Fortnite: Chapter 2

Bio

Initial Release Date: July 21, 2017

Chapter 2, Season 1 Release Date: October 15, 2019

Developer and Publisher: Epic Games

Genre: Battle Royale, Action Shooter

Fortnite is an online Battle Royale game for all platforms that made headlines this week after the entire game and all its social media accounts were sucked into a black hole. This marked the official end of Season 10, and left the fan base in total chaos. While most players expected an over the top live event, most assumed Season 11 would begin immediately thereafter. Instead players were left to stare into the empty abyss of a black hole from about 2pm eastern time Sunday October 13th until early morning Tuesday October 15th. When the game came back online, fans were greeted with Fortnite Chapter 2, Season 1. This fresh start came with a whole host of changes: An entirely new map, new cosmetic outfits and styles, new vehicles, new ways to gain experience, and new weapons. With all these new things, there is a lot to cover, so let’s dive right in.

The End

This event was highly anticipated. In the final weeks of Season 10 players were able to complete the “Last Stop” and “Out of Time” challenge missions. Through these, we learned more about the visitor and his plans for the island we had been playing on since Season 1.  The developers also added a rocket on top of the warehouses at Dusty Depot counting down to “The End”. When the time finally came, players logged in to find they couldn’t play any actual game modes, everyone was being placed into an instance called “The End” and the only part of the map that was accessible was the area around the Meteor and Dusty Depot. Those who were lucky enough to make it into the instance witnessed a stellar display of rockets flying in and out of rifts that appeared all over the map, eventually they collided with the Meteor and all disappeared, there was a brief pause before the final crescendo sent all the rockets and the meteor hurtling toward the center of the map, Loot Lake. Upon impact all the players in the game were thrown back and given a front row seat to watch as the entire island was sucked into an anomaly, which eventually consumed the players as well. Monitors, Televisions, and Cell Phones across the globe went dark and players were left with nothing but a black hole where Fortnite used to be.

Never in my entire video gaming career have I been a part of an in game event at this scale. Millions of people tuned into this and Epic Games was nothing if not prepared for the strain on their servers. I was one of the lucky ones who got in to see it first hand, although I got in late, so I was already floating and watching the island disappear. But those stuck in the lobby were not forgotten. As the players in the game were sucked into to black hole, so to were the ones in the lobby, who received a cinematic all their own. 

This is where the intensity and grandeur ended. Most players, including myself,  expected Season 11 to begin immediately following this event. Instead we were left staring at a black hole for 36 hours. To their credit, Epic games did throw us a few bones. Almost as soon as black hole watch began, some gamer out there decided to input the classic Konami code (up, up, down, down, left, right, left, right, a, b, start) and to our surprise it started a Space Invaders style mini-game featuring the players as a slice of pizza battling Duur Burgers shooting pineapples. It was a clever tactic on Epic’s part, as it kept players entertained, at least for a few minutes, before we realized the game was on an endless loop. The next bread crumb we received was a series of numbers. Once these numbers were cross referenced with the Visitor recordings collected during the “Out of Time” challenges, it decoded a message that read: “I was not alone. Others are outside the loop. This was not calculated. The nothing is now inevitable.” It sounds ominous, but players are still unsure what it means for the future storylines of Fortnite. 

At this point it is safe to say “The End” was a huge success. Not only did this turn of events piss off children around the world, which is always great, but it was a worldwide phenomenon. Hash tags such as #BlackHole and #TheEnd trended on twitter, it was portrayed positively by mainstream media, and it left some wondering if this was really the end of Fortnite all together. Those people would be wrong.

Chapter 2 Season 1

After a 36 hour wait, Fortnite is back and, for the most part, it’s better than ever.  First there is an entirely new map featuring mostly brand new locations. For some reason, Epic Games decided to keep places like Retail Row and Pleasant Park around a bit longer. This doesn’t really make sense though, considering the old island was swallowed by a black hole, and this new island is supposed to be a completely different plane of existence so why are these places back and looking exactly the same as they did before? Hopefully we’ll get an answer on that soon.

New Map

Other new features are the new season vehicle: the motorboat, the ability to hide in small spaces, and the ability to fish and swim. The motorboat holds multiple players and can even move on land, albeit very slowly. It has it own weapon system, and players not driving, can fire their own weapons. Those players that like to play more like assassins can hide in places like barrels to get the jump on those unsuspecting, and those who like to take it easy can sit back and cast a fishing line, giving players a new way to acquire loot. 

