launch party for PAX Prime

FFXIV A Realm Reborn plans launch party for PAX Prime

Final fantasy XIV already near open beta, ready to join the game?Ready to do the Chocobo Shuffle? The Mog Twist? Some Limit Breakdancing? Then you’ll need to hightail it to next week’s PAX Prime, where the crew of Final Fantasy XIV: A Realm Reborn will be throwing a two-day launch party.

The festivities start on Friday, August 30th and continue through the next day in the Seattle Ballroom at the Red Lion Hotel. The devs will show up to make their grand remarks, followed by autograph sessions, contests, raffle drawings, and hands-on gameplay sessions. It’s here that you’ll get to see FFXIV, not in the main PAX exhibit hall, so make plans accordingly if you want to be part of the celebration!

Cannot wait until the 27th, I was beyond surprised at how much I enjoyed this game. I thought I was done playing tab target hotbar games. So if you want to fight with us into the game, you can click here to FFXIV Gil to know more information we will provide you with more quality services to help you play a good game.


FFXIV:The zone design

I love Final Fantasy XIV, something that comes as no surprise to regular readers of this column. But the game’s zone design is not its highlight. This is one of those design aspects that really bothered everyone in the world when the game launched, and it was for good cause, but I think there’s more to it than simply condemning the whole thing out of hand. There are several places where the zone design isn’t actually bad and in fact is downright brilliant.

You could say that it’s a variation on Final Fantasy XIV’s theme right there: brilliance mixed in with average and awfulness.

Obviously, zone design will be changing in a big way when version 2.0 launches, something that gets closer with each passing day. Still, it’s worth examining where we are now if for no other reason than to hopefully identify what a good revision would look like. This is not a horrible mess; this is a few great elements mixed in with several elements that just aren’t well thought out.
In a big country

I don't really like the Shroud, but I seem to spend an awful lot of time there.One of the great problems that many MMO zones have is that there’s only space to hit most notes once or twice. A given zone has a waterfall, and that’s the only waterfall in the zone. A town has just enough room to house necessary buildings and nothing else, so your living quarters are straight out of luck. There’s a definite limit on assets and the space devoted to any given visual theme, something that weakens the verisimilitude of the game world.

FFXIV does not have that problem. The zones are huge, sprawling areas that give you a sense that these are, in fact, plausible regions of the world. Coerthas isn’t a small section of highlands but a series of mountains and plateaus and valleys that you can get lost in quite easily. Thanalan might be desolate, but there are bastions of life, caverns, tall cliffs and jagged drops, and even narrow walkways through the mesas. Each zone has space to stretch out and explore a given theme. What would be subdivided several times over in other games is a single region here, giving space to multiple small settlements and similar features over a large spread.

This goes for enemies as well. Sure, some things you see in most areas, such as marmots, but the scuttling insects and desert lizards of Thanalan don’t appear over in the Black Shroud. La Noscea’s sheep and sea creatures aren’t simply ported over to the high-level parts of Coerthas. Different beasts inhabit different regions, which helps give each individual area space to distinguish itself.

What’s awesome about this: Giving these zone concepts more space to breathe means that you really see a more realistic range of environments. Thanalan isn’t just a desert; it’s a desert that fits into the overall shape of the continent, with more water near the shoreline and more arid parts as you veer closer to Mor Dhona. There are a lot of neat corners of the environment, places seemingly designed just to be beautiful or stark or isolating, and it works really well. Even the layout is different depending on the area; Gridania has its narrow passages through the trees, while Thanalan has sprawling open regions.

What could be improved: The problem isn’t that these zones are huge and awesome. The problem is that they’re filled with more or less nothing. Outside of the aetheryte crystals at launch, there was nothing to do but look around for the heck of it. No reason was given for you to venture into more dangerous areas, and in many cases, you’re still not given much motivation to venture off the beaten path and into strange new territories. For all the grand attention to detail, a huge number of aetheryte nodes and crystals are just there for no purpose whatsoever.

You can say that these were footholds for future content, which is plausible, but the problem remains that the zones were made to be incredibly huge and then were filled up with nothing. As much as I love having a wide area that feels like a real place, there’s no real point if you’re not going to use most of it. It’s like setting up a canvas to paint and then only using one corner.

Public transit

I like Coerthas a lot, but there's not much to do there.To anyone accustomed to getting from place to place in Final Fantasy XI, the maps of FFXIV are far more friendly to players. You can easily teleport about to fixed points, and getting a chocobo to ride along isn’t very difficult either. Most underground areas are filled with enemies in the same level band as well, thereby freeing you from having large chunks of the present zone you can’t access due to aggressive enemies. And there are still places that are hard to get to precisely because of this, so some of the flavor of FFXIV’s predecessor remains.

