
This naturally makes other damage jobs the best dance partners, and a good partnership can see a party dishing out huge damage.Īs for the dancing itself, it’s done through a simple but nifty system: using a skill called Step Dance lets you start your dance, and changes your four standard weapon skills into dance steps. The dance partner doesn’t have to do anything other than they normally would-all the dancing is left to the Dancer-but they get to enjoy the benefits of some of the Dancer’s cooldowns and a constant 5% damage increase. It’s categorised as a damage dealer, and can deal impressive damage in its own right, but it’s really a sort of damage/support hybrid that excels at buffing whichever party member the Dancer chooses as their dance partner. The other star of Shadowbringers is the new Dancer job. So it goes for each new zone in Shadowbringers. This particular desert also sits on the literal edge of the world: beyond the cliffs that mark its borders is an endless sea of Light. Or take Amh Araeng, a desert region characterised by its frontier towns and rusty old railway tracks-relics of a mining trade that’s long since dried up. On top of that, it’s home to an assortment of ancient ruins that call to mind those of South America, and Shadowbringers doesn’t miss the chance to take you on an Indiana Jones-inspired adventure through them. The trees of Rak’tika Greatwood dwarf even those of the Black Shroud, and the density of aether has caused them to grow in strange, fascinating ways over the centuries. Though The First came to life as a reflection of The Source, thousands of years have allowed it to deviate and form its own identity and history, which you can feel wherever you go. Each one is a reflection of an area of the original Hydaelyn (and, by extension, a riff on the staple RPG environments like deserts and forests), but they each have their own unique flavour. Check it out!īut the real star of Shadowbringers is Norvrandt itself, which brings a set of new zones to Final Fantasy XIV that aren’t like anything else in the game.
#FINAL FANTASY XVI REVIE SERIES#
Related reading: I wrote about Shadowbringers’ story in more detail last week, as part of a series of diaries covering the expansion. There’s only one region left in The First that hasn’t been entirely destroyed, and here the survivors live in constant fear of Light-imbued “Sin Eaters” that feed on the life energy of the living.

It turns out, what most in The Source assume is a force of inherent good-hence the whole “Warrior of Light” thing-can be just as destructive as Darkness or any other element. Shadowbringers takes place in the first of these (appropriately called “The First”).īut The First isn’t just a clone of the original Hydaelyn (“The Source”) where Lalafells are called Dwarfs and they greet each other with hearty “Lali-ho!” it’s a reflection that, thanks to an imbalance of the elements, has been almost entirely consumed by the power of Light. The short version: at the dawn of Hydaelyn’s history, a fight between gods resulted in 13 “reflections” being created. This time around, players are promptly summoned to a new world that exists as a sort of alternate dimension of the world Hydaelyn that the players will be familiar with. You know what to expect: a new arc of the game’s ever-expanding story, six new zones, a couple of new jobs, a new dungeon every other level and two more “expert” ones at the new level cap, a new series of 8-person raids two weeks after launch, a new alliance raid after three months… but it’s a formula that works, and Shadowbringers is the latest proof of that. By now, there’s a certain comfortable rhythm to Final Fantasy XIV’s expansions.
