Science & Technology

Relax After Saving the World

FFXIV character Estinien Wyrmblood, a long-haired elven man, holds up a scroll towards the camera.

Estinien provides you a map, and an opportunity for journey.
Screenshot: Sq.-Enix

Epic tales demand epic stakes on a regular basis: evils to face, worlds to avoid wasting, the prospect so that you can be, or watch or learn together with, a hero who takes all of it on and triumphs, solely to be known as into motion time and time once more. Closing Fantasy XIV does precisely that, however in its newest chapter, it additionally asks you to do one thing altogether totally different: be a hero on their downtime.

This week, the beloved MMORPG launched its first main content material replace for the reason that launch of its newest enlargement, Endwalker, in December 2021. Patch 6.1, titled Newfound Journey, picks up the place the story of that enlargement left off—a climactic fruits of a narrative Closing Fantasy XIV had been constructing itself in the direction of because it relaunched in 2013.

Endwalker carried the load of eight years of storytelling on its shoulders, and for probably the most half pulled that off to inform a sweeping, epic story of apocalypses lengthy within the making, daring and daring plans of sacrifice hatched throughout generations of time, love, loss, and saving not only a world, however a universe from full devastation. It culminates with a battle between you, your greatest associates, and the magical embodiment of the idea of existential despair reworked into an almighty being able to drowning and dooming total worlds with a tune of dread. You already know, massive previous fantasy stuff. You’re the hero. Hope and friendship beats evil. The day is saved, you assault, and also you dethrone about as near a capital-G-God as you may get, which is saying one thing since you kill gods each different week in Closing Fantasy XIV.

The official artwork for Newfound Adventure, showing a Warrior of Light walking back into the life of a wandering thrillseeker, leaving echoes of their prior jobs behind.

The official paintings for Newfound Journey, exhibiting a Warrior of Gentle strolling again into the lifetime of a wandering thrillseeker, leaving echoes of their prior jobs behind.
Picture: Sq.-Enix

Newfound Journey is the direct reverse of that. Your hero is likely to be the final hero, a Warrior of Gentle now often known as the savior of not simply your house however your total existence, however instances have modified for them. Their closest allies, their duties fulfilled, have gone into one thing of a retirement, disbanding their group—the Scions of the Seventh Daybreak—to go pursue their very own pursuits. You’ve got modified as effectively, your very relationship to the world as the previous fated guardian of its crystalline deity now upended and reworked together with your responsibility completed, leaving you eager for the straightforward lifetime of being a wandering adventurer, as you as soon as had been when your journey was simply starting.

You may have also stopped being a Bunny boy scythe-wielding Reaper, and changed class and appearance alike to be a Lion man who summons primal deities for fun and large amounts of damage. But that might just be me.

Lion man or otherwise, Newfound Adventure tees off a new chapter for Final Fantasy XIV—its developers teasing that this is the beginning of another decade-long saga akin to the escalation from A Realm Reborn, XIV’s reboot, all the way up to Endwalker. But it does so in a profoundly charming manner: by not being the stage-setter for some big, sweeping fantasy story about good and evil. Or at least, not yet. Instead it acknowledges that its world has just reckoned with an escape from calamity, that your character has just saved the universe as you know it, and instead asks: what if you just wanted to hang out and faff about with a few of your friends?

While there is some stage-setting here and there in Newfound Adventure’s new story quests, its primary narrative thread is about your character reuniting with a few of your fellow Scions—Estinien, the brooding Dragoon, and Y’shtola, the powerful Mage in particular—as you try to re-establish yourself as a rumor-chasing, coin-earning adventurer for hire, and also see what they’re up to now that they don’t have to run and fight like the world is literally at stake every day of their lives. Some of them are busy with relief efforts in the wake of Endwalker’s devastation of the world, some are, like you, chasing the life of an adventurer themselves. Some are following old hobbies and studying ancient texts and magical items, for research and perhaps preparation should they ever need to help save the universe again. And some of them are either perfectly happy to drag you into an adventure for that research, like the aforementioned Y’shtola, or some are just eager to be dragged away from that research and do something exciting again, like your fellow scholarly ally G’raha Tia.

Image for article titled Final Fantasy XIV Asked Me to Hang Out After Saving the World, and That's Great

Screenshot: Square-Enix

It’s all very low stakes. There’s hardly any combat within the story quests of Newfound Adventure, save for a dungeon you trek into, because, well, it’s new content in an MMORPG and you have to have a new dungeon to run around in. And while like I said, some seeds are thrown for threats down the line to make themselves known to you, that’s moreso for the player rather than your character to know. For the most part, they’re just vibing: head empty, having fun, going on little adventures for coin and conversation with old friends. That means you are as well.

Endwalker was an incredibly cathartic release on Final Fantasy XIV’s built-up narrative. The way XIV is structured around heavily gated, linear story-driven content, playing through this sweeping climax of hundreds upon hundreds of hours of storytelling and character work is an emotional rollercoaster for even the least-interested player. Throwing you right back into the deep end of things with big stakes and bigger bads to go smack in the face for loot and emotional satisfaction would’ve cheapened both the dire stakes of that story you just went through, and whatever new threat that could’ve been thrown at you. Final Fantasy XIV understands that you can’t just keep the dial always cranked up to 11, and for those stakes to feel truly dire for you and your characters, there has to be this wax and wane in the sense of scale.

Image for article titled Final Fantasy XIV Asked Me to Hang Out After Saving the World, and That's Great

Screenshot: Square-Enix

That’s often hard to get right in a world of seemingly endless franchises and sequelization, where the stakes always have to keep building and building and building. And admittedly, “hey, come back to play this game and hang out” may not be as big an immediate sell as “you are the chosen hero who has to save the whole universe.” But Final Fantasy XIV’s position as an MMO, a living story that keeps on going as long as the game does, lets it do something that few epic adventure tales rarely can: sit and see what happens when a world has to go on, when characters have to go on, when the big world-ending threat is dealt with.

Right now, for Final Fantasy XIV, what happens is hanging with your former comrades and chilling out a bit. There’ll be battles to come: right now you’ve earned a rest, and that can be just as satisfying an experience as battling gods and monsters.


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