I rolled credits on A Realm Reborn a couple of days ago, ushering in the new Seventh Astral Era, and yet I feel kinda hollow. Compared to my gut-wrenching experience toward the middle of my journey, the end of A Realm Rebornâs storyline feels like a huge-ass letdown.
Iâve said before how I love when gameplay elements reinforce storytellingâlike how I sometimes have to use emotes to soothe a raging beast or inspire a frightened comrade. My experience in the gameâs final dungeons had the opposite effectâin which gameplay negatively impacted my enjoyment of the story.
Light spoilers for the end to ARR ahead.
Ever since those imperial bastards killed my friends, Iâve been out for blood. More than Lahabrea or Gaius van BaelsarâARRâs primary antagonistsâIâve been looking forward to getting my hands on Livia sas Junius, the woman directly responsible for killing poor little Noraxia. I was excited by the prospect of a grand showdown, of standing over her body as I loosed one last arrow (or fire spell) into her. Yet the final confrontation you have with her was so bewildering and unenjoyable that it considerably smothered my enthusiasm for a game that I had otherwise been absolutely wild about.
Peppered throughout the main story quest line of Final Fantasy XIV are instances where youâre required to complete a dungeon in order to progress the story. Since I played (mostly) alone, Iâd use the Duty Finder to match with a group of people with whom Iâd go through my chosen dungeon. More often than not, I matched with people already at max level who were using the Duty Finderâs roulette system to earn max level rewards like special currency or crafting materials. It made the experience almost mindless for me, propelled forward by a group of people whoâd seen the content before and were so overpowered, even with their levels artificially lowered to match whatever the level cap of the dungeon is, that everything died before I had the chance to cast a full rotation of damage attacks.

Up until the very end of ARR, dungeons were mostly inconsequential footnotes to the gameâs overarching storyââOh no! Pirates are attacking the citizens,â or âHelp, my former mistress is Elizabeth Bathory-ing the smallfolk.â So it was fine being essentially carried through the lot of them. I wasnât missing anything good and I didnât have to worry about spending too much time learning a dungeonâs layout and mechanics. However, at the very end of A Realm Reborn, the nature of the dungeons changesâthey are now very important to the storyâwhile the method by which you go through them (i.e. being dragged from fight to fight by people infinitely better geared than you) does not. And the dungeons themselves have gotten bigger and more complex. Now Iâm playing with eight people instead of four, getting lost, missing key item pick-ups, and dying constantly, all while trying to figure out what the hell is going on as my screen is damn near unreadable from all the splashy particle effects.
To the gameâs credit, cutscenes in the final ARR dungeons, Castrum Meridianum and The Praetorium, cannot be skipped. So Iâm not missing the story beats the game intended for me to see, but the bewildering experience in between the story moments negatively impacted what I thought Iâd feel when I faced Livia again. I killed her, but I didnât enjoy it.

Itâs not the gameâs fault. I understand that the Duty Finder roulette is necessary, otherwise no one would do the old dungeonsâdungeons that are six years old by this pointâleaving newbies like me stuck for want of a party. But I also struggle with the notion of putting big story content in dungeon encounters like this in the first place. World of Warcraft does this too, with the critical difference being these dungeons are not part of a mandatory set of quests. My beef with this in WoW is there are so many casual players who donât raid who miss out on the big damn hero moments because theyâre locked behind a big wall that requires at least 10 players, good gear, and a fair bit more competence than required for normal dungeons. In my decades-long experience with WoW, you can usually assemble at least two of those conditions but never all three.
The other side of that coin is making those kinds of big dungeons a requirement to progress into the next set of contentâas they are in Final Fantasy XIV. Thatâs a big mess for reasons Iâve already mentioned. I get that end-game content needs to feel big and exciting and a culmination of all the experiences that led up to that moment, but the way those moments have been implemented in both these MMOs just hasnât worked for me.

There were end-game moments I appreciated. I will forever love the trope of the heroes uniting to use their power of friendship to beat the boss. When the Scions arrived to help me take down Lahabrea for good and all, I loved that. I also loved the hopeful moment at the end where the three leaders of the city-states unite to celebrate their victory over the evil empire. Everything after that moment, however, has been a slog. I think my honeymoon period with FF14 is over. Iâm now mired in the long stretch of quests between the end of ARR and the beginning of Heavensward and itâs been rough, slow, and boring. From what everyoneâs told me these interstitial quests are laying the groundwork for the âoh shitâ moments destined to happen later, but my goodness I wish theyâd hurry up already. I can see Ishgard taunting me from behind that enormous gate in Coerthas, itâs right there. Let me in already.