What’s awesome about this: Getting places is never a huge problem for the player, but it’s still complicated. You have to get somewhere before you can teleport there, and chocobos are not easy to come by for the general populace, which explains how isolated locations remain isolated. It strikes a balance between easier transit and the wilderness effect of Final Fantasy XI that I mentioned in the last column.

What could be improved: All of this evaporates if you run out of anima, unfortunately. Suddenly, getting places is once again an enormous pain, especially when you’re getting to regions that don’t make your life easy in the first place (Mor Dhona springs to mind). The fact that there’s no way to refresh anima makes transport still periodically dicey, which is odd when the game as a whole handles it so well.

Big and empty

The whole idea of having these enormous sprawling zones was really cool, but unfortunately the game didn’t wind up doing much with that design choice. I hope that there are still traces of that in 2.0, but I have a feeling that we’ll be looking at zones much closer to those in FFXI — very good, but not these sprawling places with absolutely enormous borders. Oh well.

Big and empty

The whole idea of having these enormous sprawling zones was really cool, but unfortunately the game didn’t wind up doing much with that design choice. I hope that there are still traces of that in 2.0, but I have a feeling that we’ll be looking at zones much closer to those in FFXI — very good, but not these sprawling places with absolutely enormous borders. Oh well.

I really like the  zones in FFXIV.  I’m hoping they still keep the open world feel that makes it feel like an actual world.  Not every single area needs to have a purpose in my mind.  That’s part of what makes it special.

However, every zone does definitely need MORE things to do.  The problem is that most areas have no purpose.  They need to add more random caves to explore for single AND groups.  There needs to be really out of the way areas with really pretty waterfalls to discover and decent mobs to kill, etc.

Part of what I love about FFXIV is that it doesn’t require you to quest.  Having started MMO’s with EQ1 I love grinding mobs in groups over single player quest.  However, I do definitely support more quests being added, as long as they don’t add so many that it just sends you from quest hub to quest hub like every single other MMO ever made after WoW released.If you want to learn more release content and services focus on our website FFXIV Gil.





FFXIV is heating up another round of the Moonfire Faire

Veterans of Final Fantasy XIV remember the struggle of last year, the desperate battle to protect the land of Eorzea against a rampaging fire. A battle so desperate that it could be fought only by having men and women dress in skimpy swimsuits and make kissy-faces at fire elementals. This year, the battle must be waged again, but this time adventurers will be dressing up in traditional Eastern clothing. Yes, the Moonfire Faire is upon us once again.

From today and running until August 13th, players will have the opportunity to take part in the event by speaking with event NPCs located in each of the major cities. There are no details on precisely what the event will entail, although the mechanics are likely to be similar to last year’s equally ridiculous offering. There’s also no word on whether or not this year will also allow players to unlock special wallpapers, although it’s certainly possible. So if you’re in the mood to beat the heat in-game, log in now and start chasing some fire elementals!

Man, I’d like to take part, but the whole ‘cancelling the subscription if you were on a 90 day plan’ effectively locked me out of my account, since now I can’t verify my credit card and re-sub. Here’s to hoping Square-Enix support move their asses, though I don’t have all that much faith, since I’ve been waiting almost three days for a reply. Well, if you want to know more information and service, please pay close attention to our game click here: FFXIV Gil.

Reacting to Final Fantasy XIV’s relaunch information

Final fantasy XIV of this test is unsatisfactory, but the player but more and more high to its expectationsNot so long ago I was getting upset at a lack of hard information on Final Fantasy XIV’s relaunch. (All right, I was getting upset at a lack of hard information on stuff to make people currently long gone care about the game, but that was tied into a lack of hard information.) Over the last two weeks, we’ve received a lot of hard information on the relaunch.

Well played, Naoki Yoshida. Well played.

Metacommentary aside, we’ve actually gotten some useful bits, chiefly in the form of a fully translated Letter from the Producer LIVE and an update on what’s happening with items and money when the relaunch happens. There’s a lot of information to hit there, so I’m just going to take it piece by piece and cover what I see as the highlights. I wouldn’t say that this information really fixes some of the communication concerns I’ve had, but it certainly mollifies me for the moment.


All right, good. This is good.

I’m fond of several of the ideas at work here, especially the fact that the game is going with both an instanced and shared form of housing in neighborhoods. While we’ll have to see the actual implementation, the new plan avoids the problem of having ghost houses out in the open while still giving players the feel of being part of a larger community. I look forward to getting myself a nice little plot of land; in fact, the wording seems to imply that you can buy multiple plots, which would sweeten the deal significantly.

