Final Fantasy XIV: Heavensward – #17 – Azys Lla



Boy the Allagans really settled on A LOOK, huh?

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0:00 – Introduction

0:21 – QUEST: “Systematic Exploration”

10:40 – QUEST: “In Node We Trust”

15:47 – QUEST: “Chimerical Maintenance”

21:53 – QUEST: “Close Encounters of the VIth Kind”
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Edited by Daniel Floyd

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31 thoughts on “Final Fantasy XIV: Heavensward – #17 – Azys Lla”

  1. I loved how the story of this zone developed over time. Hopping from one island to the other, and I’m totally not being biased because this is the only zone post ARR that makes it easy to unlock flying

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  2. Hello and welcome to Azys Lla, the Alagan Empire Enrichment Center. Remember that although fun and learning are the objectives of the Enrichment Center serious injuries and death may occur. Be warned that the Azys Lla Enrichment Center will not be held accountable to any harm as per your license agreement.

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  3. Allagan Secrets. Why is it always Allagan Secrets!? Your spoiler free lore comment is here to help decode these secrets!

    it has been 7 episodes since Estinien has bathed.

    5:17 – No one ever reads the Terms of Service. This is going to bite us one day.

    The Warring Triad, along with the VIth Legion, are references to the Warring Triad bosses in Kefka's Tower in FF6. Here, they serve as the hook for the Heavensward patch Raids, a series of 8 player trials which document the VIth Legion's work in Azys Lla. The Garleans are exploring the facility, and between theirs, Thordan's, and Durmin's actions in this episode and the next, the Allagan machinery is waking up. Or, notably, breaking down after centuries of stasis. Among the systems that are failing are the ones surrounding 3 specific Containment Bays. Players discover that, when researching Primals to develop systems like the Ultima Weapon, the Allagans had imprisoned 3 Primals here in Azys Lla, and they are waking up. At first, the Garleans seek to appropriate the technology to bind Primals, but in seeing that the process is dangerous, they eventually team up with players to put an end to the Primals.

    The other mentioned facility here is The Fractal Continuum, a level 60 optional dungeon. Here, players raid an old Allagan museum to try to obtain parts to repair Allagan nodes for the Garlond Ironworks.

    Next time! Durmin ventures forth to confront Archbishop Thordan VIIth & his Heavnsward! But not before he confronts someone who has been here a long time…

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  4. …so the Beta Quadrant’s description reminded me of EW spoilers. Tangent land discussed below the cut. o7

    Looking back here, it is FASCINATING that this quadrant’s purpose is highly reminiscent of Elpis’ function as a sanctuary for new creatures. Especially knowing the Hermes to Amon connection! Especially moreso knowing thousands of years left alone did make most of those creatures hostile lol.

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  5. I sort of enjoy that because it is a magical and fantastical land to players, what is magical and fantastical to the people of Eorzea is ultra-technological hyperneon

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  6. is Regula van Hydros the first empire lord to have respect for our abilities?
    i was so tired of the limitless ego and disrespect… and of course their disbelief that they had been bested.
    kinda refreshing.
    and glad that they would bring back this respect later as your legend grows

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  7. Well, you weren't kidding about how compact Heavensward's main plot is, compared to ARR. The pacing overall is so different that things feel somehow incomplete even as they approach the climax.

    My first thought (given the respective parts of their plot) was that this was down to trimming down the cruft in the stretch between the Castrum Centri jailbreak and ARR Credits (round 1)… Except that that was the bit of ARR that felt like it contained the least cruft to begin with.

    On the whole it feels like in-depth analysis of the comparative pacing might be fruitful, but that'll probably need to wait for the end of next episode.

    Either way, this story feels like they were expecting the meatier side plots (job quests?) to bring the overall length back in line with ARR, and to serve as 'spacers' to allow some parts of the plot to 'breathe'.

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  8. I remember doing this back at the HW launch. The whole place confused me so much, not the least because until you can fly it's a massive pain to get around in. Not to mention, exactly how did all that stuff after 20:58 got set up so fast. Unloading that amount of cargo is NOT a quick thing.

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  9. 24:13 van Hydrus has a point here: Given that the primals are a problem, and killing them only kicks the can down the road, why not bind them? I suppose the question then becomes "who shall be trusted with the upkeep of this binding?" Because it will need upkeep.
    25:46 That doesn't mean it can't be a stopgap while more efficacious methods are pursued. No, the main problem I'm seeing with the Garlean course of action is that it's the Garleans who want it. I'm sure whatever the shape of their eventual bindings (if they are successful), they will only last until some jumped-up Aedile or other gives the order to have them inflicted upon whatever virgin territory is ripe for conquer.

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  10. Ah yes, what better way to reactivate a long-inactive piece of highly advanced, ancient technology than to give a good ol' kick to the chassis

    On a side note, loving all the FFVI references in this area, though here's hoping that none of our various adversaries try pulling a Kefka on us…

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  11. Dan. Dan. Please. You should have continued until you were at/just about to get the final dungeon unlock. That's the point you want to sign off at to ensure the final episode's huge runtime is at least as streamlined as possible and feels like a whole story beat. Not this far out. Dan.

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