The standard MMORPG has been a dominant industry for over a decade, but it’s no secret that the genre is beginning to struggle. A new era of open-world games have taken off in recent years and while some MMOs have tried to compete with their approach, others have found success on more traditional models. In this article we’re going to take an overview at the current state of popular fantasy RPGs and what they need if they hope continue surviving into 2018.
The “ffxiv stormblood main scenario quests” is the final phase of the story for Final Fantasy XIV. The last quest in the main scenario is called “The Last Stand.”
I completed the Stormblood expansion’s Main Story Quest – the main portion with credits and everything – yesterday, as well as Dragoon missions through level 70 and all flights in all expansion zones — that is, exploration. I still have more patch tales to tell, so stay tuned.
First and foremost, I preferred the narrative to Heavensward. I already discussed how Heavensward was experimental in its motivations. The Dragon War in Ishgard was undoubtedly rational and driven, but the whole dragon race’s sudden change of heart was not. They remember everything, and they were all insulted and angered by human betrayal in the past, but the expansion made it seem that this conflict on the dragon side was driven only by Nidhogg’s wrath. The whole movie was full of twists and turns, as well as some really spectacular moments, yet this flaw still irritates me.
The motivations in Stormblood are considerably better: it’s a basic tale about a terrible kingdom and likeable rebels that works wonderfully. Characters, both heroes and villains, were perfectly written: the grumpy but good-hearted rebel leader Conrad, an excellent Lord Hien, the vast majority of Steppe nomads, Lyse’s personal journey, all the minor characters, and, of course, villains – troubled and cruel Yotsuyu, hilarious Grynewaht, fierce, mentally scarred Fordola, and, of course, the local Arthas/Vader Zenos yae
Overall, you completely believe every minor and major character in the story, and you understand, if not support, why they’re acting the way they are, how their minds and perceptions bend in response to the events, and that’s what makes the story so compelling to follow, and that’s what makes it a good piece of writing. Seriously, no matter how hard I try, I can’t find a way to poke the authors.
Plot-wise, it evolves in a fairly typical manner following an initial and unanticipated catastrophe when the Empire burned the main rebel base to the ground. We arrive, plan a revolt, get locals to join it, and then launch a continent-wide series of incremental assaults against the Empire’s strongholds, culminating in the main castle, chasing the big villain into a corner. Rinse and repeat on two continents and two different regions of the globe. It’s so straightforward and conventional that it works well, and it’s evidence that fundamental narrative plots don’t need much creativity.
We’ve always known the Empire is bad; we’ve met them before, and we’ve seen hundreds of Empires in various media proclaiming “order” ideals to conceal and excuse their oppression/occupation regime. Despite this, we see enough of their actions in person to remain motivated and fight not only because we’re ordered to, but because we care about the downtrodden and the horrors they face.
I could go on, but you get the idea: Stormblood’s primary narrative was epic, motivating, and stands as one of the best examples in media of how a story and characters should be written and done correctly.
Zones are an upgrade over Heavensward (which was an improvement over A Realm Reborn regions), but the aesthetics are still lacking to some degree. I appreciate how they learnt to paint grass, trees, and water, but rocks and buildings, which make up the bulk of the landscape, are still on the downhill. Overall, the graphics have improved over past expansions, but they are still no match for WoW or comparable games.
When it comes to zones, Aether Currents (the process of visiting checkpoints to enable flights in a zone) was handled poorly than Heavensward. In Heavensward, regular questing allowed you to visit approximately 8-9 points out of ten.
There were far too many locations in Stormblood for which you had to travel half the map with no other motivation, and some were so absurdly buried that I had to consult not just a wiki article, but also YouTube videos to even get a sense of where they could be.
You notice a checkpoint on the wall above you, so you spend half an hour trying to find a way up the mountain, then you have to traverse the whole map to locate an entrance to the cave, which leads you back across the entire map, and that’s how you get there. Guys, that’s not cool. It’s like when you see a grocery store just behind a fence, but you have to travel half a town to locate a gate in the fence, then cross half a town back to get to it. That isn’t exploration; it is a catastrophe.
The Dragoon questline, or class-specific questline, was satisfactory. It told the tale of a little dragon who was looking for his mother, and it included characters and themes from Heavensward. It was adequate in terms of movement, and it was… well, good. It was enjoyable to remember about the motivations of the last expansion, a kind of nostalgic sting (why, look at me already talking about nostalgia in FFXIV).
Dungeons and raids never fail to amaze me. Emanation, this “Indian” goddess, was incredible, and the last raid was one of the most difficult fights I’ve ever encountered in the game. We wiped around 5 times, and I only wiped that much at Ramuh’s severe level, which was a basic difficulty.
Finally, there’s music. When they first showed us the Garlean anthem in the palace scene so early in the expansion, I was very perplexed, and I walked until the last cutscene completely perplexed as to why it plays as a theme of resistance in quest jingles, as a theme at the rebel base, and so on. It wasn’t until the end that it was revealed: it’s the Ala Mhigo anthem, which had its lyrics altered during Garlean control and had a correct version previously. This should have been explained a long time ago:)
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Conclusion: Stormblood has been fantastic so far, and I’m seeing a trend in which FFXIV expansions are becoming better and better as time goes on. I haven’t seen any patch material yet, but if the trend of patch stories outpacing the main narrative continues, I believe I will be rewarded in the next week.
Now it’s WoW reset, and I’ve got a lot of work to do there:) So, till next time.
By the way, the girl is an awful raid boss.
The “ffxiv post stormblood quests” is a story that was released in the game. It is the main story for the game and it can be completed.
Frequently Asked Questions
How long is Stormblood main story?
A: Stormblood has a main story that lasts approximately 40 hours.
How long does it take to finish Stormblood?
A: Stormblood has a wide variety of quests to complete. However, it is recommended that you finish all the main story missions before moving on with your group/friends if you want to get through the game as efficiently as possible. You can also check out our Stormblood Walkthrough for more information about whats available in-game!
How many missions are in Stormblood?
Related Tags
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