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Damaramu

Who here has FFXI?

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Ok has anyone here picked up FFXI yet? I have a buddy who picked it up and he says it's more addicting than Everquest. I've never played Everquest but I've known people who have fallen into that deadly trap.

Anyways I'm picking it up this weekend and wanted to get everyone's thoughts on the game.

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Guest Kamui

Don't play PC games, waiting for next year's PS2 game-and-hard-drive combo. Looks like it could be the first MMORPG I like, though (didn't like Everquest or Star Wars Galaxies, at all).

 

-Duo

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Don't play PC games, waiting for next year's PS2 game-and-hard-drive combo. Looks like it could be the first MMORPG I like, though (didn't like Everquest or Star Wars Galaxies, at all).

 

-Duo

That wasn't needed.

A response from someone that plays PC games?

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Guest Kamui
Don't play PC games, waiting for next year's PS2 game-and-hard-drive combo. Looks like it could be the first MMORPG I like, though (didn't like Everquest or Star Wars Galaxies, at all).

 

-Duo

That wasn't needed.

A response from someone that plays PC games?

Uh, it was a thread about XI, all I was saying was that I plan to get XI when the PS2 version comes out. What the fuck's your problem?

 

-Duo

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Guest Ahhee

PS2 and PC'ers play on the same servers together Dam so I didn't see anything wrong with Duo's reply.

 

I just got it a couple of days ago. What's really impressed me so far is the engine seems to be really solid. I can be in a pretty good sized crowd of players and still be lag free, considering that the servers are in Japan (as far as I know anyway) that's impressive to me.

 

The biggest personal gripe I've had so far is that the game is definately designed with the PS2 controller in mind, considering a large population of players in Japan are playing it on their PS2, alongside us PC'ers. So either get a gamepad or try to learn the bass-ackward layout on your keyboard. Aside from that the game's graphics are flat out kick ass for a MMO. Most games like this the graphics are dumbed down, but these aren't and performance isn't a problem.

 

Oh yeah. HUGE gripe I forgot about. Doesn't really affect me since I didn't con any of my buddies into buying it. You don't get to select what server you start on. The game randomly(?) does it for you. So to play on the same server as friends/guildmatesfromanothergame/etal you have to either reroll or have them buy a worldpass that allows you to create a new char on that server.

 

I'm playing a monk right now. It's fun and it's nice to see familiar themes in the context of this game .. so and so casts 'aero' or someone goes riding by on the chocobo. I think the quest/mission system is really nicely done to give even the simplest quests a more 'big time' feel. Like I said though I've only played a couple of days so that's about all I've been able to take in.

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My PC would laugh at me if I ever tried installing this game on her. I have no choice, but to wait for the PS2 version.

Yeah, same here.

 

I love the idea of MMORPGs but when I played Everquest I grew bored quickly. It didn't feel like I was role playing. All I did was level up while people ran around really fast shouting internet slang. I am going to give XI a chance though because it's FF and I have read it actually has a story.

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All I did was level up while people ran around really fast shouting internet slang.

Sounds kinda like TSM

 

<runs around>

 

<levels up>

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I've recently been looking into picking up FFXI because I'm thinking of leaving AC2 as it's just dropping in quality lately. Besides, something new might be nice.

 

Some info on FFXI that I've collected:

 

-----

Average Ratio on Gamerankings.com = 88.5%

 

The two lowest ranking Reviews from Gamerankings.com

 

Review From Gamespot.com (8.2 of 10):

 

By now, it isn't easy for a massively multiplayer online role-playing game to distinguish itself. Years ago, games like Ultima Online and especially 1998's EverQuest set the standards for this unique style of gaming, which today spans a seemingly countless number of similarly styled games that look identical on the surface--and, in many ways, actually are virtually identical. The inherent novelty of coexisting along with numerous other player characters in a persistent world has pretty much faded during the past several years, even as the monthly fees for these games have risen, while their gameplay hasn't really advanced--most MMORPGs still revolve around highly repetitive, time-consuming combat. Meanwhile, social interaction tends to be a means to an end: You need allies to be able to kill monsters more efficiently. Now, into this oversaturated category of games arrives Final Fantasy XI, which, if nothing else, carries a powerful brand name. Though the Final Fantasy series obviously is better known among console gamers, it's just about as famous of a series as they come. Final Fantasy XI is equal parts EverQuest and Final Fantasy, clearly deriving gameplay fundamentals from the former, but presenting them in the distinctive style of the latter. The result is an online RPG that manages to break the mold, if just barely--but, actually, that's no mean feat.

