Elsweyr

Bio

Release for PC, PS4, and Xbox One: June 4, 2019

Developers: ZeniMax Online Studios

Publishers: Bethesda Softworks

Genre: MMORPG

Background

Before I delve into my take on ESO’s newest Elsweyr Chapter, I think it is prudent to share my history with the Elder Scrolls Series. The game that first made me the avid gamer I am today is the Elder Scrolls V: Skyrim. I played it and loved it. From there I played them backwards through Oblivion and parts of Morrowind. I love the franchise and the lore of the world. ESO was no different. I loved it from the moment I started playing it. A lot of hard core Elder Scrolls fans might disagree by saying it is too different from the other games in the franchise. To that I say, go play any MMO. It is a different beast. You have to create more zones, more content, more quests, more everything. All of this is to say, I am not going into this review biased against Elder Scrolls Online. However, I am not going to go easy on it either.

I originally purchased this game back in 2014 for the PC. I picked it up again when Morrowind launched, skipped Summerset, and tried to pick it up again for Elsweyr. However, I almost couldn’t write this review due to the insurmountable issues playing on the PC (directly though ZeniMax, not on Steam) presents. There is a known issue in which not all files are downloaded correctly from their website. This can lead to endless hours of uninstalling, reinstalling, and failed attempts to “repair” the launcher. If you can finally get into the game you may run into the issue I did in which there is no sound other than the sound of weapon swings. After noticing this I tried a few fixes and then just decided to uninstall/reinstall the game. That was when I ran into the most problems. At this point I couldn’t get into the game at all. No matter how many times I tried to use the “repair” function in the launcher, I could not get the game completely installed.

I decided it was time to seek  outside help. I contacted ZeniMax customer support and after an hour or so of proving that my computer could handle the game and this was not a problem on my end, I was told that this is a known issue in which internet service providers block files that they think are suspect. I couldn’t help but think that if no other game has this problem then it is probably not an internet service provider issue, it’s a ZeniMax Online Studios issue. They told me this was not something they could fix and I could try getting a VPN (which cost money or are a virus risk if they are free). That was not going to happen so I asked for a full refund for my Elswery pre-purchase and every purchase I had made since 2014 including in game Crown Store purchases. I told them I still wanted to play their game, but I would be re-purchasing everything on the PS4. To my surprise they agreed to do it. They told me it may take ten business days to complete so I waited, but it never came. I opened another ticket and they made me the same promises. I did receive the refund for the pre-purchase, but that was it. So for a third time I opened a ticket and they again made the same promises. This was about four months ago. Still no refund. At this point I don’t expect it to come and will have to cope with the loss.

All of this is to say, if you are going to play this game, play on a console. I re-purchased it on the PS4 and the game has worked flawlessly.

Review

Elsweyr is one of the best new chapters in the game thus far. At no point did I get bored and need to hop on another character to take a break. This is most likely because everything felt rewarding. The side quest structure was similar to other zones where you complete the quest for an area and the icon on your map turns white telling you what you accomplished there. What Elsweyr does better than previous chapters is set all the side locations on a road that the main quest is leading you down. You can do them as you go and never feel overwhelmed with quests or like you are straying too far from the main quest line. In the Summerset chapter, quests were sporadically thrown across the map and you could find yourself riding across the entire zone continue the quest because you don’t have the wayshrine there yet.

Another thing that felt slightly smoother were delves. They were far less cluttered than some in the past and you almost always had a quest reason to be in them. In past chapters (*cough* *cough* Summerset), developers seemed to forget that delves are meant to be playable solo. So filling them with hordes of monsters isn’t very considerate.  Though I think the most rewarding thing that happened to me while playing though this chapter was being one shot killed by Fus Ro Dah.

There were a number of positives in this expansion, and number of negatives. But, the new Necromancer class struck me as just meh. Somewhere between the two. It was fun, but it was exactly what we would expect from an Elder Scrolls Necromancer class. It didn’t break any molds. Leading up to its release, we were led to believe it would have a huge impact on your gameplay experience because you could use the bodies of the dead as a source of strength and you could be arrested for revealing yourself as a Necromancer near a guard by using abilities. Well, bodies don’t tend to pile up that much and I was never in a situation where I needed to use my abilities in front of guards. So the class wasn’t bad but it wasn’t great either.

