The bones of Remaining Fantasy 14 have not altered a lot through the years, however with Evercold‘s story and fight, Sq. Enix is trying to shake issues up. Producer Naoki Yoshida outlined a few of these deliberate adjustments throughout his Berlin Fan Fest keynote tackle, beginning with branching narrative paths in Evercold‘s important narrative quests.
Yoshida’s model of “branching narrative” is extra in step with how Sq. Enix dealt with Remaining Fantasy 7 Rebirth‘s character relationship scenes than with video games whose tales change primarily based on selections. Here is the way it works. You begin with the identical preliminary quest as everybody else, however after finishing it, you’ll be able to decide any of the subsequent three or nevertheless many quests in no matter order you need. After tackling all of them, the story converges once more for everybody on the identical quest. Yoshida mentioned the intent is to provide gamers extra freedom to maneuver by the story the best way they need and doubtlessly have totally different experiences from others, despite the fact that the narrative itself stays the identical.
Sq. Enix beforehand resisted the thought of letting gamers immediately teleport to a quest-giver’s location and made you teleport to the closest fast-travel level and stroll or journey from there. Yoshida mentioned that time-saving characteristic has turn out to be extra standard in trendy video games, and as Sq. Enix needs to allow you to match FF14 into your schedule somewhat than have it dominate your life, the workforce offers you the choice to teleport to a quest-giver’s location in Evercold. Or that is the aim, anyway. Yoshida mentioned that the extreme work concerned in making this occur means it is nonetheless underneath improvement and will not be totally applied by the point Evercold launches.
Which means of us will strategy dungeons and different discipline actions in these much less linear quests at totally different ranges from one another, so Sq. Enix is introducing a brand new auto-balancing system to assist tackle inconsistencies. The system adjusts enemy degree and dungeon issue primarily based on a person participant’s degree in actual time, somewhat than syncing each participant’s degree and capping it, eradicating entry to sure expertise and combos, as the sport at present does. These adjustments will solely apply in Evercold‘s important situation, although Yoshida mentioned the workforce is planning learn how to develop it in future updates.
Additionally with reference to dungeons, Yoshida mentioned Evercold‘s responsibility help updates will develop how one can strategy these instanced challenges. Starting in FF14 8.1, for instance, you’ll be able to carry your chocobo companion right into a dungeon to combat alongside you. A light-weight social gathering previously needed to consist of 4 characters (both human-controlled or NPC). After this replace, you’ll be able to have two human, or human-adjacent, characters and two chocobo, and you may change your chocobo’s fight position. Like with all responsibility help updates, these is not going to instantly be utilized to dungeons in earlier expansions.
Yoshida additionally outlined the brand new armory system’s merchandise degree upgrades in a bit extra element. Through the April Fan Fest, Sq. Enix mentioned the brand new adjustments will allow you to copy the gear with the very best merchandise degree from one job to a different to cut back how lengthy it takes to place a job set collectively. Nonetheless, copying merchandise ranges will not change a gear piece’s parameters you can affect with materia and the like, Yoshida mentioned, so if you wish to attain your job’s full potential, there’s nonetheless worth in monitoring down the best-in-slot items for that class.
And we lastly received to see the brand new character motion skins. Yoshida teased them in April however defined a bit extra about how they work and confirmed a few of them in a quick trailer. Character motion skins substitute present animations for sure actions — emotes, discipline actions like teleport, and even some job actions — with one thing flashier and new. Yoshida confirmed two skins for the teleport motion alongside the usual animation: The primary wraps the participant in mild as they do a flamboyant pirouette earlier than vanishing, and the second has darkish power pour out of them as they’re swallowed up by a void. A few of FF14‘s animations have not modified for greater than a decade, so it is a fairly large deal. Customizable job motion animations will roll out “steadily” beginning in patch 8.1 with extra actions in subsequent patches, although Yoshida did not specify which jobs and actions the primary replace contains.
Remaining Fantasy 14 Evercold launches in January for Nintendo Change 2, PlayStation 5, Home windows PC, and Xbox Collection X.