 

 

 

Final Fantasy XI may be a port of an online RPG for consoles, but it offers even more depth and content, and better looks, than most of its competition. Interestingly, Final Fantasy XI is actually a port of a PlayStation 2 game, which was first released in Japan early last year. The North American PS2 version of the game is slated to be released in 2004 alongside the PS2 hard drive, making this the first time that a Final Fantasy game has debuted on the PC prior to on a video game platform on this continent. When Final Fantasy XI first launched, it experienced many of the growing pains that many online RPGs experience in the days following their release--server instability, game balance issues, exploits, and so on. The good news is, these issues have basically all been taken care of, so what you're getting out of Final Fantasy XI is an online RPG that's fully ripened. The game is stable and lag-free on a broadband connection (don't even think about playing over a dial-up connection). The character classes (called "jobs" here) are balanced, and each is respectable in its own right. There's a considerable amount of content for players of all levels, including content from a full-on expansion pack, which was released as a separate retail product in Japan. The gameplay, though not drastically different from that of other online RPGs at a glance, has some unique and interesting features.

 

Furthermore, if you're expecting that an online RPG originally designed for consoles and clearly derived from EverQuest would seem simplistic--or ugly--by the genre's current standards, you'd be mistaken. It's true that Final Fantasy XI is simpler in some ways than most other MMORPGs, but the simplified aspects--your character doesn't need to eat and cannot grow fatigued from running too much, for example--are mostly to the game's credit. Not all such omissions are praiseworthy, however. There's no player-vs.-player aspect to the game currently, though one is planned, and because Square Enix has delivered on its past promises for additional content (by introducing a higher level cap for player characters, new jobs, unique in-game events, and more), there's reason to be optimistic about this game's ongoing development. Additionally, Final Fantasy XI features better graphics, sound, and music than the vast majority of games like this. Since any Final Fantasy XI player will inevitably end up staring at those graphics and listening to those sounds for long stretches at a time, their quality does make a big difference.

 

 

 

The world of Vana'diel is consistent with the style and theme of many other Final Fantasy games.

Online RPGs are some of the most inaccessible games out there, for reasons that include their lack of an offline component, their steep learning curves, the time commitment they typically demand from the player, and their relatively costly monthly fees. Unfortunately, Final Fantasy XI doesn't buck any of these bad trends. In fact, Final Fantasy XI seems to do its worst to give you a negative first impression. Its mouse-and-keyboard control scheme is functional, but entirely unconventional, so it will take a good few hours to get used to it. Even prior to that, the time it takes from the moment you first open the box and begin installing the game to your hard drive to the moment you first set foot in Final Fantasy XI's world of Vana'diel is longer than an hour, between the extensive amount of time required to merely install the game data (more than five gigabytes' worth) onto your hard drive, the time it takes to patch that outdated data to the latest version, and the time it takes to slog through the game's convoluted front end, entering several different registration codes along the way.

 

 

The front end warrants a closer look. Final Fantasy XI is really just one facet--but, certainly, by far the biggest attraction--of Square Enix's proprietary PlayOnline service, which has been translated directly from the PlayStation 2 to the PC. On the PS2, this self-contained service's offerings, including e-mail and a friends list, seemed to make sense. On your PC, you probably don't need another e-mail address. PlayOnline features another game, TetraMaster, in addition to Final Fantasy XI. Access to it costs another dollar per month on top of the $12 and change it costs per month to remain subscribed to Final Fantasy XI after your first 30 days, which are free. TetraMaster, which originated as a minigame in Final Fantasy IX, is a multiplayer card game reminiscent of Magic: The Gathering, and it can be fairly addictive. However, Final Fantasy XI could easily suck up all your spare time by itself, and it's costly enough as it is.

