Endwalker review

Final Fantasy 14: Endwalker review

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Need to know

What is it? The MMO’s latest expansion closes out a long-running story arc.

Expect to pay £30/$40

Developer Square Enix

Publisher Square Enix

Release date Out now

Reviewed on AMD Ryzen 7 1700X, Gigabyte RTX 2080 Super, 32GB RAM

Multiplayer? Yes

Link Official site 

The word ‘expansion’ feels almost too small for what Final Fantasy 14: Endwalker is. Not only is it a full-length JRPG that’ll easily take at least 50 hours to beat, it’s also the culmination of a storyline that’s been running for over 10 years, which myself and millions of other players have been following that whole time through updates and expansions. Rather than simply an add-on, it feels more like the final book in a long-running fantasy series.

So, to get to the big questions—yes, Endwalker is a fantastic send-off to the Hydaelyn/Zodiark saga (two ancient beings locked in a light versus dark conflict involving many crystals—Final Fantasy fans know the drill) that celebrates all that came before; and yes, it leaves the door wide open for new adventures that we know are on the way.

Listen to my story

(Image credit: Square Enix)

In tying things up, however, things get a little messy. While its runtime is about the same as the previous hefty expansions, it feels like there’s loads more story than usual, for good and ill. As your hero and the Scions Of The Seventh Dawn battle to overcome the apocalyptic ‘Final Days’ they deal with multiple seemingly climatic threats, and dispatch a heap of villains, all while moving quickly between areas great distances apart (you go to the moon, after all). It almost feels like the plot could have been dished out over two or three expansions.

What’s here might be meaty, but it’s not always mighty. Moments that take place in the ruins of a suddenly tumultuous Garlemald—the Empire that’s hounded our Eorzean friends for some time—are memorable, but slight. The once formidable Empire now in ruins is filled with grieving people, citizens caught up in a brutal supernatural disaster, but it’s not given the time in the spotlight it deserves. The same goes for the vibrant, colourful Thavnair, the South Asian inspired land that we’re only visiting for the first time here. First on the chopping block when fiery plague begins to sweep across the land, it’s seeped in small tragedies that give some of the hardest hitting moments the MMO has needed to wrangle. Within its lush jungles and ancient ruins there’s only a handful of characters with speaking parts, well drawn enough I wished I could learn more about them, but just not allowed enough time to shine in this ambitious undertaking.

(Image credit: Square Enix)

Rather than making it feel like an anthology, it ends up introducing problems, like the lack of any real clear villain (the true final boss we meet for the first time about two thirds in), and narrative conceits that appear suddenly, lead you briskly through a rollercoaster, and then wrap themselves up. It might be fun, but a rollercoaster is still on tracks. It’s a shame, as the little moments are great. Those who have played since the beginning will be fist pumping as even relatively minor characters get a moment to shine—even if it feels like it has three separate “and my axe” moments where allies show up with a wink and a nod.

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