

I think core story is good as it is aside from some weird order problems in the 80 story and I also liked LS2 and HoT but it just starts to fizzle out after that. It's a character drama about the commander, the love birds, the forever sickly deus ex machina generator, the brooding teenager, the sidelined ranger, the grumpus, the simp, the centaur murderer, and the granddaughter versus the next big world ending baddie.

Look, I love Guild Wars 2 but there's nothing going on with lore here. Divinity's Reach is a home run in that regard. Cities - even Japanese cities - aren't perfect - they look lived-in. whereas those on Eorzea are sterile enough to perform major surgery. However, I'd argue the biggest thing that separates a city on Tyria from one on Eorzea is that Tyria's urban areas are actually cluttered with benches, trees, debris, garbage, broken items, etc. Part of it has to do with better scaling, compression, and forced perspective tricks part of it has to do with color palette choices that are simply smarter overall. We know nothing aside from the fact that they officially told us they're working on it, but still.ĭR feels more lived-in than the competition's cities, too. They already announced they're working on the next one.

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Divinity's Reach in general is a shining example of how to make a place feel lived in, and it's easy to believe the NPCs there have lives completely independent of your character passing through. When they return and play again, they switch roles. A favorite detail I like to note is 3 NPC kids playing in Divinity's Reach - they're playing something like centaur-bandit-seraph, then they all go home for dinner. I fully agree that ANet shines brightest in the smaller world-building moments. But I just wanted to say: this is the finest MMORPG storytelling of the era, and it really isn't close. I know the game is 10 years old I know this is likely its last expansion. Finally, it must be said that the humor here just lands more consistently than it does there - I often find myself laughing out loud at the dialogue, whereas the forced efforts of FFXIV to pull anime-like hijinks (even when the character models can't do the over-the-top emoting necessary) nearly all fall flat. Nearly every quest, valiant heart, and even POI only serve to deepen the lore - even if they do so in small ways. While half their freaking raids (and the massive quest lines that lead up to them) spend their time pandering to memberberries and call-outs to previous games (almost none of which took place on Eorzea, stretching belief even further), Tyria truly feels like a place that has been lived in for 10,000+ years, and casually references its own unique history with a confident flair. I know that SE gets a lot of praise for their MMORPG's story, but I just don't think it has anything on that of GW2 - the lore here feels deeper, and more committed to an over-arching, long-term, semi-Tolkienesque (in scope, not tone) mythos that FFXIV lacks almost entirely. not in terms of pacing, not in terms of consistency of narrative or overall emotional depth, and not even in terms of voice acting.