 

 

 

Getting Final Fantasy XI up and running for the first time is a chore, and the controls take a lot of getting used to--but your patience should eventually be rewarded.

Want to have more than one character on your Final Fantasy XI account? That will cost you, too: The first one's on the house, and any additional character slots cost $1 apiece on top of the monthly flat fee. Highway robbery, perhaps, but one of Final Fantasy XI's innovations is that it lets you change jobs freely. Sick of your warrior and want to try being a white mage, the Final Fantasy equivalent of a healer? You can go right ahead. You'll start back at the first level, but there's no penalty for leveling up in parallel as each of the starting professions, which also include the monk (a martial artist), the black mage (specializing in offense-oriented magic), the thief, and the red mage (a jack-of-all-trades). So you really don't need more than one character slot to experience most of what the game has to offer--except for the different player races, which include male and female humes (humans), elvaan (like elves, but tougher-looking), tarutaru (munchkins), mithra (cat girls), and galka (hairy ogrelike guys). However, like in most online RPGs, the character races in Final Fantasy XI look much more different than they actually are in gameplay terms. Each merely has a slightly different leaning (tarutaru are inclined toward magic, while the galka have relatively more hit points, for example), but none is restricted from any of the jobs.

 

When creating your character, you also decide which of the three regions of Vana'diel will be your home: Bastok, a mining town in the middle of a desert; San D'Oria, which looks like a medieval fortress; and Windurst, the most hospitable-looking of the three. Each, of course, has similar amenities and is a viable starting location for new players. And, reminiscent of the three analogous, competing realms of Dark Age of Camelot, players hailing from each of the three kingdoms of Final Fantasy XI will have a chance to undergo missions in the name of their country. These relatively high-level objectives give you some more incentive beyond just gaining more levels by killing monsters, though they do overlap with that all-important goal.

 

 

 

The gameplay is superficially similar to that of other online RPGs, but it has enough unique twists to make it compelling.

You can choose your starting kingdom, but, strangely enough, you can't choose the server on which your character will live. This is another one of Final Fantasy XI's slaps in the face to more-casual players: Basically, if you and a friend both wanted to start playing Final Fantasy XI together, the game seems to go out of its way to make it difficult for you to get together. It's possible to keep re-creating a character until the game "rolls up" the server that you want; but what you're "supposed" to do is purchase an item in the game called a world pass, which allows a number of other players to create characters on (not transfer existing characters to) the purchaser's server. There's probably some way to defend the logic behind this system--maybe it helps ensure that all the servers are equally populated, or something--but it's bizarre, at best, and it's a substantial deterrent for prospective players, at worst. Also, the servers are international--expect to see plenty of high-level Japanese players (who had a significant head start in the world of the game) right off the bat.

 

When you go at it alone, Final Fantasy XI's combat is initially very straightforward, and even boring. Like in other online RPGs, all you do is target an enemy and initiate attack mode, causing your character and his or her new enemy to exchange blows until one of them dies (player characters incur an experience penalty if they're defeated, unless they're resurrected by a white mage). As your character uses his or her weapon of choice (including bare hands, swords, scythes, axes, lances, bows, and more), over time, you'll learn special moves exclusive to that weapon category. These moves can be pulled off only when you've charged up your tactical-point meter past 100 percent, which naturally occurs after a few minutes of fighting

 

 

Weapon skills present you with some interesting tactical decisions. They can be quite powerful, especially if you bide your time and charge up your meter to 200 or 300 percent--and even more so if you chain weapon skills together with allied party members. Skill chains require coordination between players, but they are a fine way of rewarding that kind of coordination, which permits cohesive player groups to tackle enemies much more powerful than any of the individuals in the group could possibly handle. Similar to the skill chains, magic bursts allow mage characters to deliver big damage by combining their spells, and they are even more challenging to pull off. Meanwhile, stronger enemies will use a variety of spells and special moves to keep you guessing. They'll attempt to target the weakest link in the party, forcing you to fight carefully.

