squenix

Latest

  • The Mog Log: The Legacy rewards and what they mean

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.26.2012

    So, who here remembers the Final Fantasy XIV launch? I certainly do; I was there and I've been here since, after all. And who here remembers how the game launched to critical acclaim and overwhelming popularity? Yeah, okay. I liked the game at launch, but that was more because of the underlying philosophies and approaches, not because the whole thing was polished to a fine shine. It was almost two years ago now, and the game has had to go through a lot of growing pains in that time, fixing a lot of elements that didn't work and adjusting stuff that was almost there but not quite. It's been a long process of hammering out fixes and improvements, one that included a long stretch of no subscription fee as the game cleaned itself up. We're nearly at the end of that process now, but Square-Enix is trying to show everyone that the company appreciates players who have been around during the game's teething troubles. That's the Legacy program in a nutshell -- a chance for players to signify having been around for an extended period of time. A badge of honor, a show of loyalty, and arguably another little bit of bait to get people to subscribe now instead of later.

  • The Mog Log: A decade of Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.19.2012

    Generally speaking, when I celebrate anniversaries, I celebrate the point when the game actually came out in a language that I could play it. This is relevant in the case of Final Fantasy XI, since the game took a year and a half to reach the shores of America (also known as "the place I live"). I learned my lesson about trying to learn a language just to muddle through a game back with Final Fantasy III. However, when one of our eagle-eyed readers pointed out to me the milestone that the game had hit, that made an impact because even if I couldn't understand any of the game's text back when it launched, a decade is a long time for continuous operation of anything. So rather than talking about the Legacy campaign as I'd planned, I think I'd rather talk about the legacy of Final Fantasy XI this week, including where the game has gone from its state at launch. You know, when a Black Mage could make the entire world bow and you still got attacked when riding a chocobo.

  • The Mog Log: A look forward to Final Fantasy XIV pets

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.12.2012

    Pet classes and I have an odd relationship. I don't generally like them, but I like having them there, and when they're done right, I'm very fond of the option. Final Fantasy XIV currently has a grand total of none of them; we have not even a summoner or beastmaster to call our own, but we've been told that this is all changing in version 2.0. And with November just half a year away, it's time to start thinking about what form these pets are going to take. Of course, this isn't virgin territory for the game series. Final Fantasy XI featured four different pet classes, which have had differing levels of success over time. And even though Final Fantasy XIV isn't meant to be Final Fantasy XI in a new skin, the game can certainly take some inspiration from its predecessor even while forging a unique legacy. And hey, we've got at least three of the four pets from the previous game in Eorzea at this point. So let's talk about the past set of pets, where we are in the present game, and how those systems might make it into the main game.

  • The Mog Log: The calcification of Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.05.2012

    Over the last couple of months, I've been trying something different. As I mentioned back in my anniversary column, I spent a year trying out a strictly alternating format for Final Fantasy XI and Final Fantasy XIV, but it wasn't working out to my satisfaction for a number of reasons. Backing off and focusing on the game with more activity seems to be working quite well (from my perspective, anyway), but it also means that I haven't really been discussing Final Fantasy XI much. This isn't entirely by coincidence, as the game itself hasn't changed much over the past several months. In an earlier column, I had mentioned that the roadmap made it pretty clear that if change was on the horizon, we wouldn't be seeing it until the new roadmap finally came out. And here we are, one new roadmap later. So what do I think? Is this the promised vision of the future, the prophecy to lead us all into a new era of joy and light across the game's continents?

  • The Mog Log: Blindsided by FFXIV's patch 1.22

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.28.2012

    I had different plans for this week's column until I realized that Final Fantasy XIV's patch 1.22 had sneaked up on me like the monster in a slasher film, except instead of stabbing me and laughing, it just brought a bunch of new content, so the metaphor doesn't really work. I'm not sure exactly how I missed the patch's coming so quickly, but I'm happy to see it's finally on the live servers. Of course, in a lot of ways, this patch is smaller than its predecessors, though not in terms of content, obviously. No, it's a smaller patch by virtue of the fact that it's a pure content patch. New systems are in short supply, but new things to do are in abundance. It's a focus patch, in other words. Recent patches have vehemently focused on trimming up the mechanics and making sure that the game plays nicely with all sorts of content; this patch focuses instead on what you can do with all of your shiny abilities and classes and so forth. And aside from a couple of missed opportunities, it succeeds at that beautifully.