I don’t mind being killed by a dragon, but being killed by dunerippers angered me to no end. If I am mounted, sprinting though a valley, and purposely sidestepping these monsters, I should be fine right? No. Somehow, they can way to easily knock you off your mount. They can also be difficult to kill for a level one Necromancer, especially if they call in their buddies from over the hill and are now a pack of four angry monsters who can go underground and become invulnerable whenever they want. They are a bit overpowered in my opinion, and very annoying.

Speaking of annoying, the new tutorial didn’t quite live up to its predecessors. For one thing. The first person you ever speak to in Elsweyr, Zamarak, has messed up animations. His mouth doesn’t move for his first lines of dialogue. Talk about a bad first impression of the chapter. I did roll a few new characters just to see if it was a consistent issue, and it was. The rest of the tutorial was no better. It lacked anything to fight until the end. The first fight you have is to test whether you are fully recovered. The fight forces you to repeat all the fighting mechanics three times. Three times in which to witness the terrible animation. If you use a heavy attack after blocking you can knock your opponent to the ground. But in this case, he would fall to the ground as soon as you start to charge the attack, glitch back to a standing position, and then glitch back the ground all before you had even hit him. As they made you do this three times, I can safely say it was a consistent issue. Normally things like this would just make the player laugh, but this might be the first thing a new player to the game is seeing. ZeniMax is not putting its best foot forward here.  However, the technical issues are mostly isolated to this tutorial. The only other issue of note was quest NPC’s not appearing where they are supposed to be. This caused a few headaches of thinking I was in the wrong spot, but actually the NPC just hadn’t phased in yet.

One thing other MMOs do better than ESO are quality of life changes with every expansion like World of Warcraft’s new portal room and Final Fantasy XIV’s glamour wardrobe. ESO needs to pick up on this trend. In the crown store there are bundles you can buy of rewards you would have gotten for pre-ordering the digital deluxe edition of Summerset. I got the digital deluxe edition but not the pre-order, so I had most of the things in the package except for one item. To get that item, however, I would have had to pay full price for everything in the bundle instead of getting a discount for already owning most of it. Also, quest icons for quests you have already picked up should be different from those that you have not picked up. Otherwise it is impossible to the tell the difference on you navigation bar. Lastly, the new chapter did not come with a free new character slot. I had to buy one in order to make my necromancer. If you come out with a new class, you should give everyone a character slot for free.

-spoiler warning from this point on-

What Elsweyr seemed to struggle with most was its narrative, which is rare for a Bethesda game. It couldn’t seem to decide who the true enemy was, and it had you fight all of them the exact same way: Defeat the Usurper Queen, but her Necromancer gets away. Defeat the Necromancer, but he succeeds in resurrecting the Betrayer. Defeat the Betrayer but he succeeds in helping the Dragons. Defeat one of the Dragons but the other one is definitely still alive and will definitely be back to kill us later. It simply felt very repetitive and like there were two many things happening in a very short span of time.

To make matters worse, the story did not have the epic feel that the developers were clearly trying to achieve and I think the issues go right to the core of how the game is set up. For whatever reason the Elder Scrolls franchise has always shied away from the use of in game cut scenes. The majority of the narrative was told though direct dialogue with characters and some dialogue in the world that could easily be missed if you walk too far away. There are moments in this chapter that are supposed to be epic and grand but just fall flat. The battle for Riverhold is one of these instances. We are led to believe that Queen Euraxia is sending everything she has to attack Riverhold, there are multiple quests prior to her army’s arrival where you are simply preparing for the battle such as gathering the citizens within the walls and helping Cadwell set traps. This creates the feeling that this battle is gonna be huge and we are about the get slaughtered. I will also give credit where it is due in that the battle was one of the first instanced scenarios we’ve seen in ESO. It wasn’t in the open world and the city was altered for the sake of the battle. But it wasn’t taken advantage of. The “army” was a handful of Euraxians and Necromancers fighting NPCs in various locations around the town. The player character doesn’t arrive back in town until the “battle” is well underway. All you really do is show up and shoot a dragon who is conveniently sitting on a house waiting to be shot. But the most underwhelming thing of all happens directly after the battle.

All I can say is thank goodness I was playing though this with my partner or I would have missed it all together. After the battle, Khamira reveals that she is the long lost daughter of the King and Queen, making her the heir to the Rimmen Throne. I had walked too far away to hear this juicy tid bit but I heard it on my partner’s TV because he was messing around in his bags. What the hell Zenimax! One of the biggest reveals of the expansion can be unintentionally missed? Nobody sits around to listen to NPCs talk to each other after a battle!