 

 

 

More than a dozen different jobs are available, and your character may theoretically master them all.

Starting out in Final Fantasy XI, it's not difficult to gain experience levels alone. Low-level characters are reasonably strong compared to most low-level monsters and can quickly regenerate their health or magic power. However, like in most any online RPG, as you get deeper and deeper into Final Fantasy XI, you'll realize that you can't get by without the help of other players. The game's more than two dozen servers, which are home to both Japanese and North American players, seem to be reasonably well populated, so you'll certainly be seeing other players running about. Joining into groups of up to six players can be pretty easy, as the game includes some basic tools for finding player groups or looking up players of similar experience level.

 

In addition to the six starting jobs, higher-level jobs, including the paladin, the ninja, the ranger, the summoner, and the dark knight, become available, once you complete a unique quest to unlock each one. On top of that, Final Fantasy XI features a system similar to 2nd Edition Dungeons & Dragons' dual classing, whereby you may choose a secondary profession for your character--you will never grow as powerful in it as you will in your primary job, but if you want a thief who can use some white magic on the side, for example, you can make it happen. The 15 different jobs therefore create a great deal of potential for developing a relatively unique character, and, in turn, there can be a lot of variety from one player group to the next.

 

There's a good amount of other stuff to do in the game. Various trade skills from alchemy to blacksmithing can be learned and developed. There's a functional in-game bazaar, allowing you to auction off your hard-earned loot to other players who might have better use for it. As previously suggested, there are a variety of missions and quests that can be accepted from the game's non-player characters. You may travel by ship or airship or on the back of Final Fantasy's quintessential chocobos, which are basically giant chickens. You even get your own personal room, from the get-go, which you can decorate to your liking (however, only you yourself are permitted in your room for the time being). The game doesn't break much new ground in terms of content, but it's fully featured.

 

 

 

Final Fantasy XI is a cut above most other online RPGs, thanks to a variety of distinctive features and a passionate player community.

It also looks great. Despite how some of the character races are oddly proportioned--the elvaan and the mithra have unusually long arms--their faces are expressive and detailed, and they're very well animated. One particularly notable aspect of the game's visuals is that, unlike in pretty much all other online RPGs, there's a good sense of impact during the battles in this game. Bright, colorful "hit sparks" are a telltale indication of when one character hits another, and the occasional critical hit looks even more powerful. The game's environments are also pretty good looking, though not as interesting as the rather original character and enemy designs. Also, the game runs quite well on a midrange or faster machine, and it doesn't seem to bog down as more player characters crowd into an area. The game sounds very good, too, and features a rousing (though, over time, repetitive) musical score that's actually one of the better soundtracks the Final Fantasy series has been graced with in a while--and this is a series well known for its memorable compositions. The music sounds synthesized, but it's upbeat and very fitting. Other sound in the game is minimal but well done, with the highlight being, as mentioned, the various combat effects.

 

You'll have to jump through several proverbial flaming hoops before you start having fun in the world of Vana'diel, but the good news is, the effort may well be worth your while. Go into this game with the right expectations--knowing, for instance, that this is a time-consuming game that takes a while to get into and isn't dramatically different, at its core, from other online RPGs--and you'll find in Final Fantasy XI a different-enough take on the online role-playing genre that the experience can end up being both rewarding and refreshing. And, since the world of the game is already filled with dedicated players, who mostly seem to be enjoying the game rather than complaining about its problems, the tone of the experience of Final Fantasy XI is ultimately more uplifting than that of most other, similar games. As such, if you enjoy online role-playing, then you'd do well to try out Final Fantasy XI, which might just pull you away from your previous time-sink of choice. Alternatively, if you're a fan of the Final Fantasy series who's looking for an excuse to give online role-playing a try with this game, by all means go for it, though proceed with caution.