Team rumble also got a makeover with the addition of Med Kits, Bandages, and common rarity items that were previously only seen in the Battle Royale modes. These medical themed items were joined by the entirely new concept of a bandage bazooka that gives me strong Baptiste from Overwatch vibes. It takes up two inventory slots and can be fired at allies to heal them, or fired at nothing to shoot out bandages. I personally think this is a great idea, but the fact that it takes up two inventory slots makes it kind of useless to me. Along with the bazooka, blast assault rifles were added as an alternative to the standard assault rifles, although they seem a little overpowered. 

Let’s not forget the seasons new cosmetic items with the addition of seven new season outfits, some of whom have alter egos: Journey vs Hazard, Turk vs Riptide, Rippley vs Sludge, Remedy vs Toxin, 8-ball vs Scratch, Cameo vs Chic, and Fusion. The one thing I wish for these characters is that they had more style options. Though we did get a lot of new things this season so maybe Epic gets a pass, or maybe we will get more as the season progresses and the missions unlock.

To unlock these skins and styles, players must progress through battle pass tiers which used to be separate from experience level, but now the two seem to be one in the same. To help expedite this process, the devs added new ways to gain experience, and new ways to track that progress. While in matches, players can earn medals to gain bonus XP. Once all the medals are unlocked players must wait until the next day to get them again. To accompany this, a new experience bar was added to the UI so players can see their progress while playing, which makes leveling feel like less of a grind.

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Overall, these changes are a step in the right direction for Fortnite. Everything is bigger and better than it has ever been and I for one could  not be happier. The transition could have been a bit smoother or just more forthcoming with release dates, but for the most part there was little room for improvement. I give Fortnite’s “The End” event and the beginning of Chapter 2 Season 1 the rank of:

Rank

Gravitas

Bio

Release Date: August 23, 2019

Developer and Publisher: Galaxy Shark Studios

Genre: First Person Puzzle Platforming Game

Gameplay

Gravitas is a really well done indie game with a lot of character. As you play through the “Gallery of Refined Gravity” you quickly learn the general controls to manipulate gravity. In this way, you can move through the rooms in which the goal is to get from one side to the other without dying. Each room presents new and unique challenges with every level revealing more about where you are and what is actually going on. The only gameplay complaint I had was the lack of an actual tutorial. Figuring out the controls took a bit of trial and error sometimes, but most of what you needed to know was worked into the narrative dialogue, which I thought was well done.

Aesthetic

This game was really well done considering that, as far as I could tell, this is the only game Galaxy Shark Studios has ever done. The graphics are top notch, and the voice acting was excellent, even though I came to the conclusion that the developers may have voiced the two characters themselves. If this is the case they did a much better job than most self voiced titles I’ve played. The dialogue was consistently funny throughout the game and I found myself chuckling every now and then. The one complaint I had was at the very beginning. Your character starts the game looking out the window of their spacecraft. As this was the beginning of the game, I thought this was a cutscene, so I stood there staring out the window for a solid minute before I realized I could move and I should leave. 

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~spoilers in this section~

This game is very short, which is why this review is as well, but the developers still managed to fit a storyline into the game. You first arrive in the Gallery of Refined Gravity and are greeted by the AI voice of SHI. Quickly thereafter you meet the person who invited you here to be their student: The Curator. Through the banter of the two characters you workout that the Gallery is in danger of being destroyed. At this point the game becomes more about solving the puzzles to get to safety rather than solving them to view the Curator’s gravity art. Eventually you get back to your ship just before the Gallery is blown to bits. The fact that a game this short can pull of a story arch that makes you feel a sense of urgency is really impressive.

Overall

Overall there was very little I could critique about this game. It was really well executed and I enjoyed every minute of it. The one thing I wanted from it was more. I hope the developers take the overwhelmingly positive response to this game and make it bigger and better. This is a diamond in the rough. And I give Gravitas the highest rank yet with a:

Rank

Shadowbringers

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

Shadowbringers (Third Expansion) Release for PC and PS4: July 2, 2019

Developer and Publisher: Square Enix

Genre: MMO JRPG,

Narrative

~possible spoilers in this section~

Square Enix as a company has always excelled at narrative storytelling. This is especially evident in the Final Fantasy franchise. Its fourteenth installment has quickly become one of the top massively multiplayer online games on the market, and this is largely due to the fact that it boasts a thoroughly engaging narrative and succeeds at making the players both care about the world and feel important within it. 

