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mini-uzzy · 6 months
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blessuswithblogs · 6 years
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Final Fantasy XIV: Stormblood: A launch analysis
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(note that there are some spoilers for patches 2.0-4.0 here if you haven’t played but want to)
Stormblood's first major content patch, 4.1, has been going strong for about a month now and most people have seen the majority of the initial cycle's content, so I feel confident in writing about something that's been on my mind for a while. Namely, taking an in-depth look at how Stormblood launched in mid-June and how it compares to its direct predecessor, Heavensward. I didn't want to commit myself to anything before enough time had passed to really get a feel for how things developed, but I think enough time has passed at this point to make a fair and honest evaluation.
Overall, I think that Stormblood had a much stronger launch period than Heavensward did, no doubt thanks in large part to harsh lessons learned back in 2015. I'll start with the bad part so I can get them out of the way: the first few weeks of Stormblood were a god damn mess in terms of server stability and functionality. Raubahn Extreme and the Unending Coil of Pipin will probably stick in the memories of lots of players who really just wanted to get to Kugane please please let me in to the instance please god. The main story quest instances were all of high quality and memorable, experimenting with implementing various group mechanics like stacking, spreading, and tethers in a single-player battle both to make playing through the story more interesting mechanically and to acclimate newer players to common to mechanics in level cap content. Regrettably, none of that actually matters if you can't get in to the damn thing in the first place. Server congestion was so monumental that, ironically, having to create an instance for each individual player instead of being able to consolidate them into groups of 4 or 8, made it nigh impossible to get into the main story quest battles at all for a majority of people. When faced with this obstacle, many players decided to simply progress by grinding out FATEs in the Fringes and the Peaks, and in some cases, managed to exploit their way past certain terrain features nominally impassible without flight or story progression to reach areas with higher level events and enemies. In a bizarre but touching display of cooperation, players with 2-person capable mounts who were experienced in exploiting the level geometry would ferry other less adept players across the thresholds so they could actually get to new places. For those fortunate enough to get into an instance and successfully complete it before the servers caught up with themselves and spat them back out again, sailing was mostly smooth from then on due to the natural if unintended throttling effect severely limiting the amount of players actually competing to get into subsequent instances. Not too much later, a potentially game-destroying bug involving Susano, the first Primal battle in 4.0, and entering his instances while sitting down would cause considerable consternation among the unlucky few who discovered it and paranoia in those who had heard of the bug but hadn't yet discovered the cause. This issue, at least, Square was able to identify and fix fairly quickly. Errant coding is a much less daunting challenge than several more million people playing your game than you really accounted for.
In time, these problems resolved, and it bears mentioning that the height of these issues were present only during the game's early-access period for pre-orders. I remember mentioning to someone that in the end, as annoying as they were, the congestion issues would create some lasting memories of the launch period. While small consolation, I feel that in that respect, I was right. Heavensward had its share of congestion problems, but they were largely mitigated by creating separate instances for each major expansion zone. Stormblood did the same thing, but the battle instance servers simply weren't prepared for the volume of traffic they received. Fortunately for us all, once these issues resolved, Stormblood proved to be a delightful experience in almost all respects.