Cost may be an issue, but I suspect that it will be affordable for most players now, especially since the game will likely price lots within reach of newer players. The introductory ones, anyway. We may wind up with veterans building large clusters of mansions around small newbie homes.

The biggest thing we haven’t yet seen is a point to housing. For me personally, that’s not an issue; having a virtual dollhouse is reward enough. But the best housing systems give you both the option to build a house and rewards for doing so. Final Fantasy XI certainly did, albeit in a rather limited fashion, and I’m hoping that Final Fantasy XIV follows suit.

Changes to dated items

On the one hand, making these old items unique and untradable is the right move; these pieces of gear will become cosmetic little souvenirs. But removing the “recommended” part of equipment? Significantly less cool. These items are already useless for much beyond RP costuming; making them less able to perform their sole remaining function is not a good idea. Considering the existing penalties for equipping something outside of recommendations, I’d say it’s not like leaving in the option is game-breaking in any fashion.

Crafting/gathering changes

What we’ve heard so far about these changes is good, but we don’t know much. We’ve essentially been told once again that both Hand and Land classes are getting their own resources, crafting is being streamlined to be more accessible, and gatherers will have more control… but we’re long on ideas and short on hard examples.

To be fair, we’ve also seen more of these processes in action now, and the inclusion of a place to store all our recipes is massively welcome. I’m going to assume that it operates along the same lines as the present system, so looking up recipes in the first place will be a bit of a bear, but being able to recall these things at the drop of a hat is more than welcome.

There are holes in what we’ve been told. Obviously, crafters will be involved in housing, but which crafts? Woodworking is obvious, and Goldsmithing seems likely, but beyond that it becomes increasingly questionable. And the roles of these crafts in the future is worth explaining — will Alchemy still be a useful middleman with a dearth of unique recipes for its own consumption? How many Cooking recipes will we be looking at? You get the idea.

When it comes to the gathering changes, it’s a bit more ambiguous. I’m fond of gathering now, but I can see how some of the additions would be very useful. I do hope that the current flow of harvesting isn’t too badly disrupted by the changes. Making the process more involved is definitely worthwhile, however.

And you can’t start as a non-combat class any longer. That’s a bit disappointing, since I’ve long touted that as one of the features of the game to recommend it over others. There’s that “attracting people not currently playing” bit again…

Money changes

This is pretty universally worthwhile. It’s a minor change that will be largely transparent, and quite frankly values for money right now are absurd even when you take into account that the game doesn’t feature decimal currency. It kind of stings to be dropping to a tenth of my current wealth, but the long-term benefits are worthwhile.

Content changes

One thing on this answer really stood out to me: Yoshida’s statement that guildleves won’t change much. This isn’t really in line with other things that he’s said, up to and including statements that leves will be familiar but obtained and used in a different fashion.

The problem here is that people either tolerate leves or actively dislike them. Making it clear that they aren’t changing much gives me a sneaking suspicion that the total quantity of quests will get you through two, maybe three classes. For all those times when you don’t have content to consume? Hope you like leves — the ones that quests were supposed to be replacing.

That’s all speculation. But I do feel a small twitch in one of my eyes at the thought.

In general i like ur column.. but few things:

1) the leve thing is bs, there are plenty of people who like them (myself included) and a lot of the reason they are remaining is because people (like myself) evangelized and begged for them to remain. Leves are relaxing content. Quests are annoying content for wow fanboys. Not all of us want to do ridiculous tasks, leves are centralized, kill content that is fun to do, esp in solo ~trio situations.

2) When you run out of quests(or if you’re a quest-grind-hater) there is one other option for leveling..that grouping thing, that you the point of mmos, or at least used to be -_-

3) gathering skills seem to be more active, and ‘elevation’ is less criptic for newer players, which is a good thing. Though it seems fishing is still getting changed in some other way. Did you watch the live producer letter? he gathers and crafts in it.

4) dated – i’d hoped they’d just remove them tbh and give me vendor value.

5) seriously… why is a wow-style quest grind your (and a lot of other peoples) perception of ‘ideal’ content, i’m dreading this addition to the game more then anything, i still don’t understand any of you that are looking forward to it, i was worried they’d take leves away tbh.

