The most memorable stories I've experienced in FFXIV so far (before I reached Mor Dhona) were the 1-15 Gridania quests, and the 1-30 Lancer Guild quests.
The 1-15 Gridnnia arc grabbed me with its contemplative opening. My wanderer, Dunesfolk Lalafell woke up on a carriage bound for a job opportunity depressed in life, sitting opposite of a jolly old man asking me questions to which my character did not have the heart to answer. Moogles drinking beer. My character looks over the side of the carriage to see the danger in the woods and men fighting for their lives battling against the Ixal. I met Mouther Miounne, who felt like a true acquaintance. That was when I started getting old school JRPG vibes, being a lowkey adventurer joining an adventurer guild, meeting the locals and performing humble jobs like dancing for a girl to cheer her up. There was a cute moogle guardian protecting a Chocobo farm in secret. Ywain was an intriguing mentor and probably my favorite character in the game thus far, and I loved how he was able to flip the tables on Foulques when he stormed into the building. The Lancer's Guild story was captivating for beginning to end, and I haven't found a job questline as engaging since (except maybe the Gladiator's Guild questline, which even then suffers from vague antagonists and unclear stakes). There was plot slowly building in the background about a supsect traveling around on foot and stirring up trouble that felt very reminiscent of Trails in the Sky FC. I even got to work with freaking Robin Hood! The Carteneau flashback piqued my interest and I looked forward to the memorial, but afterwards the story lost steam and became very uninteresting, save for a few moments. After Gridania, there isn't really a lowkey mystery building up in the background to think about or pay attention to like the suspect who kept making campfires out in the middle of nowhere; the story just rotates through bombastic bad guys that leave no room for speculation. Pursuing the trail of the mystery man in the forest was engaging because both the protagonist and the anatagonist were active; he knew we were on to him and tried to evade us while stirring up trouble while I was closing in on him. There was a back and forth between Foulques and Ywain, with surprises from both. In the MSQ after Gridania, the protagonists are reactionary, being called out to shut down primals or being attacked by villains. Furthermore, I haven't found any of the characters to be endearing like Mouther Miounne, Lewin, Beatin, Foulques, or Ywain.
MSQ after 15 also suffers from a lot of padding. Now, the 1-15 Gridania story was arguably just as padded as well, but I felt that each quest added to the story as a whole. Given the episodic nature of the MSQ quests though, it feels like the quests in between each cutscene are meaningless (for example: the dozen or so quests you have to do in Little Solace before you can move on with the story). The MSQ has interesting MOMENTS, but isn't interesting in of itself.
Just a thought: the Elementals are said to be incredibly strict as to what can and cannot be done in the Twelveswood, having struck down people who show them "disrespect". Gridania has a very strong conservation policy. Yet, here I am running around the Twelveswood slaying hundreds of wild animals and felling Treants left and right, and no one says anything.
Noteworthy moments:
The fiance of a dead adventurer being left behind by her friends; it lent more credibility to the setting as a world where adventuring is a common profession. Meeting her again in Ul'dah was also heartwarming, and was a grounded way of showing the impact an adventurer could have on the world without going into "YOU SAVED THE WORLD AND BECAME THE HERO OF ALL TIME".
The encounter with Ungst outside The Sands:
Tracking down the kidnapped people at Camp Drybone.
Any quest at the Church of Saint Adama Landama
What do you mean "sneak away from these Amal'jaa" to bring reinforcements? By the time I got back it'd have been too late.
Am I canonically fighting Ifrit by myself? Because besides Minfillia, I'm the only other character in the story with the Echo, which means that I could have been the only one present in control to fight Ifrit. In the story of WoW, I'm the only champion of my class or hero who has been aiding Khadgar, but the raid bosses were indeed brought down by full parties of adventurers.
I was somewhat upset/horrified by the reveal that the Flames straight up killed the people who were tempered. This is a fantasy world with two dozen different varities of magic and supernatural artifacts being dug up on daily basis, and yet you think absolutely no way to save the tempered people? You could just put them in a quarantined holding cell and keep testing different magics or devices on them to try to reverse or dampen the process, but to just write them off felt ignorant and callous. Reminds me of Black Butler.
The memorial services were quite underwhelming, both the speeches themselves and the reactions to the events. Doesn't help that the snobby Alphinaud shows up to exposit lore that I would've preferred to have inferred on my own.