This isn’t the last time Khamira gets the short end of the narrative stick. She has two rather important moments in the Throne room after her reveal. One in which she holds a war council to decide our next move against the remaining threats and the other when she is crowned Queen. Both of these are un-instanced. There are players running in every direction, sorcerer and warden pets standing on top of Khamira, and people performing very noisy spells just for fun. Its like ZeniMax forgot this was an MMO. These epic and awe inspiring moments are ruined by the way they are presented to us. These should have been cut scenes or at the very least a solo instance free from annoying players who don’t care about the story.

Don’t get me wrong. The story of this chapter is one of the best yet. It is just the way in which it was told that causes concern and not everything is as fleshed out as it should be. Abnur Tharn is the reason the dragons have returned, and his sister is the usurper Queen, so why in a million years would the Khajiit trust him? There are several passing remarks on this in dialogue, but none seem to explain his presence. There are also just places where the writing is lazy. In the tutorial almost every character you encounter says, “Its not every day someone survives a dragon attack,” at least twice. In the Merryvale Farms quest line you rescue a father and his three daughters. All four of them have the same set dialogue lines that you have to click through the advance the quest. Lastly, I had high hopes for the integration of the necromancer class in the game especially after one of the first quests I did had me tell an NPC that I was a Necromancer. But this was the only time it ever came up. Throughout the rest of the game, story characters throw a lot of shade at Necromancy, all the while ignoring the fact that you are one. They also call you an outsider even if you are playing as a Khajiit. Things like this need to be integrated into the game, considering the RPG element is the game’s backbone.

Finally, what sealed the fate of this game in my mind was the time gated Southern Elsweyr content. Pelletine will not be available until November of this year as a zone DLC, meaning it is not considered part of the Elsweyr chapter. For this reason I am not including it in this review. While I like the new approach to spreading out content, this can be done through post expansion patches, as proven by World of Warcraft and Final Fantasy XIV. All of Elsweyr should have been accessible at launch, considering the chapter isn’t called Anequina. As a subscriber, I don’t have to pay for DLC content, but if those who don’t subscribe have to pay for the Dragonhold DLC, the company will prove it only split the two up for the profits. However, I still hold out hope that Dragonhold will be free for everyone who owns the Elsweyr chapter. It would be like making World of Warcraft players pay to go to Argus or Nazjatar, which were additional zones added to the game during an expansion as bonus content.

Feedback

The Elsweyr chapter is a mixed bag. It has its great moments, but they are currently being overshadowed by its pitfalls. In my opinion the following feedback items would go a long way to correcting this chapter’s path:

  1. More focus on the way the story is told, either through solo instanced areas when conversations happen, or actual cutscenes using in game graphics.
  2. Entire zone at launch. What we got is not an expansion by MMO standards. It was a patch at best.
  3. Give players something to work toward in endgame. I know this game’s “Tamriel Unlimited” makes its endgame different, but that doesn’t mean it shouldn’t have one.
  4. Quality of life changes such as bundle discounts for already owned items, differing quest icons for main scenario quests, and additional character slots when new classes are added to the game.
  5. More attention to the player character. We need to be recognized for what we are. Not all Khajiit players consider themselves outsiders, and don’t talk crap about Necromancers to someone playing as a Necromancer.
Overall

Overall this chapter was enjoyable, but it was simply missing most of things that make an MMORPG great. This rank is specifically for the Elsweyr chapter and its content, or lack there of. I love the Elder Scrolls series and I love MMOs but this chapter did not live up to either. I give Elsweyr the rank of:

Rank

Anthem

Anthem Bio

Release for PC, PS4, and Xbox One: February 22, 2019

Developers: BioWare and Motive Studios

Publisher: Electronic Arts

Genre: Online Multiplayer, Action RPG,  and Shooter

Anthem Review

The best way to describe Anthem is as a cross between Mass Effect and Destiny. It is quite obvious that this game was designed to be a direct response to Destiny’s early success in the hybrid MMO Shooter genre, but like many EA games of late, it was rushed, unfinished, and over hyped. This is not to say, however, that this game is all bad. It has its positive traits, but they are surrounded by a lot of rough edges.