 

 

 

Gamespy's Review (80%, 4 of 5):

 

 

Advertisement

Since Square Enix revealed that Final Fantasy XI would be an MMORPG, series fans have been crying for them to rename it Final Fantasy Online, to save the enumeration for a "real" Final Fantasy game. The game will certainly challenge series fans about what a Final Fantasy game is, and MMORPG fans are in for a similar challenge. After surmounting two very different learning curves, however, both camps will find Final Fantasy XI to be a beautiful and well-crafted game if they can get over some of its shortcomings.

 

A lot of Final Fantasy XI's gameplay trappings will seem familiar to MMORPG fans, but feel different than you might expect -- if two words were to sum up the game's differences from other games of this type, they would be "flexibility" and "focus." Probably the biggest difference is how the game's character classes, or "Jobs," are handled. After picking from one of the game's five races, there are six classes available to you at the start of the game, and you're free to move between them however you please. Levels are tracked on a per-job basis, so while you effectively start over when you change jobs for the first time, a pool of cross-class skills make the second go around much faster. Once your character reaches level 18, you'll be able to equip a "Support Job," which grants stat boosts and access to a portion of their skills. While some races are better at some jobs than others, the flexibility of this system allows for hundreds of possible character types.

 

 

Try and guess the tank in this group. Each of the starting six classes has a distinct role in a party, with advanced jobs taking on more specialized roles. This system not only allows for lots of character customization, but also lets the player adapt to his party if he's willing to put the time into another job. And in a uniquely Japanese take on party ability interactions, complimentary special attacks and spells can combine to deal extra damage with the proper timing. It's details like this that spice up the traditional, EQ-esque auto-battle and help make it feel less automatic.

 

The Conquest System

 

Virtually all of the game's numerous gameplay systems feed into and stem from one: the conquest system. The three nations of Vana'diel, one of which you will join at the start of your journey, vie for control of the world. Each of the three nations are pretty much the same, although each has a few exclusive crafting guilds to join, different stores, and one or two favored races that receive a nice item on joining.

 

Your nation's adventurers' monster kills will be compared to the total number of deaths and tallied once a week, at which point the world's regions will change hands accordingly. Crystals are dropped in regions your nation controls, and are the center around which the Rank system and economy are built. By donating crystals to your nation's cause, you'll acquire Rank Points, which in turn unlock new missions, giving you incentive to keep on competing for kills.

 

 

Kweh! Rent a Chocobo and travel in style. Crafting is a key component of the game's economy, which is largely player-driven though the four cities' auction houses. Since crafting is as reliant on crystals as the Rank system, they affect that economy. There are stores that regularly stock items, but there are enough holes in the selection that players will inevitably turn to the auction house to stay properly outfitted. It all works rather well, with new players providing much of the raw materials to the experienced crafters, which are turned into saleable items and then sold at a profit -- rinse, repeat. While losing a region can be a setback for your nation, the Conquest system succeeds in letting you feel like you belong to a group and competing even though you're not directly fighting other players. And while it's not available yet, PvP play will be rolled out in a limited, conquest-centric form in the coming months to sate those with a taste for human blood.

 

 

So how will the gameplay stack up for this game's two audiences? As Final Fantasy XI has only been live for a little over a year and left to develop in the Japanese MMORPG vacuum, experienced MMORPG players will either love it or hate it. It doesn't have five years of expansion packs to benefit from, and the focused gameplay may feel limited to genre veterans. Most notable, however, is the game's interface. As the game was designed for a PS2 and ported to PCs for an audience without knowledge of MMORPG conventions, the interface will challenge dyed-in-the-wool players to overcome their expectations and muscle memory.

