Tag Archives: MMORPG

Dragalia Lost: Loyalty’s Requiem

One interesting difference between “conventional” MMOs such as Final Fantasy XIV and mobile games with MMO elements such as Dragalia Lost is how they handle side stories and multiplayer “raid” content.

In your average MMO, raid content — typically defined as a series of significant challenges that are dependent on a much larger group of players than the game’s usual multiplayer aspect — remains present in the game after its introduction, but gradually declines in “relevance” as time goes on. In cases like Final Fantasy XIV, where there’s a significant narrative component, it remains worth engaging with to enjoy the story, but the more time that elapses since its original launch, the less helpful it becomes to players in mechanical terms.

In mobile MMOs, however, raid content is typically a limited-time affair, confined to an event that offers special rewards to everyone who participates for a short period of time. And that’s exactly what’s going on in Dragalia Lost right now.

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Cyberdimension Neptunia: Action Neptunia’s Latest Evolution

While the Neptunia series is primarily known for being RPGs, developer Compile Heart’s frequent collaborator Tamsoft has had a number of shots at bringing the franchise into the real-time action realm.

Over time, the scale and ambition of these “action Neptunia” games has expanded considerably, with Cyberdimension Neptunia: 4 Goddesses Online marking the most convincing realisation of the formula to date at the time of writing, blending elements of the mainline Neptunia games with an appealing and enjoyable real-time combat system.

Let’s look at how “action Neptunia” has evolved over time, and how Cyberdimension Neptunia refines the formula.

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Stormblood: The MMO as Musical Theatre

“Video games aren’t movies.” That’s a line of criticism that those who prioritise mechanics over narrative like to level at cutscene-heavy games, particularly those by creators such as Hideo Kojima and David Cage.

And while it’s true that making effective use of games as a form of interactive media tends to emphasise actual interaction over passively watching cutscenes, one can hardly deny the spectacle offered by strongly movie-inspired titles, and the flexibility that entirely computer-generated scenes and characters can provide creators.

Which makes it all the more unusual that so many games focus on movies as their primary inspiration rather than other forms of media. Sure, some role-playing games might be rather operatic in tone, visual novels are effectively “Books Plus” and rhythm games provide a new way of experiencing pieces of music, but video games have never embraced the idea, of, say, musical theatre.

Or so you thought…

This article is also a video! Hit the jump to watch it, or catch it on YouTube.

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Stormblood: It’s a Great MMO, Too

We’ve already discussed how, despite its massively multiplayer online nature, Final Fantasy XIV as a whole is very much an authentic Final Fantasy experience in its own right. But is the opposite true?

If you’ve read the headline you’ll already know that yes, of course it is. But one of the most interesting things about the game as a whole as it has developed from its disastrous 1.0 incarnation through A Realm Reborn and Heavensward into Stormblood is how well it has managed to balance these two seemingly disparate aspects: the strong narrative of the Final Fantasy series, and the sheer amount of things to do and quality of life features that a hardcore MMO player expects from a game like this.

Today we’re going to examine that latter aspect in detail.

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Stormblood: Yes, It’s a Great Final Fantasy

Final Fantasy XIV and its long-running spiritual predecessor Final Fantasy XI are in an interesting and slightly awkward position.

They’re numbered mainline installments of the long-running Final Fantasy series, which, in theory, should attract series veterans, but they’re also massively multiplayer online role-playing games. The latter is a genre typically (and not necessarily correctly or fairly) associated with being time-consuming, challenging and dependent on playing alongside other people — and thus not especially attractive to those who prefer to play games solo, concentrate on story or take things at their own pace.

What we’re going to talk about today is how Final Fantasy XIV is as much a good Final Fantasy as it is a good MMO — and why you shouldn’t sleep on it if you’re a Final Fantasy fan who doesn’t typically go in for online games.

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Stormblood: This Ain’t No Action RPG

Today we’re going to take a closer look at Final Fantasy XIV’s combat mechanics, and how they’ve been refined between the original release of A Realm Reborn and Stormblood.

For those who’ve never played a massively multiplayer online RPG before, Final Fantasy XIV’s mechanics may require a bit of an adjustment, as they’re rather different from the various systems the series has used in the past. But for those familiar with other popular MMOs such as World of Warcraft, the game will quickly become second-nature — with a few important distinctions from the conventions of the genre.

Perhaps the most interesting thing about Final Fantasy XIV’s mechanics is that, although clearly inspired by the way a popular Western title has done things, there’s a strong feeling of “Japaneseness” to them that gives the game a very strong sense of its own identity, making it a unique experience even to MMO veterans.

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Stormblood: Introduction

Square Enix’s second Final Fantasy MMORPG is a big success now, having just enjoyed the release of its second expansion pack, but things weren’t always so rosy.

In fact, the story of how Final Fantasy XIV came to be what it is now is one of the most interesting in all of gaming — and certainly an inspiring example that demonstrates even if you release a completely broken mess of a game, it’s not necessarily beyond redemption.

Today, then, let’s take a look at the history of Final Fantasy XIV as a whole, and in particular how it’s developed since the release of A Realm Reborn in 2013.

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