To start, this game has some of the best graphics I have ever seen in an online game. Or any game for that matter. It also has cutting edge animation and voice acting, specifically for characters like Owen and Dax. Not only are both of these characters animated to the finest detail, but they are hilarious not just in their lines, but in their body language as well. Finally, perhaps one of the games most defining features is flying. This is done in a suit of mechanized armor called a ‘Javelin’. Flying is an essential part of every mission or task that takes you outside of Fort Tarsis, the games central hub. It looks amazing, and shows off just how sprawling and detailed the landscape of Bastion really is. These aspects of the game are the diamonds in the rough. The rough will need more than just one paragraph dedicated to it.

The most important aspect in any self respecting RPG is character creation. In order for a player to truly be able to get into the mind of their digital self they have to be able to create it. Anthem does not allow you to do that. The only “Character Creation” at the beginning of the game is choosing the face of your Freelancer from a list of preset options. Once you choose that, its over. There are no sliders or customization options of any kind. A tweet from executive producer, Mark Darrah, states “We have focused our personalization efforts on the Javelin. For the pilot you will pick a pre-generated head from a list”.

These “efforts” he describes are laughable. The only customization options you have for your Javelin are the material (most of which you cannot tell the difference between) and the color. If you want to change the actual appearance of the armor you can, for a price. The Legion of Dawn edition of the game comes with a Javelin skin for each class, but this version is $20 more than the standard. The only other way to get armor skins is to buy them from the in game store. You can do this with either in game currency or shards, a currency purchasable with real money. To put it in perspective, I was able to buy a helmet with in game currency, and then I couldn’t afford to buy anything else without shards because a lot of the armor sets come as a package deal of four.

To top it all off, the default helmet for each class will open during certain cut-scenes so that the pre-generated face you chose will be visible. But any other helmet that you can get, including the Legion of Dawn helmet, remains closed permanently. Each class has a cinematic that appears briefly before loading into an expedition (most of the time it gets cut off by the loading screen, even though it should simply be the loading screen). Even this cinematic is affected by the closed helmet issue. Each class also has a unique Javelin appearance. The Colossus is a huge lumbering tank. The Ranger is less bulky but, by no means slim. The Storm and the Interceptor are both form fitting, which makes it quite obvious that the Storm was designed for male pilots and the Interceptor was designed for female pilots. The gendered look of these Javelins doesn’t change regardless of which gender you choose for your pilot. This is what I hope was an oversight on the developers’ part.

The largest problem with the game right now is the high latency, lagging, and frequent disconnection. I would expect this from a game on Launch week, but I didn’t expect it from a game a week and a half after launch. Any time a player loses connection from the game, the entire game restarts. The intro logos play, and you have to reconnect to the server with a load screen, and then load again to get wherever you were before you disconnected. It seems as though Fort Tarsis is an “offline” area as there are no other players to interact with. So if a player disconnects while in Fort Tarsis, disconnecting shouldn’t matter. The game should be able to reconnect in the background and not effect players whatsoever. If you disconnect on an expedition (which will happen a lot), things get trickier because that’s the multiplayer part of the game. By far the worst offender is free-play. This is the part of the game where you can freely explore the world with no specific mission or objective. The first time I tried to load into this, my game disconnected before I could load in, then while trying to load back in it disconnected again. When I finally got into the game, I fell out of the sky multiple times because the latency was so high. This is not simply an internet connection issue as according to threads, this is happening for the majority of players.

Once you can actually play the game, you are faced with another challenge. Anthem doesn’t believe in tutorials. You start the game in a Ranger Javelin, but you barely do anything other than watch cut-scenes (which were pretty amazing I’ll admit). Once you start playing for real, you can choose one of the four Javelins. Good luck learning how to play them though, because there is absolutely no instruction. Side note: if you play as a Storm, the objective is to be in the air as much as humanly possible. You should only be on the ground if you are overheated. The game also doesn’t explain what free-play is or how to harvest material even though a main story quest requires you to understand both. Lastly, it doesn’t explain Strongholds and how they are different from other expeditions. After the quest it stays on you map and the quest you got to go there never actually completes.

It is clear that Anthem was supposed to be BioWare’s attempt to break into the multiplayer market, as their main titles are historically brilliant single player games. They have a lot to learn about online play because playing with others is difficult to say the least. When in a party or “squad”, group members can go into any expedition that the party leader has unlocked, but they won’t receive credit for the quest that takes place there. This shouldn’t be possible. If a player doesn’t have the quest that unlocks an expedition, they shouldn’t be able to go on that expedition. When you return from expeditions, and start cut-scenes or go about your business in Fort Tarsis, the party is dropped and you have to re-invite everyone before venturing out again. The expeditions usually start with voiced dialogue between the quest giver and your freelancer, but this dialogue begins when the first person loads in. If you are the last to load in, you probably missed it all and your squad it likely already on their way to the first objective. The dialogue should play individually for each person in the expedition or it should wait for the last person to load in, thus keeping everyone on the platform until the last person is ready.

