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The Mog Log: A decade of Final Fantasy XI

Filed under: Fantasy, Final Fantasy XI, Opinion, Consoles, The Mog Log, Anniversary

The Mog Log header by A. Fienemann
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.

DC Universe Online shows off the new Shield weapon

Filed under: Super-hero, Patches, Previews, News items, Free-to-play, Consoles, DC Universe Online

Based off of a Kirby character who was based off of another Kirby character owned by a competing company.
Shields generally aren't thought of as a weapon; they're usually seen as the exact opposite of a weapon. But in the superheroic milieu, all that changes. A shield is something to be used offensively, and in DC Universe Online's next major update, players will begin wielding the shield for their own superheroic (or villainous) capers. A recent interview with creative director Jens Andersen discusses the intended role of the shield in combat.

Andersen explains that while the new weapon comes along in a very PvP-centered update, it's not meant to be used specifically for PvP; the team just wants to have something new for players to enjoy no matter what. In play, shields are similar to a staff weapon, but unlike most other weapons, the shield can continue to build a combo after a heavy strike by moving back to light strikes. That should make the shield a very aggressive option -- perhaps odd for something that's not generally thought of as a weapon.

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

Filed under: Fantasy, Classes, Game mechanics, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
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

Filed under: Fantasy, Final Fantasy XI, Expansions, Patches, News items, Consoles, The Mog Log

The Mog Log header by A. Fienemann
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

Filed under: Fantasy, Patches, News items, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
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.

Final Fantasy XIV launches patch 1.22

Filed under: Fantasy, Patches, News items, Consoles, Final Fantasy XIV

A man with a plan.  Also a sword.
Feel as if the last major Final Fantasy XIV patch just had too much to absorb at once? Well, you're going to be a bit stuck today if that's the case because patch 1.22 has just gone live and brought with it another host of improvements, updates, and changes. The good news is that this patch doesn't contain the same number of system changes as the previous patch, but that's because of the sheer amount of new content included.

The patch adds another four ranks to the Grand Companies, another set of quests, the new Garuda battle, the first of the hamlet defense points, and more besides. Players will also be able to obtain new items from crafting, gathering, and victory in the Garuda fight, and they'll be able to see the first hints of what will happen to the world as the era draws to a close. Servers are expected to be back online later tonight, and players will no doubt have plenty to explore once they can log in again.

[Thanks to Alex for the tip!]

New preview available for Final Fantasy XIV's Garuda fight

Filed under: Fantasy, Video, Previews, Endgame, News items, Consoles, Final Fantasy XIV

Many-winged angel.
The primals are among the greatest forces within Eorzea, something that Final Fantasy XIV players are no doubt acutely aware of after the clash with Ifrit. The second primal battle is coming, pitting players against Garuda, deity of the Ixali. That means another pitched battle against a superior foe in the Howling Eye, a battle which the official site has just recently previewed with a video of the fight in hard mode and a video preview of the new weapon rewards.

According to the lore, the Ixali revere Garuda as the Empress of Birds, a soaring deity who maintains an appetite for the flesh of land-dwelling creatures. She is the incarnate strength of the bird-men as well as a source of great terror. But just as with Ifrit, players who defeat her can expect to have a variety of fantastic weapons, as illustrated in the video just past the break. Just be careful -- if you aren't on the ball when you fight her, you could find yourself completely blown away.

[Thanks to Alex for the tip!]

The Mog Log: Giving a shotgun to a bear

Filed under: Fantasy, Game mechanics, Patches, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
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

Filed under: Fantasy, Game mechanics, Patches, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
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.

The Mog Log: Head of the newer class

Filed under: Fantasy, Classes, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
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?

PAX East 2012: Defiance's first-ever combat trailer

Filed under: Sci-fi, Trailers, Video, News items, Consoles, MMOFPS, Defiance

Screenshot -- Defiance
PAX East is kicking into high-gear today. Studios are all over the floor showing off their latest trailers and demos, and Trion Worlds is no exception. The studio has just released a shiny new trailer focusing on the upcoming Syfy-Trion collaboration known as Defiance. For the first time since the title's announcement, players get to take a look at the game's frantic FPS combat.