In past expansions, the story seemed to shift away from the player character and focus more on regional leaders such as Lyse and Hien. In this expansion the player character becomes (arguably) the most important person in the game. As the “Warrior of Darkness” only we can save the First, a world that is not our own. We were summoned by one of the expansion’s new regional leaders, the Crystal Exarch. Throughout the story, he becomes one of the most interesting characters in the game, but at no point does he take the spotlight away from the Warrior of Darkness.

Our new moniker comes with the change in setting. The original game and all the previous expansions occurred in a place  known as “the Source”. In Shadowbringers, we travel to one of its shards, “the First” shard to be exact. Many players were hesitant to be excited for an expansion taking place in an alternate reality. We remember all too well the poor execution of World of Warcraft’s Warlords of Draenor expansion. However, Square Enix seems to have done the impossible, because this alternate reality expansion was, hands down, the best expansion to date. We were even given “meanwhile in the Source” cutscenes every now and then that were filtered though fan favorite character, Estinien. Though, the change I was most relieved by was shift in focus away from Alphinaud and Alise. There  were whole sections of the game where they were sent off to do something on their own. In my opinion, these two characters are some of the most annoying in the game, and I was glad for their absence. They were heavily focused on in previous expansions, but not enough was revealed about their background and travel to Eorzea to continue making them interesting. Not only are they twins, but their personalities are so similar they might as well be the same person. Its seem Square Enix has tried to differentiate between by having them approach problems in their own specific ways, but that’s not enough.

While for the most part the story was utter perfection, there were some nit picky things that stood out. The biggest issue was the fact that every zone had the same basic storyline: seek and destroy the Lightwarden. Granted, every zone was different, but the themes were much the same not only in this regard but also in its reliance on Talos. These large golem-like magical machines were the backbone of the player’s success in two different zones, and in both it was a matter of how to get them operational. Lastly a small issue that bugged me was the fact that the player had to take an elevator to Top Rung, one of the areas in Kholusia. It was easily big enough to hold at least fifty people. Why then, did only Alphinaud, Alise, and the Player take the first trip to the top? And why did it take a large chunk of quests for everyone else to finally make their way up? Don’t get me wrong though, the fact that these are the biggest story complaints I could make means that the story as a whole was one of the best I’ve ever seen in an MMO. 

Aesthetic

The other area in which Square Enix excels is its aesthetic. This expansion has some of the most beautiful zones in the game thus far. Il Mheg and Lakeland boasted pastel palettes filled with bright pinks and purples, while the Tempest featured giant bioluminescent plant life that served as precarious walkways. However, not all the new zones were perfect. It became evident quickly that this new world was supposed to reflect the source, with most zones having an equivalent. Il Mheg harkened to Coerthas, the Rak’tika Greatwood to the Black Shroud, Kholusia to La Noscea, and Amh Araeng to Thanalan. While Il Mheg and Rak’Tika were unique masterpieces, Amh Araeng and Kholusia felt more like a copy and paste. In a Realm Reborn we became intimately familiar with the desert zone of Thanalan. In Stormblood we helped liberate the desert zone of Gyr Abania. So why, Square Enix, did it seem like a good idea to put another desert zone in the game? Coerthas is a snow-covered hellscape, but Il Mheg was a beautiful flower covered pixieland. Amh Araeng didn’t need to be a literal mirror of Thanalan. It could have been a subterranean underdark-inspired zone, or a volcanic wasteland. I can only say that I sincerely hope we don’t have to step foot in another desert for the next three expansion. 

The other feature that helped set the tone in each zone was the ambient music. No matter where you went, it was beautiful and relaxing, except Northern Kholusia. The music for that area was so intense it sounded like you were eternally in combat. Though the combat music wasn’t much better. Similar to the title screen, the combat music was some kind of rock/metal hybrid, but not in a good way. It was jarring and loud and filled me with way more anxiety than it should have. Calm down Square Enix. Maybe give each zone its own combat music so that it fits into the setting better, or just keep using that one from A Realm Reborn. Every expansion doesn’t need new combat music. 