The things that probably solidified my feelings about this game happened at the end. First during the final battle in the Heart of Rage and during all associated cut-scenes, my cloak lost all physics. I made it silver, so it looked like I was wearing a windshield protector on my back the whole time. My partner wasn’t in his cut-scenes at all, so I guess I got the better end of the deal. Once this battle was over, the story was over, and I was in the end game. I was surprised by this. The story felt incredibly short. I could have finished it all in less than a day of continuous play if I had been so inclined. Aside from that there is no end game. You can replay expeditions or do contracts, but that is about it. There is no story or any other element to keep you engaged.

Anthem Feedback

I can’t sum up my feedback for Anthem in one paragraph, but I can choose some of the biggest things I think the developers need to work toward. Normally I would never say this, but this game should not look toward the future. At least not yet. There are way to many issues in the here and now for the developers to even be thinking about new content or story. The biggest things Anthem needs to work on are as follows:

  1. Fix the connection issues. It makes it almost impossible to play the game most of the time. I play on a PS4 but I can’t imagine it is any better for the other platforms.
  2. Customization needs a total rework. Don’t make a game with amazing graphics and then not let us create a character with them, and if you’re going to claim Javelin customization is the trade off, there had better be easy ways to obtain armor pieces, like as rewards from expeditions.
  3. Story. Story. Story. I always look for story and in Anthem there was not enough. Especially for a BioWare game. It is too short, and honestly, I care more about Matthias and Dax than I did about Faye and Haluk.
  4. Make that awesome cinematic before expedition launch the actual loading screen. The loading screen doesn’t need a preamble and it certainly shouldn’t interrupt it.
  5. Better tutorials and explanations of the game. Don’t assume everyone is a veteran player. What if I’m a twelve year old and this is the first video game my mom bought me?
Anthem Overall

This game needs a lot of work. There isn’t much more to say. It has a lot of potential and in a lot of ways its better than Destiny, but in more ways, its not. I honestly can’t say I recommend this game as it stands. Maybe if they knock $20 off the price, or if the developers take a hard look at the game and actually try to make it better. As it stands, I give Anthem the very generous rank:

Anthem Rank

Foundation

Foundation Bio

 

Foundation: Early Access release on PC: February 1, 2018

Developer and Publisher: Polymorph Games

Genre: Sim, Medieval City Building, and RTS

Foundation Review

Considering this game is still in early access, it plays like it is in the end stages of development with very few bugs or glitches. This crowd funded city builder boasts a grid-less building system, an original soundtrack, and some of the best graphics in the genre, yet despite all of this, Foundation is far from perfect.

The key to successfully navigating a sim or city builder is knowing the ins and outs of the game. In the case of Foundation, the do or die aspect is resource management. Villagers need a few basic things in order to stay in your village: Multiple kinds of food, easy access to water, a local church, and clothing. Providing these things requires an intricate network of resource chains that can easily become overwhelmed by an influx of immigrants.

This influx is something the game fails to prepare you for. Everything seems fine one moment, and the next, all your villagers are leaving. The tutorial, unlike in most games, is simply a pop up window that appears before your first foray into the wild world. It gives you a few basic tips and explains some of the game’s more basic features. In a game as intricate as this, however, that is not enough. The tutorial needs to be a scenario that players play through. This is best way to reach all the types of learners. You can read what to do, see what to do, and then actually do it.

The most essential part of managing resources is your villagers. Without them, you have nothing. So don’t lose them. Their visual design may not be the most realistic, but they are adorable (unless you look at their portrait on the villager page, there they are quite ugly). These villagers walk with the weight of normal human beings, for they create a dirt path everywhere they walk. Most games require you to build a dirt path because that makes a lot more sense… Though these other games might be on to something because the villagers tend to create paths that make no sense, like walking all the way around a lake to build a bridge that crosses it instead of starting from the side they were already on.

Villagers receive unique names upon arrival at your village such as Edith and Frederick. Once your population grows, however, you get names like Male #456 and Female #1740. This starts to happen around 100 villagers. It is hard to imagine why the game cannot generate names for less than 100 people. It is also hard to imagine why the only way to populate your village is through immigration. Is there something in the well water? Are all of the villagers sterile or barren? If this is supposed to be historical, procreation is a well regarded historical fact.

