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5 Games I’m Anticipating in 2010 – #3
This is part of a list of 5 Games I’m anticipating getting to play in 2010. They are numbered but are in no particular order.
The third game on the list is Final Fantasy XIV Online.
Final Fantasy XIV Online (that’s 14 for the uninitiated) is a game in development by Square Enix. Square Enix has experience in the mmo market. They created and have run Final Fantasy XI Online for the last 8 years (6 1/2 years in America). I played FF XI for a few months before I begun playing World of Warcraft. And while I just thought the game was decent, I love that Square has continued to support the game and promote their vision of the game. While some games (most notably WoW) are changing their stance on issues to accommodate the largest possible user base, Square has stood firm on the core of their gameplay. I, for one, admire that.
The game is presenting a slightly different spin on leveling. “Leveling” will be centered on advancing different job skills. The job skills are broad concepts and there are currently 4 of them planned for the game. These 4 disciplines are the Disciples of War, Disciples of Magic, Disciples of the Land and Disciples of the Hand. These 4 broad concepts are further narrowed down to several of what could be considered more traditional rpg classes. The only discipline currently publicly fleshed out is the Disciple of War grouping. It allows the player to be archer, lancer, gladiator, marauder and pugilist. So, even within the job skill you choose to progress, there are several options available for exactly what you’ll be doing.
The change-up Square Enix is throwing at the usual leveling up system, is that changing between these various disciplines is as simple as changing the gear and weapon you have equipped. Once you change equipment, progressing that particular set of “classes” is as simple as fighting and completing quests with that class of armor equipped. Thus far all signs indicate that you’ll be able to freely switch between these sets of armor and level them at your own pace.. whether that means getting your Magic set up to level 10 then going back and getting your War set up to level 10 or playing your Magic set to the level cap and then changing gear essentially making this an alt when you see fit.
I find this ease of “switching classes” or “sub-classing” to be quite intriguing. And I will definitely want to see how or if any abilities cross over or if each discipline exists 100% independently of your levels in other disciplines.
This is the breathtaking trailer from the game that was released at the Tokyo Game Show in 2009. Square Enix does this kind of stuff as beautifully as anyone in the business as far as I’m concerned.. It says absolutely nothing of what the gameplay will actually look or play like, but it definitely gets the blood pumping about the game.
Thankfully, one area that was lacking in FF XI has seen some special attention from Square Enix for FF XIV.. questing. Quests in FF XI felt like more of an addendum than a core and important part of the game. They did a wonderful job at presenting and progressing a story but were so hard to come by that when you did come across one, you weren’t “trained” in how to get it and begin hunting down the area and npc’s (people or mobs) necessary to progress in it. And the reward for completion was often so paltry that the story was the main motivation in completing the quest anyway.
The official website and current interviews available describe the process as the player visiting the major city’s guild and being offered a work pass or multiple work passes. The available work passes change at regular intervals, which I think is an interesting concept. The info indicates that you’ll be able to complete a given work pass in around 30 minutes. There is also the option of bringing together a group with multiple work passes for an epic adventure.
The aspect I fear the most about a Final Fantasy Online game is the combat system. I feel like the (brilliant) designers at Square Enix don’t have a lot (to my knowledge, none) of experience making a real-time combat system. The single player games have tended to be turn based and FF XI was clunky. It felt very stilted and while that may have been acceptable in 2002 or 2003… it simply isn’t now. If you want to go turn-based, that’s fine. But if you’re going to give me a real-time combat system, make it feel real-time!
This footage of in-game content points out one great change in my opinion and one worrying non-change. The bad first… the combat system looks very similar to FF XI’s. I’m hoping to see some more fluid combat. Preferably with some nice animations to make the game feel more interactive as well. Now, the good… this party of players moves to the mobs! Having played in the neighborhood of 10 mmo’s now, I know that I am far more fond of my party moving to the mob than the inverse.
P.S. – This is 8 minutes long… there’s no reason at all that you should watch beginning to end unless you just care about the game THAT much. Skip around and you’ll still get the general feel of what’s going on.
Final Fantasy XIV Online is slated for release on the PC and PS3 simultaneously in 2010, with an XBox 360 version to follow. As the game still hasn’t begun the beta testing phase, many have speculated that it won’t see a release before very late 2010 (November or December). We’ll see how it all plays out.
WordPress Theme
This morning I purchased a WordPress theme generator. I saw that there were many around the web for free but after downloading and playing with the trial version of this program, I felt that its usability blew those free editors out of the water.
So, nothing to show just yet and probably not for rest of the weekend but I suspect a new theme will be done before next weekend. Web design is usually one of my least favorite parts of putting together a project.. but that is not the case right this moment! I’m excited about getting to put together a theme at least somewhat under my control.
