can any1 summarize what happened?
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can any1 summarize what happened?
It's going to be difficult for anyone to summarize nearly 15 years of story.
I will say that, IMO, Chains of Promathia had the best story of any MMO, including FFXIV.
It has a very good story, And telling whole story gona take longtime. Beside best is to play it.
XI's story at the majority was very solemn and somewhat melancholy. You are confronted much like Eorzea's, but on a much less positive scale. Everything is in turmoil, all nations have just been beaten down by endless struggles from many different points. Honestly where as XIV kinda plays out halfway like a saturday morning cartoon sometimes, I'd probably compare XI's story to maybe a HBO light-drama. Still some humorous moments, but they played them out much better than some of the ham-fisted scenes in XIV. Plus when that game tugged some heart strings, it really hurt.
I'll just explain the basics and say that the game is set twenty years after the end of the Crystal War that ravaged Vana'diel. The three nations of Vana'diel: San d'Oria, Bastok and Windurst militarized to meet the threat posed by the beastmen led by the Shadow Lord. They sought adventurers (the player) to bring peace to the land and drive back the beastmen.
That's only the prologue. A simple google search can better summarize each expansion's plot and the overarching story of FFXI.
And yes, COP's story is amazing. I really think its one of those stories that you have to experience for yourself.
The thing is, arguably FFXI's story truly finished at the end of Chains of Promathia (the second expansion) - everything else that came after was just either side-stories not directly connected to the main storyline (like Treasures of Aht Urhgan), or completely retcons and invalidates everything in the story that you did previously (Wings of the Goddess, Abyssea), to the point the story ran well and truly off the rails.
And from what little I've played of the final expansion Seekers of Adoulin, it's clear the FFXI team has been sneaking around the FFXIV team cubicles and 'borrowing' story and concept ideas, as I'm seeing a lot of similar ideas from FFXIV popping up in odd places in Adoulin (the GEO Job being seemingly lore wise a thinly disguised CNJ), the 'Twelve Orders of Knights', a sentient forest that frustrates intruders and even claims them as it's own, aetheryte camps, sorry, bivouacs... yeah...
However, FFXI's story was still amazing and had many twists and unexpected revelations occurring throughout it's narrative. It just started to fall into retconning in later years sadly.
The other problem with FFXI's story is unlike here in FFXIV where the story does actively involve you as the main protagonist (the Warrior of Light), FFXI... you were treated generally as more of a sidekick to the real stars of the narrative like Aldo, Lion, Prishe and Lisette. A nameless adventurer that just happened to be in the right place at the right time to become involved in battles for Vana'diel's future, and who never really was given the proper credit, the story npcs always taking the lion's share of the narrative time. We were there just along for the ride basically. Ah well, I still loved FFXI's story either way, despite these brickbats.
The main plot ended @ZM18. CoP explains the story of a really pissed off God that Altana punished.
What I wanna know is if it's still worth playing for the story alone? I've been looking at it for a while and hear a lot of good stuff about it, but am unsure due to how old it is.
There were some crystals that resonated and some gods that wanted to chain people and also a couple of brothers you had to kill like 3 times.
Edit: This guy seems to have at least some of them uploaded: https://www.youtube.com/user/kaoz1024/playlists
Shadowlord is the first one, then Rise of Zilart, then Chains of Promathia. That's the "main storyline", I guess.
Quick questions, is it possible to purchase the game and just burn through the story solo in the free month? Are the quests simple to follow like FFXIV with the quest markers being special for MSQ or will I have to look up which quests to follow?
Maybe for 1.0, yeah, SoA borrowed from that, but they instituted things in that game before 2.0 launched, such as the use of item levels, a version of FATEs called Reives and home point teleports within areas or zones (aethernet).
Rhapsodies of Vana'diel pretty much makes your main character more important than anyone else now. Shame that it took this long for you to truly take center-stage.
I doubt you'll be able to finish the story in a month. Maybe 2-3 because of the items for certain quests you'll either need to save up to buy from the Auction House (which can be a sizable amount of gil) for proceeding through the quest line or periods of time where you're forced to wait until JP midnight time for certain events to continue/reset. Not to mention the grind you'll need to have when you you want actually solo the bosses yourself (item level gear is pretty much necessitated to alleviate the sub-par AI some of the Alter Egos have).