The main story of Stormblood chronicles the liberation of Ala Mhigo and Doma from the Garlean Empire. The revolutions of these countries have been alluded to, mentioned, and hinted at since the early days of 2.0 (and in Ala Mhigo's case, 1.0). When Heavensward was announced and the late 2.0 story switched gears to heavily involve Ishgard and the Dragonsong War, a lot of people were sort of perplexed at this seeming nonsequitur. While Heavensward's story proved to be one of its stronger aspects, the fact remained that we were leaving the imperials up to their own devices indefinitely to go galavant with catholic elves and dragons for 5 patches. Stormblood returned us to the more down-to-earth realm of imperial occupation that underscored most of 2.0's main story. I don't necessarily want to spoil the entire story arc of Stormblood, so I will be vague when possible. In some ways, the narrative of Stormblood feels a bit unfocused, as the warrior of light gets punted around to opposite ends of the world to agitate rebellion in two different nations entirely. It does make a certain degree of sense, given that historically, huge expansive colonial empires were weakest when dealing with multiple fires at disparate locations, so the divide and (re)conquer strategy survives scrutiny, especially when one considers that the warrior of light has the semi-canonical ability to just teleport instantly over vast distances with aetherytes for a modest fee. The fact remains that one does get a feeling that in a perfect world, the writers would have liked a unique expansion for each nation's struggle. This was exacerbated pre-launch by a number of player's vaguely racist negative reaction to Hingashi and Doma as "stupid weeb shit". Given that Final Fantasy XIV is a primarily Japanese developed game, of course, the idea of anything in it being "weeb" is preposterously self-centered by western audiences. I understand the desire to focus on Ala Mhigo before Doma, but overall I think that the writers did a good job of combining the two rebellions into one more or less concurrent narrative. I mentioned earlier that many of the single player instances in the main story and job quests were very good and memorable, experimenting with a lot of different things to keep the experience fresh and engaging. The Dark Knight job questline in particular stands out and honestly I want to write a piece on that alone. I probably will. The leveling dungeons are also all of very high quality, ranging from the very memorable Sirensong Sea's introduction aboard the privateer vessel crashing into a haunted ship's graveyard straight out of Final Fantasy 5 to the heroic final assault on the Ala Mhigan capital alongside all of your Grand Company and Resistance Allies. The post 70 dungeons, though somewhat limited in number compared to 3.1, made the wise decision to include the 70 story dungeon in the Expert Roulette table to avoid the Heavensward problem of only ever doing Fractal Continuum or Neverreap. Jesus Christ, Neverreap.
The climax of Stormblood's story, I think, is one of the major ways it outshines Heavensward. Stormblood ends with a titanic confrontation with Zenos yae Galvus, the inexplicably powerful imperial viceroy that has been kicking dirt in your face the entire time. Zenos is an interesting existence within the FFXIV universe, because historically, the Warrior of Light Does Not Lose, while Zenos managed to defeat them twice - once without seemingly expending much effort. It was a necessary story beat, I think, because the player needs to be reminded that they aren't invincible, and having a legitimately dangerous Imperial foe to contend with is healthy for the story. It's easy to forget the scope and power of Garlemald on a personal level because the Warrior of Light has left a veritable mountain of crumpled centurions, prelates, magitek weaponry, and even legatuses (legatii?) in their wake. Giving the imperial war machine's vast power and influence a face in Zenos puts some stakes back in the story that have been missing since the third time you personally trashed Regula van Hydrus on Azys Lla. Initially, I was pretty offput by losing to Zenos, both because I felt like if I had the time, I could have beaten him in a battle of attrition and because I felt like the Viceroy had not earned the right to be as strong as me. The mythology of the warrior of light is justified by how difficult and effortful some of the endgame battles are to beat. When you earn the Final Witness title or clear Sephirot extreme or earn an Alexandrian chestpiece, when you defeat these enormous godlike beings made of pure magical energy and hatred for all human life and you especially, you feel that all the effusive praise you get from NPCs in the world isn't just the game trying to make you feel special. It's an honest respect for your legendary prowess and heroism. There's a moment in late Heavensward, when Alisae Levilleur returns to the story after being mostly absent since the final destruction of Bahamut, where she begs you to go to the Ixali homeland and prevent another summoning of Garuda. If you went through the whole Binding Coil of Bahamut beforehand, once she learns that you have departed to deal with matters there, she immediately relaxes and considers the matter cosed. She knows just how capable you are. She was there in the bowels of the earth with you as you cut your way through ancient machines, dragons, and bioweapons. It was a powerful moment of a character showing you genuine and heartfelt respect in a genre where, despite your status as Biggest Heroine Ever, you are still tasked by NPCs to pick up poop.
