Monday, 12 February 2018

The Sigmascape in review

Boy was i excited for this one as a big FFVI fan. Just like Ozma in Heavensward i have once again not been disappointed. Which was a nice surprise after i honestly did not care for Deltascape at all. Choice of bosses, style of fights -the gravity manipulation fight in particular was so one note and dull- but also in theme. Conversely here we have something that felt far more faithful to the tone of the game it was lifting from instead of just 'HEY REMEMBER THESE!?' which i find always reeks of lazy design choices when its something from an earlier game but not matching the 'real' versions tone. It was a big nitpick i had with games like Dark Souls 3 that were at times overly reliant on predecessors to name a particularly egregious example.
 This time though? i dug it. I enjoyed myself and found myself going 'oh man thats cool' a fair few times as new mechanics appeared instead of just reskins of primal or coil boss abilities showed up. I think its a little easier than Deltascape but that could also be after multiple patches to balance jobs and let people do the numbers on the jobs -though its odd i have not seen one SAM in Sigmascape thus far but multiples of everything else. Personally i'm not 'done' so to speak with crafting and gathering and working on pve jobs again but still stuck to RDM for this raid. In PUG's (pick up groups) i have found self healing and -more importantly- the combination of Swiftcast and a res invaluable since no bloody SMN players seem to remember they can do it nowadays. So bare in mind this is the opinion of a ranged dps with self heals and a res that saved peoples bacon far more often than i expected as i talk about the fights.

Boss #1- The Phantom Train/Ghost Train:
So i have to admit i am predisposed to love this fight. The original in FFVI is easily one of my favourite moments in that game and the series. The use of different layers of Paralax Scrolling as this rusty old train packed with Ghosts rolled through the foggy woodlands in the Doman Countryside was mindblowing back on the SNES or even later on the PS1 as an example of sprite art at its best. The music, the mood and the fight ending in something Godbert Manderville would be proud of made it a great moment in Final Fantasy history. So when i see the train rendered on PS4 in full 3D with the same spooky music fading into the FFVI theme as you ride through those same foggy woods i had a huge grin on my face. That said this is easily the most easy to beat raid fight in FFXIV since maybe ADS in the First Binding Coil or Oppressor in Alexander. You use light to purify ghosts, avoid aoes and thats really as hard as it gets. It reuses the Alex idea of separating players for a small dps race against a ghost which was visually really neat but again very simple. It is a fight that is mostly just pure fan service. Its easy but if you love the original it pays homage to then its also extremely enjoyable.

 Boss #2 - Chaddarnook, Demon of the Painting: Talk about a step up in mechanics. This is one of those fights like Ifrit Extreme where you know some PUG's will find someone screaming "God dammit no, listen! you cannot skip X mechanic or we wipe!" where you simply cannot go in blind and brute force it. 
Like Catastrophe in Deltascape or the Vrill mechanic in Lakshmi this is a 'keep your mouse/touchpad on the extra button fight' where you bring paintings to life in a Reverse of a certain P5 fight to generate counters to the abilities Caddarnook is granted by possessing certain paintings. It is a step up in raid awareness -as i think the second should be after the dps check of the first in most raids- and while visually i wasn't a fan it keeps you on your toes and moving. There is always something to watch out for so you cannot 'go tunnel vision' and just go through the motions of your rotation and hope the group can power through damage. You simply can't and boy did i have to cast a lot of Verraise in this one. Much to the healers exasperated thanks. Great boss in terms of mechanics and difficulty but visually its a dude in a robe and thats kind of bleh.


 Boss #3 - The Guardian: Now personally i found this much easier but i think that could honestly be because the mechanics of Chaddarnook are just much less well explained than Guardians.
It has a monitor behind it that shows what FFVI monster its about to use the ability of and/or summon. There are new mechanics like tracking missiles, bomb defusal and so on but because its so clearly explained then its kind of a breeze to actually get through. The boss itself is a generic-ish magitek walker and its mechanics are simple and well explained through gameplay. It is a fair, competant boss but ultimately forgettable and thus far is maybe one of the weakest bosses in Stormblood interms of staying power after the instance is complete. Not great, not bad. Just very vanilla 'MMORPG raid boss' in every respect. It gets the job done but never excels at anything of note.

