grand-company

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  • The Mog Log: Final Fantasy XIV's Grand Companies

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.07.2013

    Wednesday's maintenance came and went, a handful of minor issues surfaced and were quickly squashed, and Final Fantasy XIV moved on. Since the maintenance, I hit a queue once or twice and that was it. This has not stopped several people from crowing that the game has already failed, but most of us have accepted that server issues happen on launch. And you're getting some extra free time out of it in a game whose chief issue is that everyone actually wants to play it. So let's move on and talk about Grand Companies. It's easy to miss the enlistment point in the Companies if you're a Legacy player focusing on other activities, and it's just as easy to enlist and then completely forget about the company since it's a different sort of progress track. So let's talk about what the companies contain, what you can get out of them, and why you should bother caring.

  • Final Fantasy XIV updates Grand Company page with more details, dungeon preview

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.18.2011

    The Grand Companies of Eorzea have been getting quite a bit of foreshadowing in Final Fantasy XIV, but they haven't yet made their full appearance. Patch 1.18 promises to change that, however, and in preparation for the game's next major patch, the official page on the Companies has been updated with information on the process of joining in the war effort. Each Company will have a distinct ethos and overall goal, and it will be up to each individual player to determine which of the organizations to work alongside. In addition, the page details the first of the promised dungeons, starting with the Gridanian prison of Toto-Rak. Originally meant to house truly vile criminals, the dungeon has become a recent hotbed of Garlean activity, and there are ominous hints that something even worse may be lurking in the depths. Final Fantasy XIV players can look forward to the update itself in June, but the promised content certainly looks ambitious thus far.

  • Final Fantasy XIV unveils the Grand Companies

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2011

    The nations of Final Fantasy XIV are scattered, and odds are high that if the Garlean Empire invades once again there will be no chance of resistance. But large-scale threats are nothing new to Eorzea, and the tradition that has defended the continent before is being revived once more, in the form of the Grand Companies. Hinted at several times by producer Naoki Yoshida, today's patch is the start of the new content associated with these overarching gatherings, with the corresponding lore page explaining what these companies are and what threats they face both within and without. Each of the three companies -- the Order of the Twin Adder, the Maelstrom, and the Immortal Flames -- is detailed on the official page, with information about the past and present of each organization. They also lie at the heart of some of the new sidequests released with this update. Patch 1.17 also contains new notorious monsters, new equipment that requires rather than favors specific disciplines, and changes to party size and Behest. Final Fantasy XIV players are encouraged to read the full patch notes as well as the Grand Company page -- it looks as if the game's storyline content is starting to move forward after the past several system tweaks.