The quests are not marked with an arrow or indicator. The quest description in the menu is all that you have to go by. The NPC either gives vague hints or leaves you to figure it out, which was appropriate back then for this type of game since it was one of the first of its kind. Nowadays, people just look up info on anything XI-related on BG Wiki, FFXI Encyclopaedia Wiki or the FFXI AH Wiki.
Hmmm I'd love to just experience the story myself - even if via youtube/twitch.
If you can get past the fact that the graphics are a bit dated, even after all these years FFXI is still a gem.
I started at NA launch and played for over 7 years, stopped MMOs for a bit, then started FFXIV when it came along. Last year I re-opened my FFXI account during one of the "Return Home" campaigns, and despite my worries that it may ruin the games memory... It's really good. Sure the population has dwindled, but with QoL adjustments, level cap increases, and alter egos... You can accomplish a lot more solo than you could back in the early days. I've played it for a month or so here and there over the last year, and it certainly has it's strengths over FFXIV, story being one of them.
In summary, both games are worthy of your time, though sadly FFXIV is becoming less so with each passing patch of Heavensward. I hope they make some real changes soon, or I suspect that a lot of players whose origins lie with FFXI, may be making a return to it.
The story lines in FFXI changed focus from expansion to expansion, introducing new characters (usually a plucky young female protaganist) and situations each time.
COP was a brilliant expansion. The difficulty of the MS quests was high (before it was nerfed), the sense of accomplishment for finishing was amazing, the scope of additional content vast. You could experience the story line on you tube, but it wouldn't be the same. This is an expansion that you needed a static group to complete.
I hope that SE has another such triumph waiting for us in a future FFXIV expansion.
Everyone always talks about how great CoP's story was, but to be honest, I have NO IDEA what the story was because everyone was always telling me to rush through cutscenes/follow the wiki and ignore the game. And there is no inn to go watch them later. The stories I've gone back and solo'd with trusts at my own pace (Aht Urghan, Wings of the Goddess, and Seekers of Adoulin) have all been very good, though. I'm tempted to make a new character to replay Zilart and CoP and actually pay attention to what's going on this time.
Note: For the purposes of a XIV player I use the term "void" although XI didn't use that naming convention until much later on, when SE clarified that the Void as the medium between all their worlds where monsters of darkness live. The terminology is standard now, but in much of XI it was just called "the Emptiness." I believe the terms in Japanese were consistent.
Base FFXI Game - Levels 1-60. You start doing work for your individual nation. Eventually, you are selected for a mission that sends you to Jeuno (the biggest city, but you cannot be a citizen of it) where you rescue your nation's ambassador. You are invited to meet the Archduke, who asks you to collect something called Magicite from the beastman nations. You get the stuff for him, then you are asked to restore the seals that hold the Shadow Lord at bay. Unfortunately, the seals are partially broken, and you're sent to defeat the Shadow Lord (who is greatly weakened from being sealed for so long.) After that, you're invited to Norg by Lion, which sets off the events of Rise of the Zilart.
Rise of the Zilart - Level 75. You must investigate disturbances to the mother crystal and stop the Archduke and his brother from opening the Gates of Paradise, which will bring about the end of the world. (One HM battle at 99.)
Base Game 60-75 - You return to your home nation to deal with an internal crisis.
Dynamis 65-75 (now 99) - Although you defeated the Shadow Lord in this dimension/timeline, his full form is still wreaking havoc in an alternate dimension, and you must defeat the beastman tribes and voidsent subordinates in Dynamis to defeat Dynamis Lord once and for all.
Chains of Promathia originally 30-75, now all 75+: You travel to Tavnazia, where you meet Prishe, an accidental immortal, and travel with her and other companions to try to stop the God of Twilight Promathia from letting the Void take over the world.
Limbus - 75 (normal) -99 (HM battles): In these pocket dimensions where the Void has eaten the world, Ultima and Omega Weapon are making things worse and you must defeat them.
Treasures of Aht Urghan - 75+: You travel to the Near East, where the Empress has opened her borders to mercenaries from all lands in an effort to keep back the beastman hordes. You join forces with the Empress to stop her brother, the Grand Vizier, from summoning Alexander and ending the world.