Boss #4 - Kefka: and here we get to the boss everybody was most interested in. Kefka Palazzo. Not unlike certain characters we have already encountered in FFXIV he was a high ranking general for the Empire that destroyed Doma in FFVI. But he was bloodthirsty and took malicious joy in the suffering of others and ultimately turned on not just his emperor but the entire world. Ascending to godhood and remaking the world into the 'World of Ruin' that made up the games second overworld map. So how do you make that into a raid boss? basically the same way they did with Ozma. What is it? what is their nature? what are their abilities? now lets ignore their original boss fight and make an mmo fight around that instead!
Kefka is a liar, a cheat and a bad comedian. The fight reflects this and gets across his character while at the same time does kind of downplay his actual scale and scope in much the same way X Death was treated in Deltascape. Its not terrible mind you. Seeing a certain giant pillar from FFVI rise up around the arena was great but ultimately there are very few interesting mechanics beyond 'if the aoe mark as ? in it then you get IN rather than OUT of it. Beyond that you look away from the tower when it does its gaze or look at it if its yellow. Its trying things that might be novel if we hadn't just had something basically identical with the final boss of Rabanastre in the last patch. Don't get me wrong the fight is an excellent encounter and is much more enjoyable than X Death in my opinion. It just feels like it could have been Ozma 2.0 and instead we just got a mix of 2 or 3 primal fights in the same patch we have a dungeon boss that is literally a mix of 3 primal abilities.
It just feels like a good fight that would be far more impressive if it came out before all the things that in hindsight were probably testing the abilities he uses in the previous patch. Its just a bit of a shame one of the biggest villains in the series gets just a "solid 7.10" experience for his fight. That said i still can't wait to do it on my next lockout so thats really what matters in a persist, repeatable structure of content i suppose.


 All in all i think Sigmascape is a bit of a mixed bag. Its never bad i will give it that and when its good its great. Its just not the slamdunk i feel it could have been and thats a bit of a downer. I still enjoy it more than Deltascape mind you. So its easily a step in the right direction for me. I just worry a bit about whats next. A lot of people are expecting Sephiroth or Ultemicia as the next 'scapes final boss and how do you make either of those into some kind of fun fight without turning them into just X Death again?
Its again just my opinion but i feel the final bosses of each tier should feel less like another raid boss on a ride and more like a hard/extreme primal interrupting the flow. They are the end. For a tier at least. You should be challenged by them to a degree even in the normal mode and my big complaint for Omega's raid across all 8 fights is that it doesn't feel like the events match the gravity of the story its trying to tell whereas Alexander -love or hate some of the fights- really did feel like a complete experience rather than a 'greatest hits' of Final Fantasy in a Dragonball Super style bland tournament setting.

I know thats ending on a bit of a downer and i did like what happened at the end of this tier of raid content with Midgardsormer but it just feels like another side story raid like Void Ark rather than the next Coil/Alex and we already have the honestly more interesting Ivalice storyline for that so for now at least Omega just feels a little inconsequential and disconnected from the world proper and i hoped this tier would remedy that somewhat. 

Question now of course is 'how many tiers left?' because Yoshi is being pretty coy about how many content patches Stormblood is planned to have. Its the beginnings of Spring 2018 and still no Eurea, still no Relic, still no story resolution in sight. We don't know what will be our Nidhogg this expansion, what our endgame circa final patch will be. We only just got a hint at what this expansions 'rebuilding settlement' will be in Doma and it feels at this rate as though maybe theres not one but two or three more tiers left in this and maybe that can make me care about the story more?

I hope so.

Friday, 19 January 2018

Patch 4.2 trailer drops!

PHHHANNNTOOOMM TRAAIIIINNNN!!!

Okay, so i'm a VI fanboy but i have been wanting this since the Doomtrain comments back in ARR's quests in Thanalan. Final Fantasy VI might tie with IX for my favourite but personal tastes aside Doomtrain/Phantom Train was one of those bosses i see like Ruby Weapon in the upcoming FFVII remake. You just think "how do they even make that in a modern 3D Final Fantasy game?" and i'm pleased to see Doomtrain looks like what i expected from the XIV fight team. Yes i know its probably the Phantom Train but either one is good and i'm a sucker for a spooky old Ghost Train!