  • The Mog Log: Giving a shotgun to a bear

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.21.2012

    Final Fantasy XI was my first MMORPG, and as such it's shaped a lot of my attitudes toward the genre as a whole. The problem was that inasmuch as one could be a typical player of the game, I was not. The details aren't relevant; what is relevant is that I would frequently look at patch notes, sort of squint a bit, and assume that any number of the features were aimed at the audience that I was not a part of. After all, there was no way the developers would add in a feature if literally no one in the game's community wanted it, right? Time has made it clear that this was most definitely not the case. Maybe it's due to the difference between American and Japanese audiences, maybe it's something lost in the translation, or maybe it's just Square's periodic bursts of insanity manifesting itself, but Final Fantasy XIV carries on in the proud decision of listening to players and taking entirely the wrong message away. I'm incredibly impressed by the vast majority of Naoki Yoshida's work, but there are a lot of features that have been added or are being added that seem to have completely missed the point of player requests.

  • The Mog Log: Ain't what she used to be

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2012

    Final Fantasy XIV has changed a lot since launch. That's kind of the thing you say about every game, but usually you can see most of the telltale signs of where the game had been. That's not quite the case with the huge, sweeping changes that Eorzea has undergone. You can see some of the comparisons, but a lot of mechanics have been widely overhauled and altered so that it barely even feels like the same game. This, of course, is not stuff you catch as a casual observer. Heck, there are things I don't notice because I'm knee-deep in Final Fantasy XIV and have gotten more accustomed to the changed version over the new version. So I thought this would be a good week to try taking a step back and looking at all of the things that have changed in the game since launch... or at least the major points that you might not have caught.

  • Wakfu releases Monk Island, new teaser

    by 
    Jef Reahard
    Jef Reahard
    04.10.2012

    Ankama is updating Wakfu today with a content drop called Monk Island. There's a dev diary on the game's official website that provides a bit of detail, including information about religious fanatics, a new dungeon, and all of the mystery you would expect from a secluded island. Here's the scoop for those not familiar with Wakfu: It's a fantasy sandbox title that makes up the MMORPG portion of a global cross-media IP. It's based in the same universe as Ankama's Dofus MMO, and it features many of the same classes and professions. Ankama has released a brief Monk Island teaser trailer that shows the Messaround Monastery as well as a bit of combat action. You'll find it after the cut.

  • The Mog Log: Head of the newer class

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.07.2012

    The Final Fantasy series, particularly the online installments, is all about class. This is not entirely surprising, since the series has built up a series of character types that, while sometimes kind of random, are beloved just the same. The jumping spear-wielding Dragoons, dual-wielding and sword-throwing Ninjas, the ubiquitous Summoners... if these concepts don't exist in some form within a game, it raises some eyebrows. It's a symptom of the linking the games by certain broad pseudo-mythological concepts rather than by any actual continuity. We've gotten our Job system in Final Fantasy XIV, we've got our classes to the point that they're at least somewhat balanced, and we've got a new version on the horizon. The question, then, is what we're getting next. What new classes or jobs can we look forward to? What do we need? What gaps are obvious within the Final Fantasy pantheon, and what is just lacking in terms of a traditional MMO setup?

  • The Mog Log: Ishgardbul, not Ala Mhigonople

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.31.2012

    There are three cities that players can select to call home in Final Fantasy XIV, but there are five cities of importance. Over the past few weeks I've looked at the former group, but that leaves two important places to be covered. At the same time, those cities are by necessity harder to talk about because we haven't set foot in either. Everything we know about them is secondhand, via quests and inference and in one case the ability to longingly gaze over an ornate stone bridge. Ishgard and Ala Mhigo both cast long shadows over Eorzea, but neither one is accessible to players. There are details about both swimming through the game, but it's always secondhand, always with one or two pieces gleaned from outside sources. In its own way, this makes both cities more alluring -- because one we know to be the heart of darkness and the other could be almost anything when the gates finally swing open. If, in fact, they ever do.

  • The Mog Log: Living large in Limsa Lominsa

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.24.2012

    Limsa Lominsa isn't like the other cities in Final Fantasy XIV chiefly because it's not a city. You can argue the definition, but cities are generally places where a group of people decided to settle down and stay for an extended period of time. Limsa Lominsa is more like what would happen if everyone went for a hike, a lot of people wound up double-parked, and then in the aftermath, all of the hikers just threw up their hands and decided to stay where they were instead of going home. Even if you ignore the city's ridiculous origin, however, you're stuck with a city that's still ridiculous in its own way. The city's government is determined by boat races, the local pirates come standard so long as they adhere to a few fairly simple rules, and pretty much everyone has an eye toward becoming the top dog. The result is a place that's refreshingly open about all of its dangers, but despite that, it's no less threatening. You'll be threatened by brute force rather than subterfuge, but you're still facing down the wrong end of a weapon.