Wings of the Goddess - 75+: You are selected by the dawn Goddess Altanta's servent, Cait Sith, to travel back in time and prevent the Dynamis dimension from becoming this dimension. You discover that due to your actions, the timeline you existed in until now has been safe, but actors from the timeline that was averted (the Dynamis timeline) want to stop you and bring their own timeline back. You also become a soldier for your nation-state during the Crystal War, and lend your hand to what becomes decisive battles.
Mini expansions - 75+: Fanfiction. The moogle one and the Shantotto ones at least have the benefit of being funny.
Abyssea -75-99: In yet another alternate timeline, one in which you failed to defeat Promathia in CoP, the Apocalypse happened and the world is overrun with Voidsent. You travel to this dimension, become much stronger, and finally defeat Shinryu (what emerged when Promathia consumed Phoenix) once and for all.
Seekers of Adoulin - 99: You travel to the Far West, the continent of Ulbulka, where the World Tree Yggdrasil is dying and the forest itself is trying to keep the pioneers who want to expand the city of Adoulin's borders. Adoulin introduced iLvl gear to XI, as well as XIV conventions like hamlets and aetherytes (waypoints.)
Vanilla: Racist Hyur kills Galka and his Hyur lover/friend and this makes the Galka full of rage. Angry + Odin he becomes the Shadow Lord. Starts a war allied with the beastmen, loses, 20 years later you come in. Uncover info, find out Shadow Lord is coming back, kill him, Galka finds clarity and is redeemed thanks to the ghost of Hyur lover/friend.
Rise of the Zilart: Find out the leaders of Jeuno are actually part of the long dead civilization, the Zilart. They want to meltdown the crystal killing everyone so they can go to the land of gods.
Chains of Promathia: Literally the Apocolypse happens. Kill the creature that is the antithesis to Altana (the godess).
I haven't done Aht'Urgan or Adoulin.
Wings of the Godess: Turns out that you are part of a fake timeline created by Altana cause she was sad. In the real timeline, Vana'diel loses to the Shadow Lord & beastman tribes in the Crystal War (see above). Atomos is trying to rectify it by eating you timeline, and some demon lady named Lilith is working against you.
It's that I recently played a lot and started with a new character, but I can't summarize everything perfectly.
Game starts with a simple story with you being the adventurer that just arrived at your starting city. You get shown around by the guard and they ask you for help, you give them help. It starts with lighthearted quests that suddenly grow dark with the mission of stopping the shadow lord of reviving. He revives and you battle him. After the fight you find out who he is and comes back to his senses. A noble from the city of jueno planned it all and needed the crystals that the shadow lord was protecting and a small fight occurs with the shadow lord sacrificing itself to save you and your companions.
Have to remember the rest in order, lol. Considering I also did Adoulin at same time to use Trust: Ego's.
What I found silly was the transition. A bunch of flashes, than the Zilart mission starts. "Oh you don't remember what happened 5 seconds ago? SURPRISE: the Jeuno leaders are evil Zilart, and Roegrimm saved you in Shadow Lord form. We left that out of the Vanilla end cutscene."
I made a new character a few months back, and I was able to get through almost all of the various stories (didn't finish Adoulin) while leveling multiple jobs as well within about a month- month and a half. I tend to get lazy with things too, so I could have pushed myself harder. If you're completely new to the game, it may take longer as your'e figuring out the game as well, but you can get A LOT done in that game now in a relatively short period of time.
If you did the XI event in the game one of the lines the NPC says is verbatim of what the guy says in the XI opening video.
https://www.youtube.com/watch?v=4TGe6PC-Tk4
this is the best part of XI and unlike the WoL in FFXIV, that means you do a lot less dumb stuff that's out of character and forced on you by the story. in comparison to the FF series in general, you're kind of like Vaan in Ashe's story.
and it's not as much as you're in the right place at the right time, you earn your Rank for your starting nation and you represent them most of the time as one of their heroes/champions. that's how you end up in most of those situations, it's not by accident.
also you get tons of credit from the Rhapsodies missions.
WoW did that too, until around WoTLK, you were another generic 'hero' that fought alongside the real ones. After that, your character just kept getting inflated until you have what they are bringing out in the next expansion.
If anything, I prefer the nameless part of the past, as we were essentially just another figure in a group/raid taking part in the story; it gives a feeling of real involvement, unlike the 'everyone is a special snowflake' path FFXIV and current WoW seems to be taking. Things get really disinteresting when everyone has "World Savior" on their nameplate.