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Notes -
About two months ago, I had a chat with @gattsuru about Final Fantasy XIV: Dawntrail, which I had been struggling through at the time. I've since got on with it and finished Dawntrail's MSQ, and I promised to get back with some more thoughts then.
So, what do I think?
For a starting point, I'd have to grant that this is FFXIV's worst outing since 1.0, and I don't get the impression that this is particularly controversial? There's a clear decline in metascore (PC only, ARR is 83/7.0, HW is 86/8.0, SB is 87/7.5, SHB is 90/9.1, EW is 92/9.0, and DT is 79/5.3), and anecdotally my sense among fans has been that there's a sense that this is a slog. I occasionally chatted to people doing story dungeons, and never encountered pushback on the idea that this is a weaker outing. Fortunately, FFXIV is very good, so the worst FFXIV expansion is still potentially quite good relative to its competitors.
I found that the first 75% or so of Dawntrail's story really dragged. I think the primary issue for me was that neither the world nor the cast of characters I was exploring it with were particularly interesting, or revealed any compelling dramatic tensions. I'll talk about the characters a bit later, but Tural in general is not a very interesting place until you get to Mamook, because it's just a very peaceful place with no outstanding issues. The formula for most of the MSQ is that we visit a place, the locals are friendly and generous and tell us about their culture, Wuk Lamat appreciates that culture a bit, maybe one of our rivals does some Scooby Doo level prank to annoy us, we resolve it, and then we move on. Unfortunately the cultures we visit are all very superficial. The Pelupelu like trade and negotiation. The Hanuhanu have a harvest festival. The Moblins patronise craftsmen. The Xbr'aal like chili wrapped in banana leaves. It all feels like surface, and comes off badly compared to some of the cultures we met in previous expansions, almost all of which were complex, contained both sympathetic and unsympathetic traits, had their share of unresolved issues or tensions, and invited some level of engagement with them. Dawntrail improves a bit towards the end - I liked the Old West bit in Xak Tural, where for once there was an interesting domestic conflict, with crime springing up in the wake of a rapid economic and territorial expansion into the ceruleum fields of the north, and formal legal institutions clashing with the ad hoc codes of justice worked out by vigilantes on the frontier - but it doesn't measure up that well compared to the past.
The major exception for me was Mamook, which I did find interesting, but also tragically under-explored. I'd also like to add Mamook to the pile of evidence that FFXIV is secretly a quite conservative game, because to me at least the whole Mamook story felt like a blatant pro-life allegory. Even if it's not quite about abortion, it is very easy to read as being about IVF. The Mamool Ja are desperate for more blessed siblings to be born, mutant two-headed Mamool Ja of superior strength and power, and to accomplish this they've been mass-producing hybrid eggs, even though they know that the vast majority of these hybrids will die unborn, struggling in vain to break free of their own shells. Only one in a hundred of blessed eggs successfully hatches, and the survivors, like Bakool Ja Ja, carry the weight of this holocaust of the unborn. The Mamool Ja believe that they need blessed siblings to survive, but the guilt of this crime weighs on their entire community, a hidden torment that they cannot reveal to the rest of Tural. Naturally the heroic thing to do here is to convince them that they don't need to engage in this kind of eugenics, that it is not worth sacrificing so many lives for the sake of worldly, military power. A more blatant pro-life allegory I struggle to imagine!
Likewise when we get to the end of the expansion, well, it's a bit more subtle, and the script occasionally ventures that we shouldn't be too quick to judge another culture, but there's no disguising the fact that the narrative thrust of Dawntrail is strongly critical of Alexandria and the world of Living Memory. The soul-recycling of Alexandria and the unnatural immortality of the Endless are condemned. This too strikes me as remarkably amenable to a conservative interpretation - much like the world of the Ancients before it, Sphene's paradise is fundamentally flawed, and the right thing to do is to smash its memory banks, let these digital ghosts fade away, and encourage the living to return to the world.
But I've gotten ahead of myself. I do think the expansion picks up considerably once you reach Alexandria. I don't love Alexandria overall, and in particular its neon futuristic aesthetic is a pretty big clash with the rest of the setting, but since it's explicitly from another world, that helps a bit, and it seems likely to remain cordoned off to its own part of the setting. Still, I hope this isn't a sign that Eorzea may end up going the same way as Azeroth, with new, high-tech additions gradually building to the point where it becomes impossible to take the world seriously. Even so, Alexandria is better than most of Tural because it manages to be a portrayal of a society that's complicated. Alexandrians aren't bad people for the most part, and there may be much to admire in Alexandria, but even so, there are clearly deep issues in its society. The fact that we rapidly meet a group of Alexandrian dissidents who articulate some of their complaints helps with that as well.