Though the game is largely well done, there are some issues that should be resolved sooner rather than later. Hitting the escape key does nothing. In almost every other game I have ever played, that opens the menu. According to reviews on steam, the game is prone to crashing. I have played the game for a about a week now and it did crash, but only once. Villagers refuse to use clearly placed doors on churches. They simply walk though the walls wherever they please. They also get stuck in their own homes. The only way to fix it is to let them get angry enough to leave the village because they cannot eat or drink, or delete the house and rebuild it. Lastly, one of the most annoying errors is a message that says “No farm field zone for farmers”. This message comes up despite the fact that half the land I own is designated as a farm field.

Foundation Feedback

What Foundation needs most is for the developers to continue on their current path, but also, to look past it. This game has the potential to be the best in the genre, but it needs something new. Give it some story, voice acting, or animated cut-scenes. I want to be making this village for a purpose. What is this city the foundation of? What we need from the game is as follows:

  1.  Something new and unique to the genre. Gridless placement isn’t enough.
  2. Add a speed faster than x3, at the endgame, all I can do is sit and watch.
  3. Allow players the option to place houses on their own. The automation means we have less control over the shape our village takes.
  4. A more modernized UI. The current one looks like it is from the 90’s and is too small.
  5. Lots and lots of buildings and workplaces. Why is wheat the only thing we can farm?
Foundation Overall

 

This game is well on its way to become one of the best in the genre. I enjoyed this game, and people who like this type of play will love it too. It does need work, but it is still in early access, so it is impressive that it is already this good. I give Foundation the rank:

Foundation Rank

Stormblood

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FFXIV Bio

A Realm Reborn (Base Game) Release on PS3, PS4 and PC: August 27, 2013

Heavensward (First Expansion) Release on PS4 and PC: June 23, 2015

Stormblood (Second Expansion) Release on PS4 and PC: June 20, 2017

Developer and Publisher: Square Enix

Genre: MMORPG

FFXIV Review

The teams at Square Enix have always been some of the best storytellers in video games. That passion for narrative unsurprisingly reappeared in Final Fantasy XIV: A Realm Reborn and continued into the games two expansions: Heavensward and Stormblood. Many players would agree that FFXIV is one of the best, if not the best, MMO on the market, and its narrative focus is one of the biggest reasons for that.

The problem with being the best is a tendency to make a mold and stick to it. Stormblood is a wonderful addition the FFXIV universe, but it isn’t that much different from past expansions. When it rolled out in June, the only “new” feature it boasted was the ability to swim in select zones. Everything else was simply a new version of things players had seen before. The biggest example is the new primals (bosses). Every expansion has its primals and there is no denying how fun, or sometimes infuriating in a good way, those fights can be.

These fights are something players have  come to expect and will no doubt be in every expansion to come. The issue with the primals this time around is that they were poorly worked into the story. The main story focus of liberating Ala Mhigo and Doma felt like it took a short commercial break while the Warrior of Light was made to deal with yet another primal threat…twice. Lakshmi especially felt like the developers said, “Oh shoot we forgot to write in a second primal fight, lets throw one in randomly right before the end where it makes the least amount of sense.” At this point the Warrior of Light receives a crash course on the beast tribe called the Ananta before being thrown in head first to fight their “Lady of Bliss”.

The new zones of the Expansion are Gyr Abania and Othard. Othard is wonderfully rendered and contains areas that are clearly inspired by places like Japan, China, and Mongolia. The new main city, Kugane, while the most beautifully done thus far, is also the most loosely tied into the story. It is not part of Doma, the area of focus in the region, and it is not controlled by the games villains.  Hopefully this issue with go away as the patches introduce more story into the game. Right now it feels like it was put into the game simply because the expansion needed a main city, even though all the necessary vendors for end game gearing and content are in Rhalgr’s Reach.

While Othard was new and well done, Gyr Abania was not. The graphic detail and size of the zone were breathtaking, however, the scenery and aesthetic were far too similar to things the game has already done with Thanalan, a base game zone. It gave players another desert climate area with a lot of snake and bug themed monsters. It didn’t feel new or inspired.

The new classes, Red Mage and Samurai, were some of the best thus far. I personally have played mainly as a Bard thus far and am now considering switching my focus to the Red Mage class. Red mages are a hybrid mage class using both White and Black magics. They can be devastating attackers while also being excellent healers despite being classified as DPS. Samurai are a pure DPS class that truly pack a punch with their devastating combos.