 Now ghost train boss aside what else do we see here? It looks like Gosetsu might be coming into conflict with the Prince over the amnesiac Yotsuyu in his charge. Is she the same monster waiting to happen again? or was her traumatic past what made her who she was and this is a chance at a fresh start? Should she even be given the chance after all she did? or do those crimes even apply to this girl who shows no sign of being the person who ordered them to be committed?
Its a bit of a tropey story hook for a jrpg but its a nice change on the old potential redemption arc. Is this a case of the good guys getting too bloodthirsty in the name of revenge? is it right to stand by as the warrior of light when we are teaming up with Nero to fight Omega when he has probably done far worse things in his time as one of the Legions commanders?
Its more of a shade of grey than the usual stuff and that tends to be when Final Fantasy is at its best. I look forward to the story developments quite a bit.

Next up we have an envoy from Garland leading us into the new 'four devas' Primal hunting storyline. The maps have shown 4 figures on the map based on summons from the earlier games and sure enough Byakko, the White Tiger Lord is first on the hit list. Considering the line about the Garlean Emperor wanting to work with us maybe its a case of pragmatism and after beating Zenos he considers us the best men and women for the job? which when you think about it says something. Does this mean we have taken down the strongest forces of the empire already? or are they distracted dealing with some greater threat, something worse than a raging Primal?
 Along with this we see Krile meeting a new character, an older Lalafell woman who might be a family member or mentor based on her reaction in the trailer. More interestingly it cuts to a new location with signs of chaotic violence around a town with a seaside dock and its own aetheryte. Unless thats the first use of a town crystal in a cosmetic function perhaps this is out first example of a new open area added in a patch beyond the 2.0 beast tribe areas in places like La Noscea?
Sharlayan, Kriles home, has been on the new world map since 4.0 but its far too small to be an expansion destination. Perhaps its been a post patch zone in the making? Unlikely of course but with FFXIV you never know. Nobody expected stuff like Lords of Verminion to show up after all.

Finally we have the Sigmascape. Lots of nods to FFVI including sprites right from the game but most significantly an ending shot of a man in clown make up with a very familiar laugh...

So overall first impressions are good. So far the post launch content of Stormblood has left me a bit cold. Its not been bad but its also not been terribly interesting to me personally. This on the other hand has me very excited. Maybe as much as the patch where we fought Alexander or Nidhogg. Lately i've let levelling my combat classes fall behind. I got RDM and NIN to lvl.70 and im slowly chipping away at DRK and AST but everything else has lagged behind. SAM in particular for me is still in the mid 50's!
After spending the time getting all gatherer and crafters levelled and geared and in the yellow scrip farming/money making stage this is a patch coming at the right time (if Monster Hunter World doesn't steal all my attention) to get me back into PVE content in a big way, so roll on 4.2!

Sunday, 14 January 2018

Workshop Wisdom #2

 I've finally gotten around to maxing all my crafting and gathering jobs. All the quests done and back to the more comfortable state of one set of gear for both roles which makes things much easier on my Armoury Inventory.



 Overall its an interesting difference compared to the far more time consuming and expensive levelling content of Heavensward. Clearly they want crafting to be a lot easier. To get to the cap at least that is.
 Instead of relying on Beast Tribe Dailies -at the time of writing there are none for none combat classes in Stormblood yet- or having to farm items to craft complex recipes from your growing repertoire you are given 4 quests to make one item from one maguffin they give you. Still got the macro i posted back in 2016? great. If you have the best gear for your level from the vendor in Kugane you hit those two buttons, turn in the quest and jobs done. With leves doing the filler in between. Meaning if you have the gil to burn you can just go to the marketboard and for some jobs like Weaver never leave Kugane and go from 60-70 in minutes. Only the actual speed of taking and turning in leves holding you back.
 So yeah. Nerfed isn't the word here. Not that i'm complaining when its a cumulative 540 levels for crafters alone nowadays. Did i hate it? no but i wouldn't call it satisfying either.

 So where does the title come in here? well its time to talk about Crystals, Clusters and farming. Everything you make in the game takes Crystals. I mean it IS Final Fantasy after all so its not surprising right? You grab your Miner and go farm them one by one for dozens of hours to stop running out across those 540 levels, right?
 Of course you don't. Sadly i've noticed recently that not everyone knows this. So its time to talk about one of the games myriad subsystems a lot of folks don't seem to know about: Aetherial Reduction. 