The thing every expansion actually needs, is new cosmetic options for the player character, but Shadownbringers failed to deliver. Final Fantasy XIV has always had a player base that cares about their appearance, and most of the time, Square Enix caters to this. We have gotten new class armors, new primal themed weapons, new primal mount drops, new hairstyles, new classes, and new races every expansion. This time around, however, most of these things were huge disappointments, the biggest being the new race options. Long before the expansion release, developers announced the new race of bunny-humanoids known as the Viera. Audiences were shown a video of exclusively female Viera prancing around on what appeared to be the beastial rabbit feet players would expect, as that is a familiar trait from previous iterations of the Viera. This turned out to be a cleverly disguised lie. Instead of having the extremely arched rabbit feet that require them to wear stilettos, the Viera have normal human feet. The racial armor they were shown in just so happened to feature stiletto heels. It appears the race’s physical differences from other races have been reduced to a simple fashion choice.   

This wasn’t the only upset regarding the Viera. It is a well known fact that male Viera do exist in Final Fantasy lore. They are simply a very reclusive pocket of the Viera population that live separately from the females. For this reason, and a statement about the cost and commitment of developing new races, developers decided not to include male Viera as a playable race. They opted instead to add the beastly Hrothgar as a the male exclusive equivalent. This obviously upset a lot of fans, as it was an unexpected and, in many cases, unwelcome addition. It meant no male Viera in the foreseeable future, or ever.  They claim they added the Hrothgar because the Lupin race from Stormblood received a warm reception, and they felt the player base needed a wider variety of racial options. Thus, instead of making male and female Viera, or male and female Hrothgar, they split them into two gender locked races. 

There are arguments for both, and while I am personally biased, because I was very much looking forward to the male Viera, I can see the opposing argument’s points. However, that isn’t going to stop me from presenting the other side of the facts. Final Fantasy XI was learning experience for Square Enix, and fans alike. In many ways Final Fantasy XIV was a re-do for the company, and a chance to redeem themselves in the eyes of the players. Its early success led it to quickly become one of World of Warcraft’s top competitors. One of the things fans begged the developers for in XI was a male Miqo’te (known as Mithra in FFXI), so one of the first things XIV addressed was adding them, as well as the female Roegadyn (then known as Galka), into the game. Now, faced with the exact same decision, the developers chose to repeat the mistakes of the past. There is a reason the Miqo’te make up the majority of active players in the game, and the Roegadyn are the least played  according to the FFXIV census. The players don’t want super masculinized beast races, they want hot animal people with six packs and ears. Lets not forget that this is a Japanese RPG. Why give the players something they didn’t ask for and in so doing deprive them of what they were literally begging for. It would have taken the exact same amount of time, money, and effort to make the male Viera instead of the Hrothgar. Perhaps later on down the line, coming out with the male and female Hrothgar as the final playable race. Lets not forget that the number one MMO on the market, World of Warcraft, has thirteen playable races to FFXIV’s  eight, and that isn’t even including WoW’s eight “allied races” with more on the way. Maybe they can make a trade of information and Blizzard can teach Square Enix how to pump out the races in exchange for help with writing an actual storyline. 

Now that that is out of the way, we can talk about the other ways Square Enix dropped the ball on customization. For one thing, there is no Aesthetician in the Crystarium, the expansion’s new main city. Why? I know there is the whole alternate reality thing, but surely people get haircuts in the First. It should have been handled similarly to how the retainers were. They are replaced by a pixie, and the aesthetician could have been replaced by someone from the First. 

The developers also chose not to give the two new classes, Dancer and Gunbreaker, primal weapons from previous expansions. Since the first expansion we have gotten five new classes, and all have access to weapons from all the previous primals. For example, the Red Mage released with the Stormblood expansion, but there are Ifrit, Garuda, and Titan rapiers even though those primals are from A Realm Reborn. This time around, the new classes only have access to weapons from current content. While this may seem trivial, it was something the players were expecting, as it had been done for every other class. If it was going to be done away with, it should have been replaced by something. As it stands, the only weapons the Dancer and Gunbreaker have access to are the ones received while questing, and the underwhelming class set weapons.