Two hours of questing in Little Solace just to earn their respect was the epitome of padding. Doesn't help that the area around the questgiver is packed dense with mobs that take upwards of thirty seconds to kill each, so just getting to and talking to the NPCs is a pain the ass.
I was disappointed by The Waking Sands; the NPC dialogue only updated twice, so I never got to know anyone there before it was sacked. It's rather hard to feel sorrow when the regular Thanalan town music is playing and the quest plays like another "press F to pay respects" ordeal.
I have to reiterate: I really liked the quests at the Church, learning about the plight of a gravekeeper with little funding in an era where people are dropping like flies. It felt solemn, it felt good to do what little to help out. Screw Alphinaud and his "Company of Buffoons" line. He's a completely unlikeable character, and not in the good kind of "love-to-hate" way. No amount of "but he develops later on" will redeem this for me. He just needs to exit the story ASAP.
Missing airship/Garuda plot
Given that the rosaries were found in parcels belonging to each House, it looks like there is a conspiracy to frame the houses outside of Ishgard as traitors in an attempt to get the Holy See to cut off their people outside the main city itself entirely.
Francel, Haucherfaunt, and Hourlinet are more interesting characters than any MSQ character since I left Gridannia at level 15, and they've had barely three minutes of total screentime and no voice acting.
Wow, that is heartwarming: Laurence deserted an army known for its ruthlessness just to save his fiance. Hope he isn't exercuted!
So far, this is the only questhub where I was invested enough in the setting and the story to do all of the sidequests. Looks like Laurence got out of jail! It is unfortunate that the NPCs don't update after you do their quests or after the story advances.
If I had to guess, the inquisition is trying to keep us away because they have the Enterprise in custody and don't want to give up one of the few airships in Eorzea, not to mention one of the most advanced airships.
Lemme guess; our "inquisitor" is actually a Dravanian servant who flew in on the back of a dragon. The dragon was spotted by a legit inquisitor, and both were felled. Our Dravanian servant then impersonated the real inqusitor.
Another round of sidequests? I'll do it in the morning.
I hope we see Laurence again!
I like how the environment artists modeled a few tiles sticking up out of the floor and walls in Stone Vigil; it adds so much more visual depth to the place.
Spend 20 minutes in queue for Garuda trial for MSQ
queue pops
gets into trial
Everyone in party chat whines and leaves
Here goes another 20 minutes in queue!
Damn, I feel sorry for those beastmen who were sacrificed.
Biggs and Wedge are fun!
It is incredibly dissonant to slaughter two hundred faceless Imperial soldiers across Mor Dhona and the MSQ, only to then get a quest where you walk up to five of them characterized as actual human beings, only for that characterization to be lost after you talk to them and go back to slaughtering another two hundred faceless Imperials without batting an eye. Would've been cool if we had a mini questline where we masqueraded as an Imperial soldier and got a glimpse into their lives: marching with them, covering each other in battle, seeing what Imperial military culture is like, etc. Missed opportunity.
Would be cool if the Magitek Armor became a recurring character beyond this MSQ.
The reunion at the prison
The reunion with the four captured scions fell flat on its face for me; Minfillia had all over... three minutes of screentime, and it was spent espousing exposition and issuing quests. Papalymo spent his two minutes of screentime espousing exposition. Urianger has spent a grand total of thirty seconds in the entire game spewing cryptic prophecy bullshit. The only character I was vaguely happy to see was Tataru, as she was a sweet little pumpkin pie. Overall, completely fell flat for me, compared to reunions in the say the 'Trails series. Even the Ji-Aysa reunion in WoW was impactful even though they only had a total of ten minutes of screentime in the entire game, as writers made us care. We saw their hopes, their dreams, their shortcomings, their struggles, and their love for each other.
This is supposed to be an intense situation: we're in the middle of an Imperial Fortress that is being occupied by the elite XIVth Imperial Legion, spearheaded by fearsome commanders, who have state-of-the-art technology at their disposal, and they're all determined to take us dead or alive... and here we are, everyone casually standing around on a cliff trading jokes like it's a Saturday morning cartoon. Let me be clear: I enjoy JRPGs and anime for the wide variety of different genres and tones a story can take, but many times the comedy is misplaced, as it was here.