 What is it? well its essentially desynthing collectibles. What are collectibles? well during Heavensward levelling a new system was added to use a 'collectors glove' ability to mine, fish, harvest or craft and item not as the item per say but a rated token version. It cannot be used but can only be turned in to an npc. Unlike the Ixal tribe or the Grand Company turn ins however these will only be accepted if the rating is at a certain cap. For example the lowest Stormblood Mining item -Molybdenum Ore- needs a rating of 470 collectibility or higher. Higher the rating the more 'scrip' tokens you get in return. These can be used to buy gear and items beneficial for none combat jobs after vendors offering no more improvements for Gil.
 However mid HW they also added a new system for the players asking "theres nothing left to buy with Scrips, so whats the point of collectibles?" and the easiest answer was 'for making money!'

 So on paper its pretty simple. Check online for the spawn dates for 'Ephemeral Nodes'. These are the nodes that only spawn for a small, set period of time per in game day. Different ones in different zones but the mechanic is the same. Instead of Blue or Gold a Brown node icon appears on your map. Usually offering stone or herbs that when mined don't appear to have any in game use at all. What you want to do is hit that collectors glove buff, have 600 gp and a higher set of gathering stats and use a rotation like the following -though as gear improves there are others- to get a high rated collectible.

Step 1: hit the node
Step 2: hit collectors Glove
Step 3: select an ore or herb, not the crystal and begin collectible mining
Step 4: Discerning Eye
Step 5: Impulsive Appraisal II
Step 6: If a proc of Discerning Eye occurs hit Single Mind, if not Discerning Eye
Step 7: Impulsive Appraisal II
Step 8: If a proc of Discerning Eye occurs hit Single Mind, if not Discerning Eye
Step 9: Methodical Appraisal
Step 10: collect

Now you have your collectible. Next you need to check your ability list for 'Aetherial Reduction' and add it to your hotbar. Simply hit it to open a window that will show any ephemeral node collectibles -don't worry it doesn't mix your scrip collectibles in- and simply go through your goods and break them down. This will net you hundreds of Crystals and dozens of Crystal Clusters. 

In the longrun this is a good source of Gil since there is always a demand from crafters who either don't know about this or cannot be bothered to do it themselves and in the short term this is a way to save gil by not having to buy yourself while getting all 8 crafters from 1-70. Ensuring you have more Gil left over to start getting Materia and some crafter gear to start getting into the true endgame of Yellow scrips and supplying endgame players with rare goods.

So get out there and start Gathering Adventurers!

Wednesday, 13 December 2017

Whence Relic?

What a year its been for videogames. I have been swamped. I've logged into FFXIV on patch days, done my content and jumped back out. From Persona 5 to Xenoblade Chronicles 2 not a week has gone by where i haven't had something to do. Yet i've had this nagging feeling i've left FFXIV by the wayside the last month or so. Personally? i think it has to do with the Relic.

Anyone who's seen the census numbers has seen a staggering player dropoff rate for Stormblood compared to Heavensward and you gotta ask why right? Great dungeons. Fun events. New things to chase and zones to dick around in. So whats missing? what carrot isn't there for players?

Its the Relic.


Maybe a lack of Deep Dungeon isn't helping. God knows going "i've got to get ALL these jobs AND two new ones back to cap again?!?" won't help but nothing kept folks i know playing in HW like the Anima Relic.
Sure we bitched and moaned about grind elements. Its a cathartic thing for an MMORPG player right? but it was something to do and more importantly something to chase. An increase in player power, a flashy model to show off to let other players know 'yeah i did the thing' and right now? everyones using the same gear and weapons and nobody has a reason to log in beyond slightly higher numbers in Ultimate.



In a year of amazing games to play this is not a healthy thing. It happens to a lot of MMORPGs but usually the cold months are the big playtime period yet here we are with most regions having their active player numbers drop by over 60% and i honestly believe its the lack of a carrot in the Relic and Eureka which is still in a "will we ever hear about it?" state which is giving me Diadem flashbacks.

I'm still logging in to get up some easy levels on my last few classes in bursts but without the chase the rpg kind of loses out to the mmo and for Final Fantasy of all things thats kind of making me nostalgic for the days of farming maguffins for tomes in Idyllshire again.


What about you?

Friday, 13 October 2017

Lets talk about Command Missions for a hot minute.

