Final Fantasy XIV - Kiwi Free Company

It's a throwaway sidequest that, if cheevo/minion percentages are to believed, very little of the playerbase has done or cares about.
I always feel obligated to mention whenever something like this is pointed out that there was a vocal portion of the playerbase who absolutely HATE the Manderville questline. Mostly because they're seething over the fact that a lot of custom animations and resources are/were solely devoted to the Manderville quest story (which, according to them, is just a bunch of pointless nonsense that these funsuckers despise because it makes their somehow SUPER SRS MMO experience into a total joke) instead of having those resources devoted more towards ACTUAL story and cutscenes.

A shame we didn't get one in ShB.
Hildibrand does have a chance of showing up on the sidelines of the Heroes' Gauntlet as an easter egg, at least.
EfPY7yzUMAAHhPb.jpg (not my screenshot, pulled from an image search)
 
I always feel obligated to mention whenever something like this is pointed out that there was a vocal portion of the playerbase who absolutely HATE the Manderville questline. Mostly because they're seething over the fact that a lot of custom animations and resources are/were solely devoted to the Manderville quest story (which, according to them, is just a bunch of pointless nonsense that these funsuckers despise because it makes their somehow SUPER SRS MMO experience into a total joke) instead of having those resources devoted more towards ACTUAL story and cutscenes.


Hildibrand does have a chance of showing up on the sidelines of the Heroes' Gauntlet as an easter egg, at least.
Ver archivo adjunto 2573537 (not my screenshot, pulled from an image search)
People are idiots. While the manderville storylines don't add to the number of raids in the game, they actually do indirectly benefit the people who never touch them. They were clearly used to experiment with what they could do with cutscenes. In ARR they clearly surpass anything else in the base game in usage of animation directing. By Heavensward the main quest has caught up, while the manderville chapter ups the ante again
 
The Sil'dih story in the Monk quest turns out to be bullshit.
Could you elaborate on that a little bit? I've recently doing started Monk job quests, and having done Hildibrand quests a long while ago, can't remember exactly when and how did they mention Sil'dih.
Does that refer to tales of living man turned to zombies by Sil'dih ancient alchemy concoction Trader's Spurn, which is partly disproven by Hildibrand experience, as mentioned here https://ffxiv.consolegameswiki.com/wiki/Shades_of_Sil'dih?
 
Could you elaborate on that a little bit? I've recently doing started Monk job quests, and having done Hildibrand quests a long while ago, can't remember exactly when and how did they mention Sil'dih.
Does that refer to tales of living man turned to zombies by Sil'dih ancient alchemy concoction Trader's Spurn, which is partly disproven by Hildibrand experience, as mentioned here https://ffxiv.consolegameswiki.com/wiki/Shades_of_Sil'dih?
The Monk starter guy explains to you the conflict between Ul'dah and Sil'dih and the latter was supposedly destroyed by a zombie powder which they created leading to Ul'dah to contain and exterminate them. The truth was, the powder was Ul'dah's invention and used it on Sil'dih after trapping them inside and then lied about it for centuries.
 
The Monk starter guy explains to you the conflict between Ul'dah and Sil'dih and the latter was supposedly destroyed by a zombie powder which they created leading to Ul'dah to contain and exterminate them. The truth was, the powder was Ul'dah's invention and used it on Sil'dih after trapping them inside and then lied about it for centuries.
I think they also mention it in Thaumaturge quests, but that might be just me misremembering.
 
Man i should really do it, i sorta blasted through the game initially just to make the most outta my time because i was a poorfag for a bit, but now that i dont have shit to do it seems kino
 
The fuck do you mean "spoiled"? You're already in the fucking dungeon. Absolutely nothing gets "spoiled" between cutscenes other than the fact that you miss out on trash mobs and one overblown "shoot trash in a magitek armor" segment.

Are WoWfugees really this retarded?
It's a pretty rough-around-the-edges design when I went through my first time. As a healer, the tanks take off in a direction that's not necessarily intuitive for you to follow, and they are happy to just pull everything and fucking die. It's kind of strange. The only time I struggled to keep up was in an interior segment where they were chain pulling and jumping down inclines. We wiped, and restarted somewhere where the mob train wasn't a problem somehow. Also the encounter lets anybody pick up key items and it counts for the whole raid at first, then expects you to grab a magitek armor key for yourself with barely any prompt(in a speedrun setting mind you) and then shove you up an elevator. If you miss the key, no one tells you that it's not far, just take the elevator back down and get it, then come back up. Knowing how players are running it, it's a big design gap to force people to grab personal keys & the elevator really has no business being there.

I missed the entire magitek segment trying to figure out how/if I could catch up and no one missed me, and I was still able to get into it, see the cutscenes and arrive to the final fight in time to participate. I don't expect the elevator to get cut, but the rest are pretty simple fixes that a dev could fix if they cared to.