So, when Zenos brought me to my knees not once but twice, I was mad. By design, I'm sure. How was he so strong? How could he even hang with me, someone who makes a living killing gods and vengeful elder dragons? Your final confrontation with him at the end of the level 70 dungeon is satisfying because your soundly beat his face in and make him retreat, but not entirely. There's still more to go. Here we get into blatant spoiler territory, so if you want to experience this for yourself and haven't yet, you might want to clock out right about now. At the pinnacle of the royal palace, in a field of flowers, you confront Zenos for a final time, only to find him standing in front of Shinryu, wrapped up into a nice little package by the erstwhile Omega Weapon. After a conversation about the nature of the Echo and its relationship to Primal beings, he frees Shinryu from its prison, and in a single shot, Zenos's overwhelming power up until now is explained clearly and succinctly as his eyes glow with the telltale pattern of a Resonant. What felt inexplicable up until that moment was suddenly perfectly clear: the Viceroy has, in broad strokes, the same power that you do, augmented with imperial technology, the best training available in the modern world, and a lifetime of military experience. And now he's riding around inside another vengeful dragon god. The final battle with Shinryu is an incredible and much anticipated spectacle. The battle between it and Omega was the capstone of 3.5 and the major catalyst for Stormblood even happening, and now the game makes good on what it promised. It's also pretty hard? Like beating it with a bunch of randos in 290 artifact gear is not trivial. When you triumph, Zenos falls to the earth in a spectacular green comet, and now finally satisfied in meeting his match, the one person who understands him, he takes his own life. It's a somber moment, because as pumped as you might be to finally be done with this asshole, it also reminds you that behind this unfeeling monster of a person was a deep, abiding loneliness born of a life of experimental augmentation and violence. You don't feel bad about killing him, but as Lyse opines afterwards, you are reminded that none of us start out evil, and it is a difficult task indeed to escape the bonds of our forebears. With the Viceroy's death, Ala Mhigo and Doma are both free. Imperial forces are in disarray, scrambling to retreat back to the mainland of Ilsabard, with the Emperor feeling the sting of decades of wasted time and money more keenly than the death of his son. When confronted by the always enigmatic Elidibus about his grief, Varis surprises even the immortal, inhuman ascian with his response: he snorts dismissively and simply states that the throne is no place for a monster. It's a chilling exchange that sheds some light about how Zenos came to be what he was - the implication here is that Varis was going to have his own son surreptitiously disposed of at some point to ensure that he never ascended to the position of Emperor. Reasonable given what we know about the son's character, but callous and calculating enough to give even a Paragon pause. The conclusions to the 4.0 story is a strong conclusion. It doesn't neatly wrap up everything in a bow. There are still many stories to be told about reconstruction, repatriation, the establishment of new goverments, how old friends fit into a new world. Also there's Omega chilling out in a hole somewhere. Despite all that, it is a strong, decisive ending to the main story arc of Stormblood, closing with a touching rendition of the Ala Mhigan national anthem as Arenvald raises the nation's flag to recreate the beautiful Amano logo.