  • Drink, dice, and debauch with new Wakfu gameplay videos

    by 
    Matt Daniel
    Matt Daniel
    03.21.2012

    Drinking and gambling go together like peanut butter and jelly, so it's only appropriate that today's new Wakfu gameplay videos set the focus on the Pandawa's Pint and Ecaflip's Coin classes. The Pandawa class, as its name would imply, is a class consisting entirely of anthropomorphic pandas with an affinity for bamboo milk and bar-room brawls. The Pandawa's Pint class "will lift both allies and enemies off their feet," but the distinction lies in how they go about putting them down. Meanwhile, members of the Ecaflip's Coin class take a page out of Harvey Dent's book and live life by the flip of a coin. Luck is the name of the game for these devoted gamblers, and they're more than willing to let their lives ride on the roll of the dice as long as a chance at victory is still in the cards, and when you make your own luck, it always is. To see these two classes in the heat of action, just grab a drink, take a seat at the table, and let the dice roll. Or, you know, just click past the cut. [Source: Ankama Games press release]

  • The Mog Log: Point two one

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.17.2012

    So patch 1.21 has finally come out, after what feels like a wait of several thousand years. It's the biggest patch since the last one, certainly, and headlining the whole thing is the introduction of the Job system. Final Fantasy XIV players the world over can finally experience the game as one of the iconic classes that have pretty much been the other shoe waiting to drop since the game's launch. But there's also chocobo barding, new dungeons, new functional improvements, private rooms... the usual confluence of many separate elements in a single patch. It's the biggest one since the last one, in other words. The problem this patch faces with its marquee element, of course, is that jobs are something players have anticipated for so long that there's no right way to do them. However jobs get put into the game, some players will be happy and some won't. The best outcome has never been a perfect implementation so much as an implementation that's done consistently and hits the right notes. And that's arguably what happened, but that doesn't necessarily mean I'll agree that this was the best implementation possible.

  • Massively Exclusive: Make your nation proud with Wakfu's newest dev diary

    by 
    Matt Daniel
    Matt Daniel
    03.12.2012

    Now that Ankama Games' tactical MMORPG Wakfu is live and operational, it's probably about time for players to start getting familiar with the World of Twelve. Thankfully, the fine folks over at Ankama have provided us with a brand-new dev diary to help players to wrap their heads around the nations and territories of Wakfu. For the uninitiated, the World of Twelve is the shared universe of Wakfu and its predecessor, Dofus. Lots has happened in the World of Twelve since the time of Dofus, however. Most importantly, a daft ogre by the name of Ogrest (presumably the older brother of Ogre and Ogrer) gathered the six primordial Dofus and used their overwhelming power to devastate the world, drowning all but seven major island nations beneath the sea. It's up to players to run these remaining nations and restore the World of Twelve to its former power. Of course, it can't all be sunshine and butterflies between the seven nations; we need a reason to kill each other! Aside from the seven main islands, there are also a number of smaller islands that contain valuable -- and sometimes exclusive -- resources. The seven nations, of course, all want to claim these precious goods for their own. Players will have to represent their nations in the battle for these minor, resource-rich islands in order to bring prosperity and bragging rights to their respective homelands. So there you have it, Wakfuians (that's totally a word, we promise). Now click past the cut for the full dev diary video, then get out there and make your countries proud!

  • Have a bloody good time with Wakfu's Sacrier and Xelor classes

    by 
    Matt Daniel
    Matt Daniel
    03.07.2012

    Ankama Games' quirky tactical MMORPG Wakfu went live about a week ago, but the studio is continuing its steady drip of promotional material. Today Ankama is giving players not one but two new videos highlighting a couple of the game's classes. In the red corner, we have the Sacrier class. These bloodthirsty berserkers channel pain into power and will stop at nothing to ensure that their enemy doesn't make it out alive. Meanwhile, in the blue corner, we have the Xelor class, which brings the power of chronomancy to the table. Thanks to their ability to expertly manipulate the flow of time, the disciples of Xelor are a force to be reckoned with on the battlefield. To see the Sacrier and Xelor classes in action, check out both new videos after the cut.