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FFXIV shows off A Realm Reborn on the PS 3

Final fantasy XIC the PS3 version has been started, when the player hopes to it more and more high, at the same time it also under tremendous pressure.When Final Fantasy XIV first launched, it was with the promise of a PlayStation 3 version in the near future. That was before the game underwent numerous staff changes, and after two years, it may have seemed to fans as if the game would never come to consoles. But the PlayStation 3 version is a reality, and the team at Square-Enix has released new screenshots of the game’s UI and in-game graphics on the console version to prove it.

The overall look is a bit cleaner than the PC version of the UI that players have seen previously, although the graphics are a bit softer around the edges. But it’s still recognizably the same game. This batch also includes some concept art for new role-focused chocobo barding, something that’s sure to excite fans of the yellow birds. Take a look at the gallery for all of the screenshots and concept art.

It looks so gorgeous and much more alive, the lighting is much better even though the textures may have taken a hit, well until we get the high res version. And if they have corrected LOD issues and that annoying clipping you get while approaching objects from afar you’ll color me impressed.

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The story so far (and yet to come) in Final Fantasy XIV

I have several friends who don’t play Final Fantasy XIV but still saw the trailer ending the first version. After all, it’s been hard to miss. Almost every single person has said the same thing: “It was awesome. I have absolutely no idea what was going on with any of it, but it looked really cool.”

This isn’t just because Final Fantasy XIV isn’t in their rotations. Final Fantasy games are usually dense pieces of work, filled with references back and forth that make sense only if you know all of the players involved and have a solid understanding of the game’s magical whoosits. If you’ve missed some steps along the way to the ending trailer, it’s easy to watch and not understand what actually went down, and even if you did, there were some parts that could be really easily missed.

So let’s take a step back and look at the story so far. It’s not the same as playing through the story for the past two years, but it should at least clarify what in the world happened.
Couldn't we have opted for just having a bigger military?  That might have been a better option here.At its heart, the story of the end of the world isn’t a story about the player characters. It’s a story about three Garleans and an old Elezen man. And it isn’t even the story that served as the game’s main scenario, all of which was just warming up for the ultimate war between Eorzea and Garlemald, a war that Bahamut won… but we’re getting ahead of ourselves.

Roughly a decade before the start of the game, the Garlean Empire was marching on Eorzea. Having defeated Ala Mhigo, the empire’s armada was moving to establish a base in Silvertear Falls and fighting off heavy resistance. Silvertear Falls was also the home of several Eorzean dragons, and the result was a pitched air battle that ended with the dragon lord Midgardsormr dying while crashing the Garlean flagship into the heart of the region.

This had some big effects. Namely, it cracked the aether of the region wide open, aether being the invisible force that makes magic possible. Explaining the nonexistent physics would take too long, but suffice it to say that the net result was that the beast tribes of Eorzea had enough ambient energy to summon the hell out of their primals. The Empire, realizing that there was something really big down here in Eorzea, retreated to regroup and figure out a solution that didn’t involve wading knee-deep in hypermagic.

As we’re playing a Final Fantasy game, the solution came from Cid, a mechanical genius working for the Empire at the time. He had figured out that the planet’s second moon, Dalamud, was actually an ancient machine. Its exact purpose and function were unclear, but there were ways to try to bring the moon back down to Eorzea in hopes of crushing the peninsula and its beastmen in one fell swoop. No muss, no fuss.

Conflict emerged between Legatus Gaius van Baelsar and Legatus Nael van Darnus over the use of Dalamud. Darnus had an inkling of what the moon was all about and wanted to just straight-up drop it. Baelsar was far more practical; he wanted to conquer Eorzea’s nations, not obliterate them. But Baelsar’s protests didn’t amount to anything; ultimately, the Empire attempted to find the proper ritual to cast the ancient magic of Meteor to bring the moon down, one of the incidents that led Cid to leave the Empire and form the Garlond Ironworks.

Meanwhile, the Archon Louisoix was made aware of the events taking place in Eorzea. The Archons, essentially mortal incarnations of the Eorzean deities, were well aware that the end of an age was drawing near, meaning that it fell to Louisoix and his followers to try to avert the catastrophe.

We are the harbinger of your destruction.Spoiler warning: They didn’t.

Oh, all of the people responsible tried, certainly. Cid and Louisoix worked together to try to prevent Darnus from summoning Dalamud, but during the battle that consumed Darnus, it became clear that he was no longer interested in just ruling Eorzea. He had more of an idea about what would happen than he was letting on. In the end, he was simply absorbed by the moon entirely, and that left Louisoix to try to prepare one last ritual to turn back Dalamud as it grew closer to the surface. Cid and the leaders of Eorzea’s Grand Companies led adventurers and armies against the followers of van Darnus in Mor Dhona, but the battle was already turning south due to van Baelsar’s arriving with his own forces just before Dalamud showed up.