Contrast to Heavensward, which ends the 3.0 story arc in an extremely "Tune in next time!!!!" series of events that honestly just sort of leave you feeling bemused. You fight your way through Azys Lla to get to the rogue Archbishop, who becomes the godly reincarnation of Ishgard's first King Thordan and his knights twelve to destroy Lahabrea, your longtime immortal masked nemesis, in an extremely anti-climactic and valor thiefy way. You end up fighting him because A. a realm-wide theocracy dictated by the decree of an egomaniacal elf-pope with a hateboner for dragons sounds fucking shitty and B. he became a Primal, and you are contractually obligated to kill those before they suck the world dry of Aether to sustain their untenable physical forms. There's a good moment after you win where a dying Thordan beholds you with raw terror and demands to know exactly what you are, that you could withstand the power of a thousand years of fervent prayer, the eye of a great wyrm, and the dormant power of the warring triad sleeping beneath Azys Lla. It looked a little silly because my Warrior of Light is a cute and well mannered midlander girl about as intimidating as a puppy in her Sharlayan Philosopher's Hogwarts factulty coat and witch hat but I imagine if you were like, playing as a roegadyn or a highlander wearing something slightly more threatening it could have been a stark shot portraying you in a much different light than what you're used to. Anyway, Thordan dies, Estinien runs in a full five minutes too late, realizes that the second eye of Nidhogg was in the Vault's basement all along, and resolves to put them both out of reach of man and dragon forever. Unfortunately, putting both of the eyes together makes Nidhogg's spirit rematerialize and posess Estinien's body, and he flies off to go take a nap back at the Aery before he resumes with the total destruction of the Holy See. And. That's kind of how it ends. Like there's a nice scene afterwards where Ser Aymeric signs some documents to officially become a part of the Eorzean Alliance and switch to a parliamentary system of government as Merlwyb almost shoots somebody by accident again. And then Elidibus goes to the moon and recruits the Warrior of Darkness to come down and fuck shit up and also Alexander activates in the hinterlands due to goblin hijinx. It ends on like 3 different cliffhangers which don't really feel earned and you get the feeling they didn't really know how to wrap this up until 3.3, which, admittedly, had a fantastic overall conclusion to the Dragonsong War arc and 3.4 finally did literally anything with the Warriors of Darkness in a pretty spectacular way.
Having a strong conclusion is not the only way that Stormblood compares favorably to its predecessor. Of much more concern to most of the playerbase and not my literary-analysis-obsessed-ass is the endgame raiding scene. Which is, also of my concern because I'm a literary-analysis-obsessed-ass who also raids. The initial Alexander raids in the Gordias sector are infamous among the community for basically killing the robust raiding scene that had evolved from the excellent Binding Coil of Bahamut. The idea behind them was sound, and was repeated and refined in Stormblood: they first released the normal difficulty raids that most players could do without exerting too much effort to get weekly drops for better gear and experience the story behind Alexander and the Illuminati, and then followed up with the Savage difficulty. Savage was more in line with the previous Coil raids, offering much harder, more complex encounters with greater rewards like the highest item level gear available and upgrade tokens for gear bought with tomestones. Sadly, the Gordias raids were bad. Well, maybe bad is a strong word, but they were not nearly up to the caliber of quality set by the Binding Coil. The normal versions of the raids were serviceable, but not very memorable, and the musical score was, uh, shall we say, divisive. The Savage tier raids were punishingly difficult exercises in frustration as players scrambled to relearn how to play jobs that had changed on fundamental levels and understand poorly defined and programmed mechanics like digititis and the gobwalker. On release, Savage Living Liquid was mathematically impossible to defeat before enrage witout very specific compositions optimized for damage above all else and the best possible available gear - these compositions weren't actually discovered until the delayed Chinese release, which had the benefit of hindsight and a more solid understanding of how jobs functioned in the post 2.0 world. Living Liquid was where raid groups went to die. When people finally got to Savage Manipulator, they quickly learned that the optimal way to get through it was to intentionally fail certain mechanics and die, then utilize the Free Company buff Back on your Feet to quickly revive that player and minimize time spent in the Weakness state. It was a trip, and people were not happy. During the anniversary stream, statistics about the number of players who had entered and cleared Savage instances came out. For ALexander 1 and 2, the numbers were fairly reasonable, but fell to triple digits for 3 and literally zero for 4. Post Heavensward launch was one of the roughest periods for the game, both because of the raid situation and because a lot of company money was tied up in delivering the giant bloated baby of Final Fantasy XV and the XIV team were working with a skeleton crew for a lot of the duration. Subsequent raid tiers in 3.2 and 3.4 gradually fixed a lot of the problems present in the Gordias sector, but the damage had been done.
