Review BurningKirby 5/5 · Mar 11, 2024
Slow Walk to a Triumphant End
After 544 hours of playtime, my time with Final Fantasy XIV is at an end (for now). I set out to play through the main story content as well as some side content along the way and now that I've finished Endwalker I'll be moving on to Final Fantasy XI.
This expansion sets out to bring all the long-running …
After 544 hours of playtime, my time with Final Fantasy XIV is at an end (for now). I set out to play through the main story content as well as some side content along the way and now that I've finished Endwalker I'll be moving on to Final Fantasy XI.
This expansion sets out to bring all the long-running plotlines from the base game to a close and I think it does a fairly good job overall. There are a few characters that end up kind of forgotten among the now unwieldy roster but none that I think really bothered me with their absence.

As I started up the first quest for Endwalker I felt very unsure of where exactly the story intended to go. There really wasn't much after the end of Shadowbringers that I felt made sense to jump off of into a whole new plotline from. Thankfully my worries were put to rest fairly quickly. This expansion opens up with an area that NPCs have been talking about at various points throughout the game's overarching story and it's very nice to finally be able to explore it firsthand. I had a lot of fun exploring all of the other new areas as well. There's a good variety here and the maps are on par with the level of quality found in Shadowbringers. That is to say they are simply gorgeous and nearly always a delight to spend time in.
While I was pleased with the various locales, this expansion has a major issue with pacing its story. It's pretty fair to argue that when pacing a story you want to sort of follow the "roller coaster model", where you split up high tension segments with low tension ones to create a sort of balance. The writers clearly understood this basic concept, but didn't seem to understand that you can't just have 10 quests of high energy, then 10 quests of low energy, and 10 more high energy over and over. That is way too much downtime for the story, and very quickly forces any momentum it has going to grind to a halt.
This becomes especially egregious late in the expansion when the literal apocalypse is happening and there are multiple large groups of quests all dedicated to either giving or taking a leisurely tour of some large hi tech facility. The Loporrit segments are downright dreadful for the story's pacing and the fact that this occurs twice is wild to me. I'm sure they had like a minimum expansion length they needed to hit or something but surely they could have done better than this. We'd be better off with that content just deleted, to be honest.
All that said, when the story is actually developing, it's fantastic. Setting those lame sections aside, from the midpoint onwards it felt as if the plot was firing on all cylinders. The Elpis portion is the definite highlight of the whole thing in my eyes. And the Scions each get a very respectful sendoff by the end, even if the ending cutscenes overstay their welcome a tad.
Gameplay is more of what you'd expect from this game, which is a big positive for me, as I very much enjoy the relaxed feel the game has. There are a few new mechanics thrown in like having NPCs walk around with you during certain quests. You can talk to them to get additional insight and lore tidbits relating to your surroundings, which is a nice little touch for those like me with a love for the world of FFXIV.
I don't intend to play Dawntrail right as it releases, if only because I expect to be busy with other games. However the premise of a "vacation" for the main cast sounds very appealing after spending so much time mired in end-of-the-world level stakes. I fully intend to return to Final Fantasy XIV in the future because it's become such a great comfort game for me in the year(ish) since I started playing.

(please appreciate my bucket minion; I spent so long grinding for it)