 

Final Fantasy fans, on the other hand, will have to learn a whole new set of gameplay ideals. With so much to learn, it's unfortunate that the game's manuals and design don't try harder to help people settle into their new world. Both groups, however, will benefit from playing the game the way it was meant to be played: with a controller. Not only will this help MMORPG standbys get accustomed to the controls faster, it's also a faster way to do most everything one does in the game. Still, one can't help but feel this is a MMORPG with training wheels, and if the core gameplay systems don't sound interesting to you now, you probably won't enjoy it.

 

Controversial Issues

 

 

Character creation -- limited, but attractive. Final Fantasy XI also introduces a new dynamic to the genre: the Japanese. Square Enix decided to not boot up any new servers for North American players, requiring us to play alongside innumerable Japanese players. This rather odd decision has its ups and downs: while this has denied us that "virgin world" experience we're used to at the start of a game, we are stepping into a fully-realized economy right away and benefiting from the experience of the Japanese. Personally, I've had a great time with the ever-helpful Japanese players and their established economy, but Square should probably have set up new servers to give people a choice. Fortunately, there are options to help deal with the Japanese players -- a clunky "auto-translate" feature which lets you try and communicate or a language filter which helps you ignore them. Related to this controversial server allotment issue is the oft-maligned "World Pass" system, by which you pay for your friends to join you in the game for a small fee of in-game currency. While it's not as much trouble as some have made it out to be, picking your server is another thing that we take for granted that apparently the Japanese do not. Still, with so much competition out there, these stand out as wrongheaded inconveniences. While most people will be able to get over these once they start playing, for some it will remain inexcusable, like with me and the N-Gage's cartridge removal method. In general, however, dealing with Square's servers has been a breeze -- unlike the tumultuous Japanese launch, the U.S. launch went off without a hitch and there is almost no lag to speak of, even though all of the game servers are located in Japan.

 

And the Rest

 

 

The stately Elvaan. People often times complain about the standard MMORPG treadmill ... but what if that treadmill were really, really pretty? While it may not push your system to its limits, Final Fantasy XI boasts gorgeous art supported by a solid engine. The system requirements are surprisingly slim for a game this beautiful, especially when compared to suspiciously bland, yet system-throttling games like LucasArts' Star Wars Galaxies. As one has come to expect from Square Enix, Final Fantasy XI is a lavish production, sporting wonderful locations filled with lovingly animated characters and monsters, over-the-top particle effects, and great music. While there is the usual array of stat-, name- and color-swapped monsters, they all look fantastic and have great animations to go with every attack. The game's art style is an odd mixture of traditional fantasy and Japanese aesthetics, with monsters ranging from cute to gruesome. Everything, though, is a visual reward -- you'll be excited every time you enter a new area, see a new monster, or cast a new spell because they all look so cool.

 

Final Fantasy XI is certain to divide players over many issues, ranging from the focused gameplay to the server allocation, but a majority of players will find a lot to like here. A true test of this game is to see how it adapts to the addition of American players, the influx of PS2 players early next year, and how quick Japan is to respond to each audience's needs. For the time being, though, Final Fantasy XI is a great multiplayer game that promises months of fun -- it's beautiful, it's well-designed, and I can't wait to spend more time in it.

 

 

 

 

 

What some people have said of FFXI from Gamespy's Forums:

 

 

Wren -

 

My husband and I had the priveledge of participating in the US beta and i was so completely blown away by the game that i cancelled all my Ultima Online accounts (after 4 years of playing).

 

And after reading the review i pretty much agree with everything stated with but one exception: the controls. For people accustomed to mouse based controls and thus are trying to play with a mouse, then it can indeed be a bit clunky. However, and this is coming from a mouse user, the keyboard interface is really not that difficult to get the hang of. I don't even use the mouse anymore and haven't since my 3rd day playing.

 

Another thing, and probably my favorite aspect of this game, is there is practially no way for one player to "grief" another. Players can't steal from each other or kill each other. No one can loot or infringe on your kills, and the sytem encourages and rewards cooperative group play.

 

There also isn't any real way to "twink" another player (buffing up a new character with powerful gear or taking them to places beyond their abilities to level up). Equipment is level based and so are the monsters. A low level character can't party up with a high level character and gain exp that way either. It really is very well balanced.