Stormblood, however, has had no such issues. The Bend of Time: Omega Weapon raids have been very well received both mechanically and aesthetically. It seems that the developers erred on the side of caution this time around. Instead of introducing a bunch of largely random and samey Goblin robots to fight, Yoshida and the team went back to a bottomless well that has served them with distinction over the course of the game's lifespan: references to older Final Fantasy games that people loved. The first tier of Omega consists entirely of fights against demons of the dimensional rift from Final Fantasy 5, digitally reconstructed by the godlike Omega Weapon in a special dimensional space to participate in a grand experiment to see who The Strongest Fucker is. The Warrior of Light and the Garlond Ironworks find themselves caught up in this scheme during their investigations into the weapon's whereabouts after its battle with Shinryu. Midgardsormr, King of Kings, father of the first brood, and judgmental grandparent to the Warrior of Light also makes an appearance, seemingly with a deep connection to the mysterious Allagan supermachine. The raid tier culminates in a fight against the fan favorite villain Exdeath in one of the best fights in the game so far. With the possible exception of Alte Roite, who is kind of just there, all of the fights in this tier have unique, memorable mechanics to deal with, some of which are quite hysterical, like using an anti-gravity device provided by Nero to float above ground attacks, realize with alarm that you can't get back down, and then realize the boss will just do it for you, or strategically turning into a frog to get bonus limit break. The savage fights are obviously a step up in difficulty, but the developers decided to tone it down from Gordian levels and make the fights more accessible and clearable by more people. Which is not to say that they are easy fights - savage Halicarnassus and Exdeath require strong coordination and adaptation to survive. In order to entice more experienced players to take on these marginally-less-absurd challenges, the team has included mechanics and in the case of Exdeath an entirely new fight in the Savage instances that are quite fun and not present at all in the normal versions. This trend was actually started by Brute Justice in the Midan sector, who had a final hyper mode phase in savage that was absent in normal, though it was infamous for its incredible difficulty, even by Alexander Savage's standards. So, like with other aspects, they took this element of what came before and refined it and toned it down so now you can fight Neo Exdeath in glorious 3D.
The Omega raids are not flawless, by any means. While the Final Fantasy geek inside of me is vibrating constantly at the thought of more throwback fights later on, the more objective game critic side does genuinely prefer original content like what was found in Alexander, at least, in theory. Hardcore raiders are also quick to point out that they were kind of easy, but I'm not sure that their judgment of these matters is actually sound because only a small part of the population can sit down for 8 hours a day and ram their heads against the challenge and pave the way for the rest of us. Fortunately, the team expected this and has recently released The Unending Coil of Bahamut. The Unending Coil is a reimagining of the fights against Twintania, Nael Deus Darnus, and Bahamut himself condensed into one and made excruciatingly, preposterously difficult. This gave the hardcore groups a meaty bone to chew upon, and a clear didn't come nearly as fast as it did for Omega savage. There are tangible rewards for clearing it, as well - you get shiny dreadwyrm weapons which may have better stat allocations than their genji counterparts and the aptly named title "The Legend." They also released the Royal City of Rabanastre 24-person raid not long before at the launch of 4.1 for more casual players to enjoy and gear up with. Rabanastre has seriously ludicrous lore implications and tons of fanservice for the Ivalice Alliance appreciators in the audience, and in general is just much more fun and interesting than the Void Ark (though sadly lacking in Voluptuous Void Booty department). With the introduction of a radically new PvP mode in Birds of Prey where you get to ride around in giant robots, and rumors of the Forbidden Land Eureka making an appearance soon, the  Stormblood launch is enjoying much more support and longevity than Heavensward did.
Of course, the possibility remains that later patches in this cycle are going to be total trash heaps, but I think that it's fair to assume that they will not be those. The FFXIV is one of the best around at learning from mistakes and iterating upon good ideas until they are also good in execution. It's a game that has genuinely gotten better each time it has been updated, with some notable exceptions that were usually fixed pretty quickly anyway. At this point, I feel confident in saying that Stormblood is a superlative expansion with 4 more content patches to go promising a lot of really really cool shit. I'm super pleased, and it's probably my game of the year. It's extremely gratifying to watch the team grow and learn over time and create some really excellent experiences in every arena: social, mechanical, narrative and graphical. A haven for the bold is a great place to be right now.
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