
FINAL FANTASY XIV Online
Few MMOs will eat 400 hours of your life and make you feel every one of them was earned. FFXIV is that rare exception, though its current expansion era asks you to be patient with it.
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I have watched friends bounce off A Realm Reborn three separate times before finally cracking and spending a month doing nothing else, and I have watched others quit fifteen minutes into the opening cutscene with zero regrets. That polarisation is fundamental to understanding what Final Fantasy XIV actually is: a slow-burn, story-driven MMORPG that doubles as one of the most unusually solo-friendly massively multiplayer games ever made. If you have been burned by MMOs that demand a guild, a schedule, and twelve friends with matching spreadsheets, FFXIV regularly undercuts that expectation, especially since the Trust system introduced in Shadowbringers lets you clear most dungeons with a party of story-relevant NPCs instead of queuing with strangers. The job system is the structural backbone and it is genuinely clever. One character can master every job in the game, swapping between Paladin, Black Mage, Dragoon, Summoner, or any of the roughly twenty available roles simply by changing your equipped weapon. You never delete progress on an alt, because there is no alt. Each job unlocks dedicated questlines every few levels that layer in new abilities and, importantly, actually reward your time with extra lore and character flavour rather than dumping you in a cutscene to collect five wolf tails. Build variety is real across the job roster, though the ceiling for skill expression varies considerably, and honest raiders will tell you that some jobs have more mechanical depth than others. The current state of the game sits inside the Dawntrail expansion, and this is where I have to be straight with you. Dawntrail is the most divisive expansion the game has shipped since its relaunch. The main scenario has pacing problems that split the community hard, with the new central character Wuk Lamat inspiring either genuine affection or outright frustration depending on your tolerance for a more personal, lower-stakes narrative after the universe-ending dramatics of Endwalker. What Dawntrail does undeniably deliver is combat that is, by most accounts, among the best the game has ever had. The two new jobs, Viper, a dual-blade melee that combines its swords into a two-handed weapon for specific combos, and Pictomancer, a paint-based mage, are both interesting additions to the roster, even if Pictomancer spent a significant chunk of its first year so overpowered it was basically invalidating DPS checks in Savage raids. The game also received its first major graphical overhaul with this expansion, upgrading lighting, shadows, and environmental textures in a way that genuinely modernises the look without requiring you to rebuild your character from scratch. What FFXIV does better than almost any MMO I can name is sustain a sense of authored, writerly care across its main scenario. The story from Heavensward onward, through Stormblood, Shadowbringers, and Endwalker, is legitimately remarkable writing for the genre. The music, consistently composed by Masayoshi Soken, is a genuine reason people stay. The community is, by MMO standards, surprisingly welcoming, with the Novice Network and player-run mentorship actively filling in gaps the tutorials leave open. Where the game frustrates is its content pacing: mid-tier casual players have historically waited months after a major expansion launch before the field operations, variant dungeons, and exploration zones they actually want become available. Dawntrail continued that pattern. Filler quest design in the base A Realm Reborn campaign also remains the biggest single obstacle for new players, and it is a real filter. For story-focused RPG players willing to invest the time, FFXIV at its peaks is genuinely hard to find elsewhere. For players who want dense mechanical depth, fast-paced combat loops, or a game that respects that your free time is limited, the friction is real and worth accounting for before you commit to a subscription.

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Información del juego
- Desarrolladora
- Square Enix
- Distribuidora
- Square Enix
- Fecha de lanzamiento
- 18 feb 2014
- Clasificación por edad
- PEGI 16