 

I really have not found anything to complain about with FFXI and coming from a person as picky as i am about games, that's saying quite a lot!

 

 

 

Ten -

 

The only thing the review is missing is what really makes the game for me. As a friend put it FFXI is an "eogo-centric" MMORPG, meaning that you get your own cutscenes and bossfights. You are the "hero" of the story, as is everyone else in their story. This means that you are guaranteed to seee the cool parts and fight the cool bosses. Unlike Asheron's call and such, you won't have to be a high level character logged on at the right time to participate in the best parts, they will be instanced for you when you get to them in the story. This makes it great to me. Also, for $4.00 you can get a PS2 Controller to usb converter. This makes it great.

 

 

 

KillzoneNET-

 

The game (in my opinion) runs right along side AC2 and EQ, just with a feeling that it is alittle easier (thus the comment of "an MMORPG on training wheels"). Character development isnt stat based but mainly character based instead. And with the added depth of subclasses, it makes variations amungst players that much more interesting than most MMORPGS out there. Also, this game tends to "force" players into partying to conquer the tougher enemies and quests of the game. Partying is what makes this game even more enjoyable for the various new ways of using skills and the ease of play in a party. It shouldn't be long until players start actually roleplaying their own characters, for the game is rich with history and events that make places feel authentic.

 

I agree with the review that was given but I did have my own few quarks.

 

First off the game is a bit much to take in. Like mentioned, the game has already been running in Japan for a year, and with us having to start our experience on an already functional world is a bit much, but that feeling goes down after a few days of play.

 

Then there is the game engine itself. It's beatiful, fast, and when it come to going back the the desktop or minimizing the game, it fails. I guess they haven't figured out a way to allow FFXI to be minimized without the loss of data or resources, for when one does minimize it, the game quits out and gives you an error in the PlayOnline software.

 

Speaking of PlayOnline (which was not even mentioned in the review) has elements of what makes AOL popular with many "Net Illiterate" people. The software is basically the program that launches FFXI and the included Tetra Master Games, but its much more than that. Included is a full array of information, emailing, and chatting areas for people to enjoy. There are game guides, area information, events, and update info in it that keep people informed about FFXI and Tetra Master. You are given a your own in game email from which you use to mail other users of PlayOnline and FFXI to make friends with the use of Greeting Cards or straight messages. The Chat feature is also there for user enjoyment (although not much people are on at once). The software like your desktop with customizble BGM, Ambient noise, and even Wallpapers.

 

In the end, the game is fun. I highly reccommend trying it. There is a definate chance that you'll like it if you are interested in the game. (Besides, a 30 day free trial is fun to have no?)

------

 

A lot to read, yes, but figured you guys might like some reading material. :P

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I really like how it has a story. Even though the concept of everyone being the hero in their own game is weird and kinda funny.

 

I will be a hume red mage.

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Guest Ahhee

The quests are really neat. One newbie quest had me delivering an item to someone inside the city castle. The guard wouldn't let me in because I looked like a street rat so he took the item inside and returned shortly with some gil as payment and something to return to the quest giver. I returned to the giver, who laughed that the guard made fun of my outfit and sent me over to the tannery to see a friend of hers. From there at the tannery I got another quest to get me some newb clothes by returning hides. Simple and mundane just like any MMO quest is, but the way it was presented with my own cutscenes really does a nice part in making you feel important.

 

Having your own dungeon/boss spawned for you and your party is a thing of beauty. I'm looking foward to that. Ex-EQ'rs know what I'm talking about.

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I really like how it has a story. Even though the concept of everyone being the hero in their own game is weird and kinda funny.

 

I will be a hume red mage.

Take Red Mage and probably add a support cast to give it a better defense (Paladin).

 

Personally, I think I might end up playing Hume as well. Going the route of Fighter then transferring to Paladin. Not sure what sub-classes I'd add though.

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Well I just got the game...and oh boy it's awesome. I created an Evlaan Warrior and I'm currently running through the fields leveling up.

