Final Fantasy XIV: A Realm Reborn - Heavensward - Recensione
For MMORPG players, the release of the first expansion probably coincides with the most beautiful time to live within the game: enough hours of play have been completed to have developed a certain knowledge of the universe of reference, it has usually entered a clan in which, in addition to complaining about the loot rules, we also tackled the end game and, above all, we were greedy for new content, because everything we could do has basically already done it
Here, Heavensward is no exception.
The first expansion of Final Fantasy XIV: A Realm Reborn arrives in fact just under two years from the distribution of the game and gives a shock to a world, Eorzea, which was beginning to not see new content for perhaps too long, expanding in every direction as much built with the original release and the many patches that followed it (A Realm Awoken, Through The Maelstrom, Defenders of Eorzea, Dreams of Ice and Before The Fall), thus closing the narrative arc of version 2.0.
The choice of the setting was guided both by a purely pragmatic issue, derived from the use of some assets of version 1.0, and because its setting, and the story that permeates it, are functional to raising the tone of the already complex story that saw the Scions protagonists of the first cycle of contents, which ended with the 2.55 patch of a few months ago.
The Ishgard in which the player finds himself after a not exactly glorious escape is cold and inhospitable, and due to the millennial war with Dravania he recovered with much more effort from the apocalypse that brought Bahamut with him. Just the war with the dragons will be the common thread of the entire version 3.0 of the game, of which Heavensward is only the first (powerful) step.
Even our review will necessarily have to be divided into several parts, because the amount of content is really endless, and although it does not come to match that of the initial release as said by Yoshida, it remains in any case impressive and above all complex to analyze. Three new classes, a main storyline fifty hours long that accompanies up to the sixty level, new areas and dungeons, not forgetting flying mounts, changes to existing jobs and all the contents that will be gradually introduced in the coming weeks, like the new ones token and especially Alexander, the new Raid.
Despite the desire to jump into the new classes and those difficult to keep in check, the first thing I did was go on with the story, the only way to unlock both the dungeons and especially the new skills of the class. I, who have always been a Bard, by the way, have high expectations for my class: the addition of two songs that can be played simultaneously with the others that already exist radically changes the entire phase of supporting the job, allowing it, for example, to manage better damage reduction with Mage's Ballad active, but changing the way you play a lot, since each attack has a casting time. This is just a very small example of how deeply the development team has changed all the existing game mechanics, also going to change how (and how much) the primary statistics affect the secondary ones, forcing everyone to heavy overhaul of your equipment and raid builds.