The Lahabrea reveal also fell completely flat on it's face; the Lahabrea plot wasn't built up throughout the story; he only showed up for thirty seconds in the 1-15 experience, which was the only time I was interested in the character, another thirty seconds at the end of a dungeon, and then here. There was no mystery around the character. Thancred was utterly neglected during the story, didn't care about him. Villainous reveal "muhahaha it was me all along muhahaha" too. *Sigh*
The scene of the city-state leaders meeting in the Sultana's chamber was overall very good, despite the oddly paced dialogue and off-putting voice acting. It really feels like this is a high stakes situation where the fate of entire nations are at stake. It has weight. It is unfortunate that the voice work leaves a lot to be desired: Rahubahn once again sounds to hammy and it sticks out like a sore thumb given the situation, while Kan-E-Seena sounds too dull in her delivery. Didn't really hear enough of Nanamo but she didn't stick out like the former two, so I'm neutral towards her. Jean Gilpin's Merlwyb has a presence in the room the other three do not, always great to hear her. The scene would've been more impactful if we had seen the consequences for failure, by seeing what happened to an army annilhated by the Ultima Weapon or what rule under the Empire is like, and if I had become acquainted with the regular people of Aldenard/Eorzea (Aldenard is the continent, so Eorzea is... a subregion on the continent of Aldenard? The wiki doesn't differentiate the two either) so we had people we cared about who were at stake.
The scene at the Waking Sands where the Scions review the operation is great: it really feels like this is going to be huge operation, and builds up the (underwhelming) event.
Rhitahtyn talks about how the Empire saved his homeland, but once again it feels like another instance of "tell, don't show", where the writers are half-heartedly trying to humanize the Empire in what feels like throwaway lines but we never see the Empire as anything else besides your acceptably evil and dehumanized video game nazi villains.
The actual operation itself is disappointing. We don't get cut aways to one or two minute scenes of the GCs attacking the Imperial outposts across Eorzea. The Tribunes were just as wasted as the Judges of FFXII, and amounted to nothing in the end but named mooks who appeared as spear carriers with cool designs in three minutes of cutscenes across the 2.0 MSQ and then are unceremoniously killed off. I would've had the Tribunes fight the GC forcers and perhaps their leaders offscreen, with the player only seeing glimpses of the battles in the cut away scenes, much like the amazing Zechs vs Aurellia fight and Craig vs Wallace "fights" in Cold Steel 2. They'd retain the mystique they had before, and could've been developed throughout the FFXIV story. That way, when they are eventually fought, it would be climatic.
Castrum Meridianum itself is quite disappointing; we don't get an overhead shot of what the fortress looks like. I was on a road, walked up to a gate I couldn't see over, and then queued for the duty... and then ran through an industrial complex I couldn't quite make out.
he Allagans weren't really established before this point and there was no setup to Ultima Weapon, so the whole super mode eye feels weightless. Gaius' shock doesn't feel impactful either, as I wasn't quite sure what he was surprised about.
I don't feel like I deserve to be talked about as this legendary savior of Eorzea just yet; the dialogue feels more appropriate for a Meteor Survivor, rather than some adventurer who up until a couple weeks ago (the timeline of events feels unclear) who helped stop a beast tribe attack, stopped another beast tribe from kidnapping people to sacrifice to their god, stopped yet another beast tribe (that was defending it's own territory no less!), became one of the few surviving Scions not by being skilled, but because I simply wasn't there when the Scions were attacked, tracked down a guy, ran around looking for a very specific radioactive crystal, stopped yet ANOTHER beast tribe, saved two fugitive engineers from being killed, infiltrated a prison to free the other Scions, and then took out the Ultima Weapon. The game doesn't really convey the significance of the events: we never see people in the cities fearing the beast tribes, or fighters being in awe of Primal Slayers (outside of those five Titan slayers, and that was it), or see how the common folk's lives were affected by the triumph over the Primals. I feel like my only significant achievement was destroying the Ultima Weapon and killing the Legate, and given how many people were involved in the operation and had a more significant role than I did (the GC leaders for one), I feel all of this talk of me being as great as I am is undeserved.
Very good music
You introduced the twins at the very beginning of the game, and then Alisae does... absolutely nothing.
The English voice acting isn't horrible; I've heard these VAs perform excellently before, but the result here is unnatural. I'll chalk that up to the voice direction. Merlwyb sound great!
Very bad, a few great moments sprinkled throughout an otherwise slog. Still better than vanilla GW2's absolutely abysmal personal story.