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Final Fantasy XI

Final Fantasy XI
Developer: Square-Enix
Publisher: Square-Enix
Release date: October 28, 2003
Genre: MMORPG
Game modes: Multiplayer
ESRB rating: Teen (T)
Platform: PlayStation 2, PC
Media: DVD, CD

Final Fantasy XI is the first MMORPG to be released in the Final Fantasy series, and the first in the series to feature online play. It debuted in Japan on the Sony PlayStation 2 on May 16, 2002, and was released on the Windows PC on November 5 of the same year. It saw its North American PC debut on October 28, 2003, with a North American PlayStation 2 release on March 23, 2004, making it the first Final Fantasy in North America to be on the PC before being released on a console system. It is also the first cross platform MMORPG, as both PC and console versions connect to the same servers.

The newest expansion to the game, Chains of Promathia, was released in Japan on September 16, 2004, and a bundled version of the game complete with the two expansion packs was released in Europe. Five days later, on September 21, 2004, the expansion was released in North America for $30.


Contents

The World

Final Fantasy XI takes place in a world named Vana'diel, or more specifically, one of the multitude of parallel worlds named Vana'diel.

As this is an online RPG and each Square Enix server used to host the RPG can only cope with so many players, there are multiple servers, each representing a different parallel world. These worlds are named after summoned creatures from earlier Final Fantasy games (for example, Diabolos, Ifrit, Ramuh, etc.) and there are currently (as of January 2004) just over 30 of them. Both PC and PS2 players, as well as Japanese, North American and European players play together on all the servers.

A player is allocated to a random world when they are created, the only exception to this being that a player in a given world can buy a worldpass (a 10-digit passcode), give it to the new player and that player can then enter the worldpass to get onto that particular world. Once on a world, a player cannot move to another world, except via a special character called a World Shifter (put there by the administrators of a server when it has too many players and some need putting onto less populated worlds). This happens infrequently.

The four main cities in Vana'diel are the cities of Bastok, Jeuno, San d'Oria and Windurst. The rest of Vana'diel is made up of a number of outdoor, dungeon, and minor town areas that have a complex topology. While most areas are reacheable by walking, some require the use of ferries, airships, chocobos or teleportation points. Each area in FFXI is quite large, and as a beginner much of the game play consists of getting from point A to point B. However, once characters reach level 20, they can receive chocobo licenses which allows the player to rent a chocobo (the ubiquitous rideable bird-like creature in Final Fantasy games) which allows players to travel up to two or three times faster through all non-city or dungeon zones. Other forms of transportation exist within Vana'diel as well, such as the ferry between Mhaura and Selbina (two small coastal cities) and airships which will take you from one major city to another.


People and Politics

There are five playable races in Final Fantasy XI:

  • Elvaan — the 'elves' of Final Fantasy XI, potent healers and damaging fighters, though low on magic points and accuracy. The Elvaan can be male or female. They live in San d'Oria.
  • Hume — basic human beings who are able to do everything to an average degree. The Humes can be male or female. They originated in Bastok but have spread throughout the world of Vana'diel.
  • Galka — large brutish, apelike humanoids who are best in fighting professions because of their high strength and health points. The Galka reproduce through reincarnation and therefore have no specific gender. The race is generally considered male. They form the minority population of Bastok but originated in Rabao .
  • Mithra — catlike humanoids who are more agile and accurate than others. There are very few male Mithra and only females venture into Vana'diel. They live in Windurst and on the island nation of Kazham.
  • Tarutaru — Tiny, cute and adorable humanoids who excel at magic because of their high magic points. They live in Windurst.

There is a sixth race called the Beastmen, who comprise all the 'evil' races of Vana'diel. These are made up of the following species, which together follow the Shadowlord behind the original story's misfortunes:

  • Antica (Ant-like humanoids.)
  • Demons
  • Fomors (Undead versions of the 5 races.)
  • Gigas (Giants.)
  • Goblins
  • Moblins
  • Orcs
  • Quadav (Turtle-like humanoids.)
  • Sahagin (Fish-like humanoids.)
  • Tonberries
  • Yagudo (Bird-like humanoids.)

At the start of the game players choose whether to side with Bastok, San d'Oria or Windurst. The initial goal of Final Fantasy XI (insofar as there is one) is to fight for your country and help it conquer as much of Vana'diel as possible. Doing so not only confers status and advances each of the nation's stories, but also provides elemental crystals that fuel item synthesis, points to spend on special equipment and teleportation to that region. If the ratio of player deaths to beastman deaths gets too high, the region falls to Beastman control, and many of these activities can't be done.