My friend bought me a World Pass so I got on his server...I'm on Seraph. So if anyone else is....look for me. The names Valwoodshadow.

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Bah I ALWAYS make a ranger first. Gonna suck to have to do a quest before I can create one.

 

I might get it, but might not. It seems to be a fun online version of FF but I played EQ for a year and after a while I just didn't have fun with it. Mainly spending an hour running from territory to territory trying to find a group. Yes I know that's part of a MMORPG's charm, but I just seem to do better on my own. I'll give it my standard "We'll see".

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If you are going Ranger, go Thief first. You need a ton of cash to be a Ranger (arrows and bullets cost a lot of money as you need to buy a lot of them), so make sure you've got a lot of cash first.

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Hey Vitiated Spirit....what server are you on?

:D Not on just yet. I'm planning on purchasing FFXI here soon, or getting it for Christmas (or maybe my B-Day).

 

It's just, I studied up on what I was purchasing and so I knew what I'd be doing when I actually owned the game. Hence why I know you need to be Thief to get to Ranger. Or just have a ton of cash for Ranger.

 

But ya. Don't own it just yet. :( Sorry. Will be here soon.

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Hey Vitiated Spirit....what server are you on?

:D Not on just yet. I'm planning on purchasing FFXI here soon, or getting it for Christmas (or maybe my B-Day).

 

It's just, I studied up on what I was purchasing and so I knew what I'd be doing when I actually owned the game. Hence why I know you need to be Thief to get to Ranger. Or just have a ton of cash for Ranger.

 

But ya. Don't own it just yet. :( Sorry. Will be here soon.

Well if you ever decide you want to group with me before you play then just let me know and I'll buy you a world pass that'll get you on my server. It'll cost about 900 gil but you can pay me back much later! You'll need to save the money at first. Hell I could probably even give you my old armor.

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Guest Kamui

Are we actually gonna do some kind of TSM group once the PS2 version comes out next year? Since PS2 and PC people can play with each other and all. Could seem like a decent idea.

 

-Duo

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Are we actually gonna do some kind of TSM group once the PS2 version comes out next year? Since PS2 and PC people can play with each other and all. Could seem like a decent idea.

 

-Duo

That would be fun. The world pass is good for up to 5 people. But it only works for a limited time. You could all split the cost...yes I'd have a tab for you all.

Or someone else from here already on can do it.

Only problem is the server I play on is so full that they are asking people to fill out applications to be sent to another server of there choosing. But it's cool...it'll probably balance out by the time the PS2 version is out.

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Guest Kamui

Okay, update: I have the PC version, it's doing the stupid download update as we speak. Yes, I gave into desire and bought it rather than waiting for the PS2 version (I feel....so dirty). Anyway.....DAMN that was one long and overly involved set-up process! This game had better be worth it!

 

I'm still thinking, actually, but I'm 99% sure I'm going with a Black Mage Tarutaru to start. Really can't wait to get started, from what I've read this game should be a hell of a lot fun once I get going (i.e. up to the point where I can team with people).

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Guest Salacious Crumb

Got it yesterday. Definately pick up a PS2 like controller. I would still be trying to figure out the keyboard controls if it wasn't for that.

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Guest Kamui

I've been playing mine with what time I have since Monday. Bought a PC-to-PS2 controller adapter ($10 at RadioShack) so I could play the game the way it was meant to be played, and it works MUCH better than trying to figure out the stupid keyboard controls. It's literally like second nature by now.

 

I'm at a level six Tarutaru Black Mage- was six the past couple of days but had some trouble moving up to seven. Most monsters don't give a lot of EXP and the ones that give a decent amount can easily kill a Black Mage. And it's too early to party up still, really (again, not really enough EXP).

 

Once I reach seven, though, things will be a lot easier. Anyway, I still really like the game. It's a lot of fun. Losing EXP everytime you die is a bitch, but at least it makes it seem more important rather than a mild annoyance like in most MMORPGs I've played.

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