MORE IMPORTANTLY, let's talk about cars. They're cool. I thought I'd have to buy an actual expansion/license to get to do the event questline but I didn't, so I'm a free sprout with a car. Noctis is a goth Cloud and pretty annoying, Cid didn't sperg about the car nearly enough, and the two unique boss fights to get the car were balanced on the heavy side for being HP sponges. I appreciate the Cowboy Bebop-style jap blues & jazz when you mount up(big difference from the chocobo music), and it's neat that the radio/soundtrack goes down when you travel at walk speed. Headlights are nice, the metallic sheen looks good turning corners, and the transformation animation is kino. It's pretty funny seeing lalfells having to stand in the driver's seat too. Can't wait for the event to go away and seal it into rare eye-candy for the future.
 
It's a pretty rough-around-the-edges design when I went through my first time. As a healer, the tanks take off in a direction that's not necessarily intuitive for you to follow, and they are happy to just pull everything and fucking die. It's kind of strange. The only time I struggled to keep up was in an interior segment where they were chain pulling and jumping down inclines. We wiped, and restarted somewhere where the mob train wasn't a problem somehow. Also the encounter lets anybody pick up key items and it counts for the whole raid at first, then expects you to grab a magitek armor key for yourself with barely any prompt(in a speedrun setting mind you) and then shove you up an elevator. If you miss the key, no one tells you that it's not far, just take the elevator back down and get it, then come back up. Knowing how players are running it, it's a big design gap to force people to grab personal keys & the elevator really has no business being there.

I missed the entire magitek segment trying to figure out how/if I could catch up and no one missed me, and I was still able to get into it, see the cutscenes and arrive to the final fight in time to participate. I don't expect the elevator to get cut, but the rest are pretty simple fixes that a dev could fix if they cared to.
Yes, Praetorium is designed like shit. I think we can all more or less agree on that. But what do you get "spoilered" on during the poorly designed gameplay segments? You don't miss a damn thing story wise, even if you're struggling to catch up to everyone else, and nowadays you're always given the option to jump right into the boss fight once the lockout timer finishes and you're not already in the same area. You miss absolutely nothing but fairly boring trash and poorly implemented progression mechanics between each story beat.

Can't wait for the event to go away and seal it into rare eye-candy for the future.
Don't hold your breath on that. It already had that status prior to the current rerun of the event, and considering how the XIII crossover has since been retired with its items being delegated to the cash shop, I fully expect everything attainable in the XV event to get delegated to the cash shop at some point as well. The only crossover things (that I'm immediately aware of, someone feel free to correct me on this) that are currently unobtanium are the FFXI, Garo, and Yo-kai Watch items.
 
I always just shitpost in party chat during the cutscenes, though I'm careful of spoilers in case sprouts actually read my nonsense.
I point out how Prae is just gay old man couples (triples?) therapy between Cid, Gaius and Nero and that Gaius is spending all of Cid's retirment fund on his new Fursona UwUltima weapon.
 
So apparently Hironobu Sakaguchi started playing and he's a lala. Between him and yoshi-p and a bunch of japanese artists I started following on twitter I feel like japanese people just like lalas more than westerners do.
It's the chibi factor, I feel. Plus there's less stigma about smaller than average proportions in Japanese media in general.
 
Don't hold your breath on that. It already had that status prior to the current rerun of the event, and considering how the XIII crossover has since been retired with its items being delegated to the cash shop, I fully expect everything attainable in the XV event to get delegated to the cash shop at some point as well. The only crossover things (that I'm immediately aware of, someone feel free to correct me on this) that are currently unobtanium are the FFXI, Garo, and Yo-kai Watch items.
I seriously hope they don't do another crossover event with a limited time license like Garo. I get that the Japs love their big cheesy special effects kino but it's seriously annoying how it's basically never going to come back even on the cash shop.

The FFXI stuff is pretty good though. The legs alone are used in so many of my glams.
 
Could you elaborate on that a little bit? I've recently doing started Monk job quests, and having done Hildibrand quests a long while ago, can't remember exactly when and how did they mention Sil'dih.
Eric, the monk quest giver, can go on long tangents about history if you talk to him beyond what the quest asks you to do. He'll go into various conflicts in great detail, which is actually quite nice if you're a newer player because it adds a ton of context that the MSQ glosses over due to not being important. I'd really recommend talking to him after he tells you to do something and see what new thing he lectures about as you go through it. It feels so weird to have this much lore in the Monke questline of all places, but I'll take it.

On that note ARR Monk's questline is underrated imo, I actually thought it was pretty good for an 2013 ARR job questline and I swear no one talks about it. It had world history if you wanted it (even if some of it isn't fully correct), it had a nice build up to its conclusion that I felt went at an okay pace, and its moral felt very on theme to the game. While the outcome is predictable but I don't think that makes it bad, it has a lot of retroactive parallels to certain events related to Ala Mhigo throughout the MSQ that I feel are a good bit more interesting today then back in 2013 when no one knew what was going to happen with Ala Mhigo beyond the obvious.