So in exploring all the content of Patch 4.1 one thing has surprised me by how i have enjoyed it. Namely the new Squadron activities. I remember back in HW Squadrons were a chore us completionist's did to unlock the new rank and then most never touched it again. It was boring. It felt pointless. That isn't quite the case anymore. A quick visit to your Squadron hall will show you dont just send them on missions like a bad clone of WoW's infamously bad Garrison Quest system. You can join them and run dungeons almost like fighting with trust NPC's in FFXI. As well as customising their appearance.

Two positives immediately spring to mind with this. First people afraid to even try healing or tanking in an mmo can now try it without that stress and anxiety of 'letting down the other players' that puts so many off leaving them stuck only in dps jobs forever. Second adding customisation and glamour makes these characters feel connected to you like your retainers. You could even argue now they are even moreso your allies than the retainers were as personalities. My conjurer Cecily is easily my strongest Squad member and is leveling and unlocking masteries fast. This makes me want to give her a cool glamour and take her on more runs. Thats a level of npc party interaction that feels more offline final fantasy in some ways and considering the state of single player final fantasy games right now thats a really neat thing.

So far i've done more Command Missions than dungeons and i hope they add more things to do. Hopefully they one day make them into full Trust NPCs and you can take them out into the world with you instead of your chocobo. Theres always the sincere worry of npcs killing the mmo aspect but as long as they are not part of endgame or simply max difficulty content of any expansions level caps they are really just your own final fantasy party unique to you and now thats all the more so true when you can actively customise them.

Sure they are still a little dumb but for a side minigame this has a lot more legs than Chocobo Racing or Lords of Verminion had even from the outset. Hopefully we get some fun stuff to do with them thats unique in future. Like maybe redesign guildhests so two players and two npcs can team up or something? let you show off your Squaddies you worked hard on to others or something?


Either way its been a pleasant surprise in a very good patch i'll talk about after i've done all the content but for now they took a subsystem nobody cared about and made something fun out of it.

Maybe they should have called it 'a Squadron Reborn' instead? :p

Friday, 29 September 2017

The Legend Returns Trailer Drops!

Finally new content! It feels like forever since i've had something to do besides leveling alt jobs and farming scrips!

Theres not too many major surprises this time since we have all had the chance to pour over the majority of content but 3 things stood out to me.

1. Nashu returns without Hildebrand? Perhaps she is looking for him and he crashed down on a certain islet with two unlikely companions waiting for him?

2. The first shot of the sub-trailer for the Return to Ivalice Raid was some sort of claw holding onto a white soulstone looking crystal. I doubt its going to be anything related to the Sun-Cryst from later Ivalice Alliance games but it would be neat if its not just part of the Tactics Lore but also teasing another job. The Geomancer in the Astrologian already has people thirsty for another job from XI returning in the future.

3. It looks like the Summons from FFXII maybe be showing up with the exact same effects that they had at the time. In XII they were either protecting things connected to the Dynast King or lurking in areas rich with a raw Aether called 'Mist' that were patrolled by strong monsters usually filled with ruins as the indigenous people had to up sticks and abandon it because of the mist intensifying over time.

Considering the relations to XII and how XIV's devs have always skirted around Ivalices Connection to Eorzea its going to be interesting if this is just Eorzea side Alt universe or a Deep Dungeon style 'through a Thinny' alt world jaunt. The final Boss of D.D's Floor 100 suggested some weird beyond the grave shenanigans going on in Ivalice so time will tell.

Saturday, 2 September 2017

Patch 4.1 The Legend Returns live letter

So heres a thing.

I was honestly taking a break just to wait till 4.1 hit. Write up a take on the whole 4.0 experience from launch day to its update to sum up my thoughts on the 'base' story and experience of stormblood.

Buuuut as a huge Ivalice fan i really had to put this up in the interim. The latest Live Letter has gone live and man did we get some stuff to talk about.

So coming October 10th 'The Legend Returns' is the first big content update to FFXIV's Stormblood expansion and it appears to be the 'give something for everybody' patch games like World of Warcraft have failed to pull off for years. No matter what your focus in game there is something for you, 'course this means there might not be enough of certain niche's but there isn't going to be anyone left going "but i have nothing to do in this patch!" which for MMORPG's is super rare.

