Endwalker: A Retrospective (2/2)
Since the release of patch 6.5 I've found my time in Final Fantasy dwindling as I turn my attention to other games in my catalogue. It's not necessarily a bad thing as I've always enjoyed keeping up with other games, but I do see how folks who only really play FFXIV regularly would want more to invest in and be rewarded more meaningfully. The biggest suggestions I can make in my experience with Endwalker looking at what we got overall are to use Criterion (Savage) as an alternative to obtaining Savage Raid-tier gear since the difficulties are near equivalent and to make the endgame relic grind more of an initial investment tied once again to the upcoming Field Operation as it was with Bozja. These are points I've seen rehashed time and time again by a good amount of the major content creators of the game and I'm inclined to agree with most of their sentiments on the overall replayability of Endwalker content, which seemed to offer very little longevity for any of the new activities it provided. As it stands, there has never been a better time to jump in and start your FFXIV journey as a new player than now, but for the veterans there's hope on the horizon to be found in the New World. Looking back I think the community has spoken up about a lot of the qualms they've had with the expansion, and I'd like to imagine many of their concerns will be addressed in Dawntrail. ______________________________________________________________ Now for a review score. In isolation, I would give the complete Endwalker experience a 72, with the strong point being the story and raiding, while it had a weak implementation of new ideas that always seemed to just miss the mark for their target audience. Overall for the Hydaelyn vs. Zodiark Saga, with Endwalker being the conclusion, I would give the game an 87. The narrative threads and world building, within both the MSQ and the optional content such as raiding and side-stories culminates in a charming experience that gets just barely held back by the monotony of its fairly passive approach to driving the plot, elevated by a some major impactful moments. The game is more accessible to new and solo players than it ever has been while still providing a lot of content to challenge people who seek it out, and it has the boon of very rarely using the FOMO tactics that so many other live service games use to incentivize a regular player-base, which gives me peace of mind knowing I can step away from the world if I have to and come back to pick up where I left off without a hitch.