Players also choose one of the following six classes ('jobs' in the game) to start as:

  • Warrior (WAR): A melee class with high proficiency in many weapon types, especially the two-handed axe. Offensively and defensively balanced.
  • Thief (THF): A melee class with crucial enmity control abilities. In party situations, responsibile for managing enmity with high-damage back-stabbing abilities.
  • Monk (MNK): A melee class with high HP and excellent damage output.
  • White Mage (WHM): A mage class that specializes in healing and restorative magic.
  • Black Mage (BLM): A mage class that specializes in "nuking," direct damage magic.
  • Red Mage (RDM): A mage/melee hybrid class with particular aptitude for enhancing and enfeebling magic. It is a point of some contention whether low-level RDMs are better off using their weapons in combat or staying back with the other mages, though it is generally accepted that they choose the latter at higher levels.

Once a player attains level 30 with any one of the above classes, the player can complete quests to obtain "extra" jobs:

  • Samurai (SAM): A melee class that specializes in performing skillchains.
  • Dragoon (DRG): A melee/pet class with the ability to summon a wyvern ally and perform jump attacks. Widely (though now, often jokingly) reviled by the users at GameFAQs.com 's FFXI boards.
  • Dark Knight (DRK): A melee/caster class possessing very high attack but very low defense stats, capable of casting some black magic spells.
  • Ninja (NIN): A melee/caster class that uses reagents in its "ninjutsu" magic. Generally plays the role of a "blink tank," repeatedly using the "utsusemi" spell to create shadow images that absorb all damage.
  • Summoner (SMN): A pet/mage class that can manifest, at a certain MP/second cost, magical avatars (known as summons, espers, GFs, eidolons, or aeons in past FFs) to aid in battle.
  • Paladin (PLD): A melee/caster class possessing very high defense but very low attack stats, capable of casting some white magic spells.
  • Beastmaster (BST): A pet/melee class that can tame monsters to do their bidding. BSTs are generally recognized as the only job capable of gaining experience points without a party at any reasonable rate.
  • Ranger (RNG): A melee class that specializes in long-range weapons. Because ammunition is expensive, Rangers essentially pay for their damage output, and the upper limit on what can be spent (and thus how much damage can be dealt) is very high.
  • Bard (BRD): A "caster" class that specializes in enhancing and enfeebling songs.

Additionally, at level 18 players can acquire the use of a "support job" or "subjob." Support Jobs operate at a max of half the level of the player's main job, and gives the character abilities, spells and stat bonuses from that job.

One of Final Fantasy XI's most notable features is the flexibility of its job system, adapted from previous Final Fantasy titles. Players can change their jobs in their residence freely and without penalty, allowing the player to experiment with a variety of play styles before settling on a single one. The subjob system lacks this flexibility, however; while and job can be subbed under any other, each job has at most two or three "viable" possible job combos, outside of which little benefit is gained from the subjob.

Details

  • Final Fantasy theme — includes familiar elements from previous Final Fantasies, including music, jobs, spells, summons, items, monsters, Moogles, Chocobos, and the character Cid.
  • Job System — A game system adapted from previous entries in the Final Fantasy series, the job system offers untold flexibility in class selection. By visiting their player residence, players can change jobs freely and without penalty. Additionally, players can later add a "support job" to further enhance and customize their character.
  • Map — The world is broken up into different zones. Moving from one zone to the next requires loading of data, and monsters cannot pursue you from one zone to the next (this is called "zoning"). On the other hand, this lets the game present different sets of graphics/music/monsters in different zones without taxing your computer/PS2.
  • Party System — FFXI forces players to play as groups more so than other MMORPGs. Not only are there functions that facilitate the formation of parties, the experience gain system assures that one must play as a group in order to gain levels past the beginner stage. This allows jobs (classes) that are solely designed for support of parties, such as Bards. Parties can accommodate up to 6 players each, and for more difficult missions and quests, up to three parties can form an alliance to work together to take down difficult foes.
  • Storyline — Though there are thousands of players, any one player can still achieve a sense of individual heroism by completing quests and missions. Cutscenes and conversations with NPCs place you as an important character who participates with the plot as it progresses. From the player's first steps in their starting city to important tasks completed for certain characters, the player is treated as if he or she is the first to interact with such characters, giving the impression of such events taking place in the present moment.

Other players do not view NPC interaction, despite being in the same area, so NPCs are never "busy" talking to multiple players at once. Some cutscenes do include other players, such as party members participating in a quest or mission.

Quests provide some story and interaction with NPCs, while missions give a more linear and developed plot. Later missions include a dramatic backstory, and even a "final boss" that can be defeated, though gameplay still continues. This is a significant difference from many other MMORPGs.

There are six major plots in the game:

  • Sandoria Storyline
  • Bastok Storyline
  • Windurst Storyline
  • Zilart Storyline
  • Dynamis Storyline
  • Chains of Promathia Storyline

The newest plots are often not available in their entirety at first, and are unlocked gradually over time.

External Links



06-01-2009 23:10:04
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