So lets do the rundown:

Glamour will unlock at lvl.15 and not lvl.50 - Not a huge change in the grand scheme of things but for convenience, quality and life and letting beginners have more to do this is a great change. It sucks to get some really ugly gear and be stuck for hours. Especially if you bought a few months gametime or took part in an event for lvl.1 cosmetic gear with no stats that you simply cannot use until ARR's endgame. Now everyone can clownsuit and slutglamour, viva choice!

Royal Menagerie Extreme Mode - You know who is getting the Thordin treatment and i think everyone was expecting this and i look forward to the fight. God knows over two months of just Lakshmi and Susanoo was getting real tired.

Bards can perform music with notes on a hotbar - Now i know the LOTRO crowd are perking their ears up at this one. I fully expect the 'jazz for your soul' lalafell videos and post wipe respawns having an 'ooo watchu saaaaayyy' macro at the ready in alliance raids. Another example of the devs doing things neat that most studios would consider a waste of resources. But i'm sure the A Stage Reborn people are freaking out right now.

New Hildibrand and beast tribe quests - Side content is always good and hildibrand and more ease for levelling alts all the more so. Given the nature of the Kojin i would imagine this may be our moogle equivalent for crafters which right now have Leves and little else to do.

Pvp Content: Wild Wings - Essentially competitive boss rush speed run raiding. Another push for a streamable, competitive format i think. Not my thing but theres a fair few other MMORPG's chasing the esports bux with worse ideas.

New Dungeon: The Drowned City of Skalla - A new dungeon set in a sunken city. Perhaps in the Ruby Sea? or maybe another Sirensong Sea style dungeon out in the ocean? maybe its on the way to a new location? people have been eyeing Thavnair for ages and they do have a consulate in Kugane.

Alliance Raids added to a new Alliance Roulette and party member size limit removed for 3.X content - Not much to say about this you can't already infer. An alliance roullette is a good way to keep the numbers up for people still doing the storylines or farming glamour gear and gives everyone more rewards and things to do. Not terribly exciting but a welcome change.

The Lost Canals of Uznair - Further exploration to deeper canals can be accessed by finding another map inside the instance. Perhaps this is a little more Deep Dungeon than just another Aquapolis like folks assumed?

Adventure Squadrons update - Not the most cheered for update but your squads level cap has increased, you can glamour their gear and they have new dungeon missions to run. Hopefully with rewards that make it worth actually doing after you unlock your Grand Company Promotion this time around.

Expanded Cross World systems - Now including Raids, Custom PVP matches, Friend lists and tells. Hopefully tells doesnt mean the Gil Spammer containment isnt broken and we get everyones spam at the same time. Beyond that playing with your friends even if you are on different servers is always a good thing as long as the server community doesnt die. We will have to wait and see on this one.

New higher Raid Difficulty - Ultimate - Starting with Ultimate Coil, maybe its Neo Bahamut this time around? we are getting that post savage raid content the hardcore crowd wanted. Ultimate Ozma when?

Return to Ivalice - Oh Boy here we go.

So there may be some players to young to remember, or simply didnt play games at the time, to know there was a series of Final Fantasy games that were not stand alone self contained universes. Including title's like FF Tactics, War of the Lions, Tactics Advance, Vagrant Story, FF12, Revenant Wings and more eventually this series of games all set in the same world albeit in some cases centuries apart was known as "The Ivalice Alliance". Unlike other attempts to make a sub series like 'Project Fabula Nova Crsytalis' however this did not fall through. It never really lead to insane sales like the main series games but on the whole the world of Ivalice is easily the most fleshed out Final Fantasy world other than Eorzea and Vanadiel.
And now we are going there, only things like a bit more 'Dark Souls 3' than we remember. Written by Tactics creator and 'father of the series' Yamui Matsuno this is the next 'Crystal Tower' or 'Void Ark' 24 man storyline for this expansion. So expect revisiting this place a lot on alts and when grinding the new maguffins for your 4.0 relics.
Not much on the story right now but knowing XIV its either going to be one of the other worlds getting ready to collapse into void, a storybook ala FFTA or an Alt Ivalice native to Eorzea from a pre calamity age. Our last main villain was listed as 'having trained as a Samurai in Rabanastre' after all.


There are still more tidbits coming in as translators work their butts off to get through a wealth of infodumps but on the whole im ready for new content and have been for maybe a month even. Plus i just really, really hope Ivalice gives us some Vagrant Story love. Of all the Ivalice games its the one that needs a little love the most.

So start counting down kids. Just a mont to go!


Yay....