  • Rise and Shiny: A bit of Wakfu, a smidge of Spiral Knights, and some Lime Odyssey

    by 
    Beau Hindman
    Beau Hindman
    03.04.2012

    This week in Rise and Shiny, things did not go as planned. This sort of thing actually happens often enough to almost be a problem: I pick out a title or am tasked with taking a look at a certain game, but communication lines are crossed and the game I was supposed to give a first impressions-style look at closes down its beta in the middle of the week. Like I said, it does happen, enough to force me to plan out my articles on a month-long calendar. Even then, things can change. So instead of talking about the game I said I was going to be this week, Seven Souls Online, I decided to go over the three games that I gleefully jumped into over the last few days. This will not be a typical first impression-style piece but instead will hint at the specific adventures I had while playing these games. These wonderful, wonderful games.

  • Final Fantasy XIV server merges reassessed; merges to take place in March

    by 
    Matt Daniel
    Matt Daniel
    02.17.2012

    Only four days ago, Square-Enix announced that it would be reevaluating the previously announced Final Fantasy XIV server merges based on player feedback. Well, it looks like the reassessment is complete, and the server merge details have been solidified. In a post on FFXIV's Lodestone website, the studio announced that server merges will be taking place next month on Tuesday, March 27th. The stated reason for the server merge is "to improve the player experience during the period up to the launch of FFXIV version 2.0." The studio goes on to add that "new worlds may be added in the future, for example after the relaunch or when player numbers increase." Beginning on March 1st, players will be able to use the site's world transfer application page in order to declare their destination servers. It's worth noting that the early bird gets the worm, and by worm we mean server of choice, due to the fact that once a world reaches its population cap, it will (obviously) no longer be available as a destination. To get the full details on the upcoming server transfers, just click on through the link below to the official Lodestone announcement.

  • Square Enix reassessing Final Fantasy XIV server merges

    by 
    Matt Daniel
    Matt Daniel
    02.13.2012

    Last week, Square-Enix announced that it would be performing a series of server merges on Final Fantasy XIV come this March, during which time the server roster was to be pruned from 18 servers to 10. Maybe you noticed our use of the past tense in the previous sentence. That's because a post on the official FFXIV website declares that Squenix is rethinking the merges in the wake of fan feedback on the matter. The studio isn't prepared to provide any further details but does state that "in order to ensure that the most desirable and effective outcome is achieved, [the company] will be reassessing the method of the merger process." Details will be made public on Lodestone as soon as they come to light, so if you're one of the many who would be affected by the merges, keep an eye on the Lodestone front page.

  • Choose My Adventure: A fond farewell

    by 
    Matt Daniel
    Matt Daniel
    11.23.2011

    Well, ladies and gents, the time has come for the final edition of my run with Final Fantasy XIV on Choose My Adventure. After many travails, I was still unable to hunt down a leveling party, so I'm afraid that is one thing I'm not going to be able to provide my views on during this feature. It's been a good run with good ol' FFXIV, though, and I enjoyed the bite-size samples of each feature I inspected (well, mostly anyway). So after the cut, I'm just gonna recount my general impressions of the game, something of a tl;dr for the ADD folks in the audience. I do want to preface this with a disclaimer, however: This is by no means a comprehensive or complete review. This is my take on the game after playing it casually (about three to five hours per week) for the duration of this CMA. There are many features in Final Fantasy XIV that I didn't get to explore, such as the later levels of crafting, the later levels of combat (which apparently introduce some keen new features such as Battle Regimens), and so forth. That being said, follow on past the cut for my final opinion of my time in FFXIV.

  • Choose My Adventure: Getting crafty

    by 
    Matt Daniel
    Matt Daniel
    11.16.2011

    All right, folks, it's that time again. No, not happy hour. That's not until later. It's Choose My Adventure time, so take a swig of the most potent nearby beverage and sit tight. Last week, you folks voted for me to give Final Fantasy XIV's dungeon-crawling a go so that I could have a sample of party mechanics and do something that wasn't a levequest. However, after standing around for a couple of hours on Sunday and a few more hours on Monday, screaming my lungs out in Ul'Dah asking for a group, I came up empty-handed. The vast majority of parties I saw being advertised were for higher-level content (mostly level 30 to 40+), and I'm still sitting pretty at level 10 and change. So what did I do with my playtime instead? Well, I took the first runner-up (botany and alchemy) and went with that. And what did I glean from choppin' trees and mixin' chemicals? Well, just follow along past the cut and I'll tell you.