This review covers everything up through Patch 6.58, though I won't be discussing the story much as I think it's more subjective and something you should just see for yourself. I also want to mention I am not well-versed in MMORPGs, having only played a bit of MapleStory before this. I am aware that many other MMOs, including FF11, have (or had years ago) more in-depth gearing, combat, and social systems compared to this game. I'm merely looking at FF14 for what it is at the time of writing (2024). If you are a seasoned MMO player looking for a recommendation, maybe read something else.

This game, for me anyway, is everything I could want out of a Final Fantasy and Animal Crossing game all at once. The world is simultaneously enormous and richly detailed, with more expansive lore than any previous FF. There's a huge variety of locales, races, and creatures, all quite reminiscent of FF1-6. Every zone, city, and dungeon is visually and musically distinct. The combat is simplistic in terms of decision-making and player inputs, focusing instead on dodging increasingly complex attacks. When you're up against higher-end bosses, the game loop is actually more reminiscent of Punch-Out. You go in, die a bunch, learn the puzzle, then try to execute it. The hard part is doing the dance with 7 other people. It doesn't feel much like an RPG despite all the numbers flying everywhere, but it is a lot of fun. The story moves at a glacial pace, but it's always entertaining and remains intriguing throughout. Even ARR has its moments, and a lot of smaller threads here are followed up in later expansions. I think it does a good job of introducing Eorzea and characterizing its inhabitants. This is the most engrossing world I've been in since Xenogears, though obviously the writing is nowhere near as strong as that game.

The biggest issues of the game are structural ones that have arisen out of the need to constantly feed in fresh new "content" at such a regular pace. Every expansion opens up with a split questline, dungeons are always Lv. X1, X3, X5, X7, X9, and X0, trials are always Lv. X3, X9, X0. There are always 6 zones with 10 aether currents each. There's always 5 patches afterwards, and you always know when the next raids and gear will drop. The Scions can't die because they need to be on the cover illustrations for every expansion. There can't be any cataclysmic events because you still need to be able to teleport to Limsa and check the market board. It's extremely consistent and predictable to a fault, for sure handy when planning to play or take breaks, but it makes it difficult to write a compelling story around.

But an MMORPG is more than just its story. I think people do this game a disservice when they claim that FF14 is simply a single-player JRPG with MMO features. If they made a single-player offline version of this, leaving as much as they could the same, I think most people would find it dull, myself included. Even with the antisocial Duty Finder and newly-finished Duty Support system, it's clear that this game is still designed for multiplayer. But that isn't a bad thing, far from it. I think the developers have their priorities straight here, and it's better to focus on the gameplay and social elements to keep the game alive. It's impressive that the team has been able to keep the plot going as smoothly as it has despite the MMO structure, Shadowbringers and Endwalker have shown they're willing to take more risks on this front. If you wanted a more concise, single-player oriented plot, there are other FF games that offer this instead.

The multiplayer elements are where the game really shines the most. There's the obvious stuff like raiding together with friends, but for me the biggest strength is simply being able to meet new people and form lasting bonds with them while playing as my custom-created character. It really emphasizes the actual role-playing aspect of FF which isn't really a common feeling outside of FF1, 3, and 11, and it really sells the idea that I'm playing as my own adventurer in this world. I get to experience my own individual story on top of the one the writers provide me. The world always feels so bustling and full of life, even if this is mostly limited to cities and the Gold Saucer.

Speaking of which, this game is rife with engaging side content. Crafting, housing, and clothing customization are considerably more in-depth than Animal Crossing: New Horizons, a game whose only strong suits are crafting, housing, and clothing customization. Triple Triad, Mahjong, and Verminion are practically their own entirely separate games. PvP is kinda janky, but it's still a fun distraction, even moreso with a group of friends. Savage and Ultimate raids are some of the most difficult challenges in any FF. The Sightseeing Log provides some interesting platforming challenges. There's dozens more things I haven't even tried yet like Palace of the Dead which have their own unique mechanics and goals. And those are just the group activities the developers provide for you. Players have created their own multiplayer experiences through hunt trains, public concerts, and venues - from cozy cafés to nightclubs.

Around every corner, it always feels like there's some fun activity to do with your friends, and I think that is what makes the game so special to me. It's a game made for you to sit back and enjoy the moment, to soak in the world, and to make new friends. Remarkably, FF14 does a good job catering to both social and antisocial players, too, so if you don't want to interact with anyone you rarely ever have to. The US version of Animal Crossing on GameCube had this tagline on the back that always stood out to me: "the real-life game that happens every second of every day, whether you're there or not." Since Wild World, I don't think any game has made me feel that way until FF14.

Reviewed on Apr 15, 2024


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