The trailer takes players into the land of the United States' Bay Area, which is in the process of being terraformed by alien invaders, and it's up to humankind to stop them before it's too late. The video gives fans a glimpse of large-scale combat as dozens of characters storm a stronghold by foot, ATV, and humvee to bring the fight to the alien scum, guns blazing. Oh, and the aliens look like the kind of fellows you wouldn't want to meet in a dark alley... or in a well-lit one, for that matter. Just check out those teeth! Load your weapons and get in the fight past the cut.

Massively's on the ground in Boston during the weekend of April 6-8, bringing you all the best news from PAX East 2012. Whether you're dying to know more about TERA or PlanetSide 2 or any MMO in between, we aim to have it covered!

The Mog Log: Ishgardbul, not Ala Mhigonople

Filed under: Fantasy, Lore, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
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.

DC Universe Online makes Legendary members even more legendary

Filed under: Super-hero, Business models, News items, Free-to-play, Consoles, DC Universe Online, Promotions

Wait for it.
Do you want to be a living legend? It certainly beats being a dead legend, since you can enjoy it more. And if you're a Legendary member of DC Universe Online, you already get access to a variety of accompanying benefits. But starting on April 3rd, Legendary members get an even bigger legend with several new benefits aside from free access to all DLC.

So what will you get? PC players will receive a monthly stipend of 500 Station Cash, while PS3 players will see a similar influx of 500 Loyalty Points for use in a new in-game store. For both platforms, you'll get the ability to unlock rare lockboxes for free and a full set of Replay Badges every month. Replay Badges allow you to reset all of your instance lockouts, giving you a chance to play back through content more frequently -- and with 150 of them free each month, your exploits as a Legendary member will be the stuff of... well, you can guess.

EverQuest Online Adventures slays its final dragon

Filed under: Fantasy, Events, in-game, Everquest Online Adventures, Consoles

EQOA
EverQuest Online Adventures, the console spinoff of SOE's EverQuest franchise, is counting down the hours until the server is switched off at midnight tonight. In addition to EQOA, SOE is shuttering three other underperforming titles today: Cosmic Rift, Infantry, and Star Chamber: The Harbinger Saga.

Instead of spending its final days in sorrow, the EQOA community joined the dev team for a series of epic battles against marauding dragons this past week. Players have filled the forums with posts about their favorite in-game memories over the past nine years of gameplay. To compensate players for the loss of their game world, SOE gave EQOA subscribers three months of gold-level status in EverQuest and EverQuest II.

EQOA came out in 2003 on the PlayStation 2 and was one of the first generation of console MMOs. For those Massively readers feeling nostalgic or curious about it, definitely check out our series on the game: part 1, part 2, and part 3.

Lead your Legion into Final Fantasy XI's March version update

Filed under: Fantasy, Final Fantasy XI, Patches, News items, PvE, Consoles

Screenshot -- Final Fantasy XI
Final Fantasy XI's March version update has hit the live servers, and it brings with it a few new bits of content as well as a wealth of updates and adjustments to current systems. The big new feature with this content update is the new Legion battle system, which "is a new battle system intended to challenge high-level adventurers in alliances of eighteen to thirty-six combatants."

The Legion system seems to play out like a cross between a survival and a time-attack game mode wherein players are tasked with eliminating as many high-level notorious monsters as they can within a 30-minute time limit. Each notorious monster the team successfully defeats will yield valuable items and Legion points that can be redeemed for a number of rewards. This is only a part of the new additions to the game available with the March update, though, so if you're interested in the complete details, just head on over to the Final Fantasy XI official forums and have a look.

Massively Features

Events Calendar

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Cataclysm Launch
Dec 7, 2010
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Early 2011

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