Final Fantasy XI: Chains of Promathia

Final Fantasy XI: Chains of Promathia

released on Sep 16, 2004

Final Fantasy XI: Chains of Promathia

released on Sep 16, 2004

An expansion for Final Fantasy XI Online

Final Fantasy XI: Chains of Promathia is the second expansion pack for Final Fantasy XI. This expansion pack brings several new areas, quests, and a new mission storyline to the game. It is also the only expansion thus far to not feature additional jobs.


Also in series

Final Fantasy III
Final Fantasy III
Final Fantasy XI: Treasures of Aht Urhgan
Final Fantasy XI: Treasures of Aht Urhgan
Final Fantasy XII
Final Fantasy XII
Final Fantasy: Crystal Chronicles
Final Fantasy: Crystal Chronicles
Final Fantasy XI: Rise of the Zilart
Final Fantasy XI: Rise of the Zilart

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The best of Final Fantasy XI. I would say this is when Final Fantasy XI finally managed to cement itself as a quality FF game.

stuck in a perpetual state of "a little too much writing", too long overall, but pretty cool for what it is, anyway. the deliberately confusing at points plot is too much so but i appreciate the ambition and it hits in many moments. the final mission in specific is pretty tv show finale-y but in an actually sweet way

the characters not called nag'molada who's just a vaguely funny prick and louverance who's just nothing (though apparently there's more context for him in optional quests?) are all enjoyable, though the kids' bit gets repetitive in that one mission they have their moments, the shikaree sisters are fun, esha'ntarl has a strong presence (and she's bad as hell if you use your imagination a bit or see later official art of her), jabbos, ulmia, prishe, tenzen are all compelling. wasn't as moved as many seem to have been and this is def not one of the best narratives i've seen in gaming but it is good!

visually the cutscenes are mostly a step above serviceable, with a few more striking moments like when carbuncle shows up (carbuncle is super cute!!), but then randomly on chapter 8 they decide to go hard as fuck? (SPOILERS) winged selh'teus, promathia look badass, (SPOILERS OVER) the locations are cool as fuck, the shot composition game goes up. what the hell? it basically suddenly becomes cinema. i'm not complaining i just wish it went that hard more often hahah.

gameplay and presentation wise it's ffxi (so i like it well enough and it's got cool vibes). though they didn't add new jobs or anything here and with the level cap lifted it's a pretty easy task for 99% of it for a lvl ~80 character. i died once on the final boss due to getting silenced and other times elsewhere due to stupid mistakes, and i think that's it. the cutscene strings that happen a bunch of times really reinforce this walk and read nature instead of being more efficient wrt putting you to kill some creatures. i think rotz struck a more elegant ratio between talky and gamey bits but it unquestionably has a less interesting cast/narrative, besides cornelia on bastok missions rank 6 onwards who i love. anyway it's good! cute ending!

I respect it's attempt at providing insane amounts of lore payoff, telling a complex story where characters actively lie and switch side, and regularly changing the point of view. This is FFXI's big one. However, I did not come away feeling as positive as many do about it. Reading small text in long, jargon filled cutscenes that often have hours of tedium filled questing between them made it difficult to keep up let alone find myself invested. Even still, Prishe had me crying and that's worth something.

Note on all expansions: Every part of FFXI takes an enormous hit in my ratings for existing within the god awful, unconscionable interface, code base, and general design philosophies of FFXI. These things are the foundations of the whole game, and thus no expansion can fully escape these sins. Despite this I have chosen to log them all separately because they are each different beasts.

Chains of Promathia is what happens when your DM who is on the spectrum somewhere does some adderall and a line of cocaine and then fixation dumps his whole DnD campaign setting's worldbuilding on you in an incomprehensible word-salad hurricane. To call it "an ambitious story for an MMO in 2004" is like saying that that when Mount Vesuvius erupted it was a bad day to be in Pompeii. To be perfectly frank I believe that this glorious audacity blinds many to the deep, deep problems that haunt the writing of CoP.

While the base game and RoZ were quite notably underwritten, CoP is overwritten in the extreme. There is about 400% more text than there should be, and much of it is a garbled soup of overused jargon that would make Kingdom Hearts blush. This is a story that dearly loves its twists, and it's true that having twists AT ALL in such an era was virtually unprecedented, but CoP just doesn't know when to stop jerking the player around. Almost every major piece of information that is dramatically given to the player for most of CoP's playtime is a red herring that will soon be paved over with newer, similarly incorrect information. When the expansion is nearly over, it is revealed that none of these answers that have been painstakingly collected across these hours of gameplay are true, and that the truth is actually far less satisfying than any of them. As far as the plot is concerned, almost every cutscene can be written off as a waste of time which sends the characters on a dozen more hours of chasing their own tails because the game isn't yet ready to end.

Thank god then, that plot is not all that makes a story. With the exception of a perplexingly tacked-on elvaan dude and a triplet of tedious tarus, the character writing of Chains of Promathia blows its predecessors out of the water. It's characters and many of the scenes built with them are genuinely touching. I would, in fact, be willing to say that this is the first time in the genre's history that an MMO manages to accomplish this... but now we must ask again that dreaded question: Is it worth putting up with actually playing FFXI for?

Maybe. You actually don't have to even start RoZ in order to do most of CoP. You'd need to at least hit what was once the level cap in order to finish it, but the road to playing CoP isn't THAT steep, there's some worthy stuff to see, and with a few very notable exceptions (like climbing a certain mountain for a certain mandatory mission) the missions of CoP don't ask too absurdly much of the player. I'd say it's worth thinking about, but be wary of anyone who tells you that CoP is "one of the best stories in Final Fantasy." These people are narcs and frauds. People who tell you that CoP is one of THEIR FAVORITE Final Fantasy stories however are probably just cool weirdos and it's okay to hang out with them.

This review contains spoilers

It has it's quirks, but most importantly
It's peak

This is such a weird storyline, because it feels simultaneously super messy and confusing but also like it shouldn't be? Characters have mysterious motives and goals that probably shouldn't be mysterious, people have differing pieces of a larger puzzle that don't quite contradict each other as much as they should?

I don't really know how to put it into words, but I liked it. I feel like the atmosphere is a little let down visually - I think there's the seeds of a really fascinating, 'twilight'-tinged story of gods and mortals and what it means to exist but it's carried largely by the writing. I don't quite feel a holistic sense of tone - and tbf, part of this is at least probably playing it 20 years later without all the difficulty of the original.