I think it has a bit of a contrived resolution that feels rushed, but I feel the resolution is on theme enough that I can look past it considering this was made in a rush like the entirety of 2.0 ARR. Most ARR job quests aren't that great beyond the lore they bring up imo, so having one with lore and a fairly good plot that feels like it follows the MSQ instead of happening entirely around it (like the Drk questline, but not as good) is refreshing.
 
Eric, the monk quest giver, can go on long tangents about history if you talk to him beyond what the quest asks you to do. He'll go into various conflicts in great detail, which is actually quite nice if you're a newer player because it adds a ton of context that the MSQ glosses over due to not being important. I'd really recommend talking to him after he tells you to do something and see what new thing he lectures about as you go through it. It feels so weird to have this much lore in the Monke questline of all places, but I'll take it.

On that note ARR Monk's questline is underrated imo, I actually thought it was pretty good for an 2013 ARR job questline and I swear no one talks about it. It had world history if you wanted it (even if some of it isn't fully correct), it had a nice build up to its conclusion that I felt went at an okay pace, and its moral felt very on theme to the game. While the outcome is predictable but I don't think that makes it bad, it has a lot of retroactive parallels to certain events related to Ala Mhigo throughout the MSQ that I feel are a good bit more interesting today then back in 2013 when no one knew what was going to happen with Ala Mhigo beyond the obvious.

I think it has a bit of a contrived resolution that feels rushed, but I feel the resolution is on theme enough that I can look past it considering this was made in a rush like the entirety of 2.0 ARR. Most ARR job quests aren't that great beyond the lore they bring up imo, so having one with lore and a fairly good plot that feels like it follows the MSQ instead of happening entirely around it (like the Drk questline, but not as good) is refreshing.
I think it's more a testament of how unlikeable both Eric and the monk rival are, compared to the excellent cheese the PGL storyline was earlier.
 
I think it's more a testament of how unlikeable both Eric and the monk rival are, compared to the excellent cheese the PGL storyline was earlier.
I found Eric interesting considering he is an Ala Mhigan himself, although I have a strong stomach for purposefully unlikeable characters as I could actually stand ARR Alphinaud unlike most people, yet he comes off as he has somehow learned something that causes him to deviate away from normal Ala Mhigan society. I found him intriguing I suppose as I personally find Ala Mhigo kind of a shithole so seeing an Ala Mhigan actually criticize it instead of being patriotic (especially after doing SB) was different, but yes very much a total asshole. I think he's not really finished, but I'm still leveling Mnk atm so I'll see what they do with him from there. I did appreciate it when the Monk was like "He won't figure out I'm tricking him, he'll just use the results to achieve whatever he wants regardless of the truth" before immediately getting caught by Eric at the start of the next quest, that made me chuckle because I thought Eric would be so into huffing his own farts and would do just what he thought.

The monk rival by himself is boring, but I think he's marginally interesting because he's a precursor to Ilberd who wanted to go about liberation through the most reckless and destructive way possible, but unlike him the Monk rival realizes why it wouldn't work because the WoL spares him a moment to reflect alongside Eric's intervention. This fits with 14's narrative tendency to focus on overcoming negative emotions to achieve your goals the right way instead of the wrong way. As almost every character who just decides to go off the rails angry and commit mass violence gets punished by the story usually with death, mortal injury, or some other sort of life changing effect. The only one I can think of who hasn't been punished is probably the last remaining main antagonist, but we got Endwalker to conclude that...hopefully...

It feels consistent with one of the MSQ's themes, like you can go through the game as a Monk and you can see consistent theming from this story bleed into the overall narrative, which I feel most job stories don't do as they're more so just side quests based around the job itself (with sometimes very interesting lore bits, like BLM/WHM/SB BRD). Both are fine obviously, but it felt different seeing this especially when I had relatively little expectations in Mnk's story. It might be a retrospective thing, because if I did this back in 2013 I wouldn't have thought too much of it vs me doing it in 2021 with the full context of the MSQ.
 
Última edición:
Yes, Praetorium is designed like shit. I think we can all more or less agree on that. But what do you get "spoilered" on during the poorly designed gameplay segments? You don't miss a damn thing story wise, even if you're struggling to catch up to everyone else, and nowadays you're always given the option to jump right into the boss fight once the lockout timer finishes and you're not already in the same area. You miss absolutely nothing but fairly boring trash and poorly implemented progression mechanics between each story beat.

while I appreciate people taking this zany game seriously, as I absolutely love it to bits, I also have to say that the end of the 2.0 arc is powerfully lame, especially compared to Heavensward and up. every time I have to sit through Gaius' ridiculous lecture about STRENGTH is the POWER to RULE I'm wondering how I ever took that shit seriously. it speaks volumes about WoWfugees that they're nerd raging about potentially missing even a single droplet of that sweet ambrosia, most if not all of WoW's writing is idiot garbage for babies, ARR must seem like High Art by comparison

they even canonize that Gaius' arc is stupid when he shows up again in late Shadowbringers and spends most of his reintroduction cringing at his past self
 
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