Speaking of the class sets, they were not an improvement on their Heavensward or Stormblood counterparts. While all the classes received new outfits, they were just slightly altered copies of previous outfits. The Dancer outfit was new, but it was gender specific which is unusual for FFXIV’s normal androgynous approach to outfits. The female version is red, while the male version is black. As a male Miqo’te player, I would much rather wear the red version. 

Leveling

The story of any FFXIV expansion makes the leveling process quite enjoyable. There are also a plethora of ways to get to max level. Other than the main scenario quests, you can do side quests, FATEs, or Dungeons. With the new Trust system, you can even do dungeons solo. Which has its pros and cons. For me, I liked the new system because, as a DPS, it allowed for instant cues, and as an inexperienced healer and tank, I can learn the fights without holding up other players. The only concern this presents is a watering down of the MMO experience which centers around playing with other players, but it is ultimately up to each individual to decide. The Trust system itself worked surprisingly well. The NPC tanks and healers do their part and they all follow the mechanics to the letter. 

Another feature that made leveling easier was the fact that aether currents were not gated behind story content like they were in Stormblood. You could access all the attuneable currents the moment you set foot in the zone, other than the ones that were quest rewards. This allowed players to fly quite early on. The downside to this was that the currents weren’t placed in very “fun” spots. In Stormblood there were at the top of tall towers that player had to hop from ledge to ledge to get too, or across a narrow beam. At the very least they were very high up. In Shadowbringers, they were generally just thrown in random places and were not hard to get to or a challenge in any way. 

The worst parts of the leveling process, however, were the side quests. If you are a player like me and you do the side quests to level because that makes the most sense from a role playing standpoint, you might have run into similar problems. Firstly, there were way too many quests in some places. You would turn in one main story quests and suddenly there are fifteen side quests to pick up. Only about six can be tracked at once, so you end up doing a few, turning them in, and then going back out to the same places to do other quests. This becomes pretty monotonous after a while. Not to mention the fact that most of the quests send you back and forth all over the map, and this is all before you can fly. One quest in particular, “And Then There Were None”, in Il Mheg had me go back and forth between the pixies and a beaver family no less than five times. And many of the other quests required me to type specific phrases into the chat. As a PC player, this wasn’t a huge deal, but my partner plays on the PS4 without a keyboard and those quests were painstaking to complete.

Technical

Technical difficulties are to be expected with the launch of any MMO content, especially with the rush of players trying to play it. As a whole, Shadowbringers did an excellent job managing this influx. After sitting through the Warlords of Draenor launch disaster, it takes a lot to upset me. The only thing that frustrated me was frequently being disconnected (through no fault of my internet) and then being told my “Character is logged in on another instance.” This was especially frustrating when I was in a dungeon because I would come back to find myself kicked from the group, or if I was in a Trust I would have to start all over. 

Most of the technical issues seemed to stem from a lack of forethought on the developers part and had nothing to do with the launch. For example, if you die in a Trust dungeon, your entire party dies, even if you were not the healer. For some reason, the NPC healers are incapable of resurrecting you. The new classes also have far too many abilities. As a Dancer, I don’t need six AOEs, two of which are basically the exact same thing. It seems all the classes received additional AOEs. At this point, we should be simplifying rotations, not making them more clunky. 

Lastly, while the new Primal fights were spectacular, there are a few issues that need to be addressed. Firstly, the DPS check in Titania is almost impossible to accomplish without a melee DPS limit break. When I completed it, we had only caster DPS plus myself as a Dancer. This meant that all of us had AOE limit breaks, not single target. We wiped four times before completing the fight. There need to be safeguards in the que to ensure there is at least one melee DPS in that fight. Second, in the final Hades fight, his wings cover most of the battlefield. They hug so tight it became very difficult to see what was happening at times, thus making an already difficult fight needlessly harder and no longer fun to play.

Overall

Overall this expansion was the best one yet. It had an amazing story and beautiful new zones, as well as the new classes, which were brilliantly executed. So much so that I might switch my main class to a Dancer. I think the best thing Square Enix can do is listen to its existing player base and give them what they ask for, not appeal to an audience they haven’t yet captured with races like the Hrothgar. Despite these missteps, this truly was a masterfully executed expansion and I grant it the rank of:

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