Now let's talk about characters a bit as well...
This is probably the weakest part of Dawntrail, for me.
Some of the Scions are still around to help us, but for the most part they feel under-used or mis-used. Some of them are present but do almost nothing, and feel like they're just there to provide a familiar face or two. Alphinaud and Alisaie, Y'shtola, G'raha Tia, and Estinien all appear a few times, but none of them do anything in the story or contribute anything, and might as well not be in Dawntrail. Thancred and Urianger sort of have something interesting, and it's neat to see them mentoring Koana, but unfortunately most of that happens off-screen. Lastly Krile... should have had a chance to shine here, but unfortunately I feel she was screwed over a bit. She doesn't do much for most of the story, and then the discovery of Krile's parents and her discovery of her origins is rapidly shoehorned in at the very end of the story, in a way that honestly kind of ruins the pacing of the end as well. I feel Krile was done dirty here. For most of FFXIV before now, Krile has never really gotten a chance to shine, and she should have had it here, but she didn't. Perhaps some of the new characters got in the way?
Speaking of... well, I'll preface this by saying that I don't hate Wuk Lamat as a character, and I don't think the issue with her is the voice acting. Sometimes I switch the voices in FFXIV to Japanese and it doesn't substantially change how I feel about Wuk Lamat. The problem is that only a few local Tural characters, mostly Wuk Lamat but also Koana, need to carry most of the story, and it is too much for them. Wuk Lamat is not a particularly interesting or deep character and it means that the expansion spends way too long stretching out a character arc that just doesn't have much bite to it. Wuk Lamat is fundamentally an optimistic, cheerful, kind person who wants to be Dawnservant so she can protect her people's happiness, and her biggest character flaw is just that she's a bit naive and a bit prone to self-doubt, so her story is about gaining confidence. Koana is basically the same - he's a good guy, he wants to help, but he struggles with self-doubt. Add in that Wuk Lamat is basically the protagonist of this expansion, with the Warrior of Light primarily a helper, and a lot of the expansion comes off as just following around a not-massively-interesting person as she goes on a tour. I don't find Wuk Lamat particularly *dis-*likeable, but she's just not up to the task of carrying this story.
In a sense, it reminds me a bit of some of the criticisms of Dragon Age: The Veilguard for being far too positive - all the characters are friends, and rough edges are all sanded off. In this case, Wuk Lamat is nice to everyone, and the WoL and the Scions with her are also all very nice, and no significant conflicts ever emerge. Even the rivals end up quite friendly; Koana is also lovely, and Bakool Ja Ja is a jerk for five levels and then pulls an extremely rapid heel face turn and then he's our friend too. This just makes for a story that feels bland.
By comparison, let's look at some earlier expansions. One of my favourite parts of Heavensward was the Warrior of Light's trip into Dravania with Alphinaud, Estinien, and Ysayle. This was another small ensemble cast, and it worked really well because all of those characters have depth, and are full of complicated feelings and ambivalencies, and those feelings then bounce off each other and throw sparks, creating tensions. Alphinaud is a prodigy who had a brilliant scheme to create international peace, but has recently seen that whole scheme blow up in his face and end in disaster. He thought he could unite Eorzea through diplomacy, but treachery, greed, and violence have seemingly destroyed his dream. Estinien is a veteran warrior driven by a need for revenge against the dragons who slaughtered his family as a child, and stoically holds himself aloof from others. Ysayle is a heretic from the Ishgardian church, a dragon-sympathiser who believes that dialogue will make peace with the dragons possible, and a cult leader whose followers have been responsible for violence against innocents in the past. Together we are going to confront the leaders of the Dravanian Horde - Ysayle firmly believes that they will listen to us and be willing to make peace, and has agreed that, if this fails, we may have to use force; all while Estinien believes that Ysayle's hopes will fail and then we'll need to try it his way, and just kill the leader. You can see how Alphinaud is then in this interesting place between them, where he's been where Ysayle is now and seen it fail, but also doesn't want to embrace Estinien's bloody worldview. However, as the adventure progresses, evidence of a past age of human-dragon cooperation seems to validate Ysayle's view and Estinien perhaps has to re-evaluate his view of dragons, and meanwhile he's slowly developing a father- or older-brother-like relationship with Alphinaud, whom he's clearly taking a shine to. Ysayle's hopes grow, but are dashed when we do meet the dragons and they inform her that all her dreams are impossible, and she collapses in despair as we move on with Estinien's plan.