Both classes were well done and deserving of applause. The only issue they present is the fact that they are both DPS classes. Heavesward introduced a Tank, Healer, and DPS class while Stormblood only added to the already long list of DPS classes. This makes the long dungeon queue time for DPS even longer.

The developers made the decision to make Class Armor a class quest reward as they did in A Realm Reborn. In Heavensward it was changed to make the armor obtainable by purchase with hard to get tomestones (in game currency obtained through finishing dungeons). It is good to see that the team can admit a mistake and correct it.

For the most part class ability additions and changes were good, except the the removal of the Summoner ability Sustain, which allowed players to heal their pet. As a Summoner, I found my tank pet was constantly dying and once re-summoned would have a hard time regaining aggro. I worry that changes like this are going to become common as the class ability pools get too large and the devs have to start stripping away old abilities that may have been crucial to the way a class is played.

Finally, the expansion introduced a new mentor system that allowed long time players to help coach and mentor returning or new players. This system sounds wonderful in theory but was not in reality. Personally I have been in numerous dungeons with player who have the mentor icon but don’t know any of the mechanics and don’t speak at all in chat. They aren’t willing to communicate and isn’t that what being a mentor is? The selection process for mentors needs to be much more rigorous.

FFXIV Feedback

Mostly what I want from the next expansion is a break from the norm. Take risks, introduce things that are completely new. For example World of Warcraft introduced Garrisons in Warlord of Draenor and Artifact Weapons in Legion. Garrisons weren’t very successful but at least they took the risk. So my main feedback points are as follows:

  1. Put the Warrior of Light back in the spotlight. Side characters are more than welcome to share it, but Lyse just took it away completely.
  2. Stop relying so heavily on post-expansion patches for the bulk of new content and story. If that isn’t possible, the patches need to be closer together. Its almost October and we are still waiting on the first major patch.
  3. Stay true to the base classes, find a different way to add new things to them without taking the abilities away completely. Maybe try the subclass route the World of Warcraft took.
  4. Summoners need more egis! Or at the very least a much wider array of skins to choose from. Where is my Shiva, Rhamu, Leviathan, Ravana, Bismark, Sophia, Sephirot, Zurvan, Susano, and Lakshmi skins!
  5. Continue to be a great game that I will never get tired of.

FFXIV Overall

This game is still the best MMO on the internet. I struggled to find fault with it, and that is a good thing. It has a rich story full of unique characters and I have been in love with it since day one. If this were a review of the entire game it would easily be ranked 4.8 or 4.9. But since this is just a rank for Stormblood, and the expansion itself didn’t introduce any game changers or break the mold in any way I give it the rank:

FFXIV Rank

Destiny 2

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Destiny 2 Bio

Release on PS4 and Xbox One: September 6, 2017

Release one PC: October 24, 2017

Developer: Bungie

Publisher: Activision Blizzard

Genre: FPS and MMORPG

Destiny 2 Review

First person shooters are difficult to get used to. Personally I will always prefer a nice third person perspective to a first. That said, Bungie has done an excellent job keeping the balance between the two. While holding a gun, the camera is in the first person, but while holding a sword, riding a sparrow (a hover bike), or in a safe zone, the camera changes to third person. This allows you to see you character and choose from a wide variety of armors and shaders to get the perfect look for your guardian.

Destiny 1’s character creation was annoying in that it did not allow you to spin the character around and see the back of their head. The only way to see the back of the head was to pick the hair, play through the lengthy intro and get to the Tower, the first safe zone. Something this minor would have been easy to fix for Destiny 2 but the developers chose not to. The same problem sill remains and the intro is even longer this time around. The graphics on hair specifically also seem to have gotten slightly worse, though I don’t understand how that is possible.

In fact there was not a single change to the character creation whatsoever. No new hair, face, or color options were put into the game. I could have easily overlooked this if there had been at least one new playable race, or even a new class. Neither of these wishes came true.

In Destiny 1, a shader would change the color of  your guardians entire outfit. In Destiny 2, changes were made to the shader system. Now, instead of changing the entire outfit, each shader changes only one piece of armor and is consumable, unlike in Destiny 1 where they could be infinitely reused. With the changes also came the ability to shade your weapons, sparrows, and ships, doubling the customization possibilities.