That was when the moon cracked open to reveal Bahamut. You know, king of all dragons, quite possibly a Primal himself, sort of a big deal in the Final Fantasy series? As it turns out, Dalamud was the only pokeball big enough to contain him.

Louisoix’s last-ditch effort to re-seal Bahamut fails. Badly. At this point, in all likelihood, everyone on the battlefield is doomed. Averting catastrophe is no longer on the table. So Louisoix casts one last spell, sending adventurers gathered in the realm’s defense forward in time in the hopes that they can clean up the aftermath with the knowledge no one had when Meteor was cast.

And then…

The official line is that players were put into a timeless rift until the realm could be rebuilt. What we’ve heard is generally that we’re being sent five years into the future, when Bahamut is no longer in the midst of his rage-inducing path of destruction and something can be done to deal with him, the still-present Empire, and the simmering resentment between city-states. That means that a lot of things will be different, the maps will be changed, and all of our hard work will have been undone in many ways.

It remains to be seen whether any of the important NPCs at the site of the battle survived. If I had to place odds, I’d say Louisoix and Baelsar are probably dead, Cid is probably alive, and Darnus will show up again as some uber-Bahamut avatar boss. The Company leaders could go either way.Learn more click here FFXIV Gil game information and services.


This is the end, my friend

One Shots This is the end, my friend

What do you imagine the end of the world looking like? I’m willing to bet it’s nothing like the following technicolor nightmare ripped straight from the finale of the first version of Final Fantasy XIV.

Reader Focant delivers this haunting image with a description of the videopocalypse: “The Garlean forces held nothing back in their battle against us, and attacked with their most destructive weaponry. The most powerful enemy we saw on the battlefield that night was the level 100 (the player cap is 50) Imperial Juggernaut, an enemy that is only seen one other time in game. I made sure to include a player character in the shot as well for size comparison. These things are massive!”

And with that we’re off to another wild and wooly edition of One Shots! Please put your tray tables in their full upright and locked position.

One Shots This is the end, my friend

Former Massively writer and current alpaca farmer Rubi Bayer sent in her tribute to the soon-to-end Glitch.

“I still remember falling in love with Glitch when it came out,” Rubi weeps. “It wasn’t just a cutesy visual treat — it was fun and engaging, and I was just crazy about it. It was a blow to hear that it’s closing down. Thanks for the fun, Tiny Speck, and here’s to a bright future to each of you who gave us Glitch.”

There, there, Rubi. Good luck reaching the “acceptance” stage!

One Shots This is the end, my friend

Little-known fact: Due to the shifting nature of the international date line, it is always Halloween somewhere in the world! As proof of this, reader Trevor sent in the following screenshot of himself and his pet dog Scoob hanging out in Guild Wars 2.

A mystery is afoot, Trevor! Better grab some Scoob snacks and get to it! We’re guessing pirate ghosts.

One Shots This is the end, my friend

It’s a cape! It’s a blanket! It’s a… Clanket?

OK, the devs in City of Heroes might not be on top of their naming game, but you have to appreciate the humor (and attention to detail) in this billboard ad. Even superheroes need their comfort gear, yes?

Reader Quinch submitted this to us with the brief and yet appropriate file name of “WTF.” Nothing more needs to be said.

One Shots This is the end, my friend

Remember, even if you lack the prestige of being an alpaca farmer, you’re still vital to the One Shots effort! You’re the ones that keep this series alive, so submit those screenshots with a related story or else the cute column gets it!Come here FFXIV Gil.


Naoki Yoshida discusses the upcoming beta for FFXIV

Title screen image instead of Highlander/Roegadyn woman, because I can't choose and they're both too awesome.

It won’t be long now until long-time Final Fantasy XIV players and eager test applicants can experience the beta of the game’s new version. Producer Naoki Yoshida has understandably been busy with the ramp-up, but he’s taken the time to pen a new letter for the game’s players that starts off by displaying all of the racial creation screens for the revamped creator. That includes showing off genders that had previously been unavailable, including female Highlanders and Roegadyns.

Beyond that, the letter talks about some of the restrictions in place from the beta that are still being developed, acknowledging that some character creation options will be held back until later in testing (the team is working to vastly improve hair color and style selections, for example). Yoshida goes on to talk about the production staff’s New Year festivities and a visit from some of the Mythic staff members involved with Ultima Online. There are only a few more weeks until the beta stats, but Yoshida and the rest of the staff seems to believe that it’s the first step to a better new year.Click the FFXIV Gil for more content.