That's just a period of 2-3 levels in the middle of Heavensward, but I was drawn into it and fascinated because there's a huge amount of tension there - both internal tension, with three characters all of whom find their own beliefs challenged and need to undergo growth, and external tension, as the characters dispute what we must do with each other. And this was just one example. At FFXIV's best, we see these kinds of tensions again and again - think of Yugiri, Gosetsu, and Hien in Stormblood, or Fordola and Arenvald's growing friendship, or the way Shadowbringers built Emet-Selch into a beloved villain through a long period of travel like this, or the way we saw old characters challenged and recontextualised (like Alisaie's despair at seeing her friend become a monster, or G'raha struggling to bear the burden of an entire city's hopes, or Y'shtola becoming 'Master Matoya' and stepping into her old teacher's role). Ever since at least Final Fantasy IV back in 1991, Final Fantasy has been all about an ensemble cast of colourful characters interacting and growing.
That kind of cast is what I think is missing from Dawntrail.
But I'm not done with characters yet, because we need to talk about villains. Specifically, Zoraal Ja and Sphene, both of whom I think have a lot of potential, but both of whom I'm also ultimately a bit disappointed by.
Zoraal Ja has a lot of potential! There's a very obvious theme of fathers and sons going on with him, and measuring up to or exceeding his father, and I think it could work, except it has the one fatal flaw that we just don't see enough of Zoraal Ja. He is an extremely reserved character who almost never talks, and neither do we really meet or talk to people who know him well. Baby Gulool Ja is adorable and it would have been great to learn more about Zoraal Ja's time in Alexandria, how he came to have a son, and then how he came to abandon him, but we don't get to see any of that. Surely there must have been ways to write the MSQ to show us more of its central villain? (Sphene comes in too late, I think, to claim that role, even if she is the final boss.) This is a game in which the player character has the explicit superpower of seeing flashbacks of things that he/she did not witness personally! The Echo has been used quite hamfistedly at times, but surely if it's for anything, it's for this? It is an excuse to let the player just see visions of things that are narratively useful. Why not use it?
As for Sphene... I think Sphene is fine by herself, but is let down contextually for two reasons. The first is that we've already met Emet-Selch and he already did this story better. An ancient leader of god-like power who wants to sacrifice or doom our world in order to save/maintain/restore an ancient world that he/she believes is utopian and more worthy of existence. We've already seen that story, and Emet-Selch was built up for an entire expansion to try to give that story some emotional heft. Sphene comes in for the last 25% or so of Dawntrail to basically speedrun that story for a second time, and it just can't hit as hard as it did before.
The second is the relationship with the heroes. Good villains in FFXIV have often mirrored the heroes in some way. Nidhogg is compelling in large part because his feelings and motives are the same as Estinien's, to the extent that the two of them literally merge together for a bit. Heavensward is about vengeance and hatred and exacting retribution on the ones who dealt you an inconsolable loss, and both the heroes and the villains undergo that experience. Hopefully even the player does as well - that's why Haurchefant has to die, so that, like all the other major players in the story, we experience that need for vengeance. Zenos, meanwhile, has been presented as a superlative warrior yet one who suffers tremendous ennui, and only finds a purpose to life when fighting against the worthiest of foes, and Zenos explicitly draws a comparison between himself and the Warrior of Light, inviting you to see your own quest for martial excellence (because why are you playing an MMO anyway?) parallelled in his. It's then up to you to decide whether you accept or reject that comparison, and if so, why. Emet-Selch wants to doom your world to save his own - and of course you're in a position where you're going to let his world be lost forever in order to save your own. The blasphemies in Endwalker all played around in this space as well.
A disappointment I had with Dawntrail was that it didn't really explore this the way I hoped. Wuk Lamat talks a lot about understanding Sphene, and indeed this seems reasonable. Wuk Lamat and Sphere are both young queens with kind and compassionate dispositions who are fundamentally driven by the need to protect their people's happiness. Before we reach Alexandria, Wuk Lamat has spent the entire MSQ talking about how precious the people are to her and how she loves them and just wants them to be happy. Then we meet Sphene, who has the exact same motivation, but in Sphene's case, this leads her to ruthless and genocidal excess. You'd think that might be an excellent opportunity for Wuk Lamat to re-evaluate her ideals a little. Does a good leader need to have something more than love for her people? If so, what? Good judgement? Sense of justice? Meeting Sphene seems like it ought to provoke a bit of soul-searching, but alas, it never happens.
Ultimately, I think I come to the end of the MSQ not really sure what Dawntrail was trying to do or say. There were some interesting ideas in here, but they were often a bit rushed or incoherent, or just not explored as skilfully as FFXIV has handled similar issues in the past.
On the positive side, though, the environments and the music are still gorgeous as always, and the dungeon and trial designs are all great. So there is still material to like here, and I hope that with the next expansion FFXIV will be able to return to form.
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