Every planet in the game has an armor set for each class, and a specific shader that it puts on any armor that drops on that planet. There are also armor sets and shaders available for Crucible, Strikes, and Meditations. To get theses armor sets the player has to acquire Tokens for that planet (or game mode). About twenty tokens will earn you an engram which has a chance to give you anything from a number of planet/mode specific options. The grind for tokens isn’t hard, but the chance of actually getting the pieces of armor that you want are very slim. This system would work much better if players could simply turn in a specific number of tokens for a specific piece of gear. Relying on a random number generator isn’t good for game morale.

Destiny 2 is supposed to be a sequel to Destiny 1, but it feels more like an expansion. The game has remained largely unchanged. It has new planetary bodies (two moons and a centaur) to explore but when on missions, you are taken to the same area of the map over and over again, just like in the first game. There are no new enemies to fight as The Kabal, the Fallen, the Vex, the Hive, and the Taken all make a reappearance on one or more of the new planets.

Destiny 1’s story-line was one of things it took a lot of criticism for. The way it was presented felt bland and generic, despite every race, playable or not, having a deep and rich backstory. The problem was that this story was never put in front of the players. To get into the story, players would have to spend hours on google rather than actually playing the game. In an interview with IGN, Cinematic Lead, Matthew Ward, said, “I hope people complain about how much story we have at the end of this.” It is admirable that the developers have listened to the fans and tried to put more story in the game, however, if you expect the narrative to live up to games like the Mass Effect Trilogy, you’re going to be sorely disappointed.

This is where I, as a creative writer, have to take a step back and say that the following is not objective at all. This is my personal, unfiltered, opinion of the “story-line” of Destiny 2. The change that bothered me the most was the decision to remove the voice acting for the guardian. I played a male Awoken Warlock in Destiny 1 and his voice fit him perfectly. In Destiny 2 you play as a mute who is constantly getting cut off by their ghost just in time to not have to speak. Besides this, your custom guardian appears in less than half of the cut scenes. It is even more rare for the guardian to have their helmet off. Most of the “story” revolves around the main villain, a Kabal named Dominus Ghaul. His cut scenes take up at least 60% of the story and they are all marked by the ominous red legion logo.

To top it all off, what should have been the biggest moment for the player (a cut scene in which the plan to take down Ghaul is devised), your guardian isn’t even there. It is just Zavalla, Ikora, and Cayde. In an RPG, the goal is to involve the player character in as much as possible. It is very rare for a game that has customizable characters to sideline the player as much as Destiny 2 does.  If most of the game takes place without the player present, it can no longer be considered an RPG.

Destiny 2 Feedback

To the developers of Destiny 2 I say we need more. Not more of the same, we the players need a completely new experience that sets itself apart from Destiny 1. New enemies, deep story that seeps into every corner of the game (which it does not do now). More importantly it must make the player feel like the hero, because lets face it, we won the day, everyone else just helped. My top requests are as follows:

  1. More REAL story, not the cookie cutter story-line happening now.
  2. Bring back permanent shaders. No matter what your reasoning was or what you thought it would achieve, it didn’t work. Don’t fix something that isn’t broken.
  3. No more random engrams. Being able to buy armor directly with tokens would make the game so much less stressful.
  4. Do not make the players spend money to put a shader on something. We should not have to spend 15,000 glimmer to shade a ship that only cost 5,000 glimmer to begin with.
  5. Get rid of Legendary Shards. Right now the only use for Glimmer is shading things. Give glimmer its value back and have us spend that to dismantle armor pieces for their power.
  6. Put a raid matchmaking in the game just like the strike matchmaking. Some of us are not hard core gamers who have a ton of people ready to raid with us. Add difficulties like World of Warcraft so that clans can still do the harder modes while casual players can use the matchmaking system.
    • If the matchmaking isn’t possible, add chat to the game so players can communicate and organize themselves. (It’s possible for console, Final Fantasy XIV has it).
  7. If two players are in the same location and join each other’s fireteam, the one joining should not be flown into space to then come back down and be right where they were five minutes ago. It really shouldn’t even require a loading screen.

Destiny 2 Overall

Overall Destiny 2 is still a great game that I enjoy playing. The biggest issue with it is that it is far too similar to the original. It doesn’t feel like a brand new game, and most of the problems with the first game are still problems now. If this were the first game in the series I would give it a 4.8 out of 5.

That said it isn’t the first game in the series and the faults far outweigh the positives. My rank for Destiny 2 is:

Destiny 2 Rank