TWERK FFXIV REACTION: Final Fantasy XIV 1.0 in a nutshell from Trueblade Seeker!



FFXIV Reaction; Final Fantasy 14 Reaction

Here’s the link to Trueblade Seeker’s original video!
Original Video: https://youtu.be/aWIrju3F6nU

Shoutout to Trueblade Seeker for this incredliby funny retelling of what happened with Final Fantasy 14’s 1.0 era and the move to A Realm Reborn! This was so incredibly funny and informative and loved getting more info on the history of Final Fantasy XIV! Thank y’all for watching and PLEASE make sure you show Trueblade Seeker the love they deserve for this incredible work!

The FFXIV community has so many gems and wonderful people in it and I am so happy to have found this game and community! Hope y’all enjoy the reaction, there is more to come along with my journey through Final Fantasy 14’s MSQ!

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#ffxiv #reaction #finalfantasy14 #react #arealmreborn #heavensward #stormblood #shadowbringers #endwalker #dawntrail

TWERK FFXIV REACTION: Final Fantasy XIV 1.0 in a nutshell from Trueblade Seeker!

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9 thoughts on “TWERK FFXIV REACTION: Final Fantasy XIV 1.0 in a nutshell from Trueblade Seeker!”

  1. some context for other vatshit things hsppenkng at square sround this time: crystal tools was designed for XIII and they were going to do a whole subseries with it including a game called Versus XIII by the creator of Kingdom hearts (that actually garnered way mire hype thsn regular XIII) but then XIII came out and western audiences hated it but japanese audiences loved it so it got not one but two sequels, Meanwhile Versus languished in development hell for years due to Square mismanagement which they blamed on Nomura (even though they made him juggle it and Kingdom hearts). Finally they took it away from Nomura, scrapped most of his story ideas that people were hyped about, amd slapped the Final Fantasy XV label on it. What was going to be an epic Action RPG with a modern game if thrones-esque story got turned into a road trip simulator with literal hold X to win combat (that's witnout like accessibilith settings turned on or anything) and all the important storytelling completely removed and told in supplemental material. Like if you just play vanilla XV you do not have enough info to know whats going on.

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  2. Context, FF13 reviewed well so loads of us bought it, but then found it to be a pretty bad, linear albeit pretty corridor. It was not popular with the fanbase at all.
    Then, they greenlit 2 sequels that precisely nobody wanted.

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  3. Some context: FFXI is also a MMO (Somehow, still going, they literally updated it earlier this year), XIII is….divisive in the fanbase. That end joke with the Versus XIII becoming XV is that Versus XIII was taking so long, the idea of expanded the XIII universe with other games was straight up dead at the point, but there had been a ton of hype around it, so they still wanted to publish it. It's initial release is about as bad as XIV 1.0's, and they further pissed off fans by having chunks of the game released as DLC (since the game was straight up unfinished). I believe the same person has a video about that, but could be wrong.

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  4. While some of this is hyperbole or modified for comedic sake, most of it is actually quite accurate to what actually happened. If you watch the NoClip documentary Yoshida actually talks about the decision to nuke 1.0 and how that happened. Basically he took three months after he was brought on the project to figure out what plan of action he wanted to take going forward and came back to the board (which he was not on at the time) with two options – keep 1.0 running and hope for the best, or build a completely new game while maintaining and patching 1.0 with an eye to relaunching the game. Fortunately the board were willing to trust YoshiP with the latter option.

    Now, YoshiP is the head of SE's Creative Business Unit 3 and is a member of the board of directors. He gets a LOT of latitude with his projects because he literally did save the company after the 1.0 debacle absolutely tanked SE's stock, and he's known for his consistency and ability to produce quality games.

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  5. This makes so much sense now. I felt like it was strange how FF14 felt and played like FF11 with better graphics but Yoshi P really turned it around.

    Like how in DBZ, when a saiyan gets their ass kicked, they come back even stronger than before.

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  6. Even if you were fine with or enjoyed 1.0 and 1.x's design decisions, there were at least three major issues it all came down to.
    1: The Crystal Tools engine. It made FF13 a very pretty tech demo by animating a few characters and objects on screen with obscene detail, but was the exact opposite of what you would want to use to run an mmo with many characters and assets on a large scale.
    2: The servers. The servers were down so often that it felt like a cryptid sighting to see the game function for more than a few minutes at a time, to the point Squenix stopped charging a subscription for the game for months until Yoshi-P's little project was fully under way.
    3: Optimization, or a complete lack thereof. Everyone brings up the flower pots, but those are a symptom of the real problem more than the actual cause. When you're designing assets for a video game, you try to shave as many polygons, vertices, and texture memory as you can get away with for the sake of rendering speed and memory limits. These designers did NONE of that and just kept pumping pointless detail into everything like they were making a movie. Players may not be joking when they say that the game's own servers couldn't run FF14 1.0.

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