Mmo Tagged Articles RSS Feed | Mmo RSS Feed on en Launch Media Network Monsters, Moogles, and Mentors Highlight Final Fantasy XI's New Update Tue, 03 Nov 2020 17:16:18 -0500 Josh Broadwell

Final Fantasy XI is getting new notorious monsters and a slew of new quests, producer Akihiko Matsui said. This month sees Square Enix add a dual-pronged ambuscade, a new chapter for the Voracious Resurgence, and more.

A new, two-part ambuscade pits players against a Mamool Ja and the Bomb family of monsters to earn special bonuses. Figuring out what those bonuses are isn't quite so straightforward, though, and Matsui said it will take some work.

The Voracious Resurgence gets new quests in the first portion of Part Two, which takes place in Windurst.

Final Fantasy XI's Assist system is getting an overhaul. Square Enix is refining mentor qualifications to ensure new players get paired with the right folks who can lend a happy, helping hand.

Finally, the Record of Eminence has updated objectives for the month, and there's the usual suite of new items added over the course of the month.

Final Fantasy XIV might be Square Enix's flagship online game at the moment with the bulk of the new content, but it seems Square Enix plans on keeping Final Fantasy XI alive and well for the foreseeable future. Stay tuned to GameSkinny for more Final Fantasy XI news as it develops.

[Source: Square Enix]

World of Warcraft: Shadowlands Pre-patch Out Now Wed, 14 Oct 2020 16:16:28 -0400 Ashley Shankle

World of Warcraft: Shadowlands itself may be delayed, but the pre-expansion patch is out for current subscribers to try some of the new bells and whistles coming in full to the expansion later this year.

Shadowlands features the biggest stat squish in World of Warcraft history, pushing the level cap down to 50 from its previous 120 max. Along with this change comes a huge breadth of skill changes to shake up the previous subclass roles, aimed at making each spec a worthwhile option.

The new starter zone is live for new and returning players to struggle through Exile's Reach, introducing many of the game's new systems. Players who have a max level character already can choose to skip Exile's Reach upon creating a new character and instead level in their race's starter zone.

The new character customization system and options are available in World of Warcraft now with this pre-patch as well, including the ability to change gender at the barbershop.

Shadowlands doesn't open up until Level 50, and won't be coming until the expansion hits, but now is a good time to get back into the game and prepare for what World of Warcraft: Shadowlands will have to offer on expansion launch later this year.

Shadowbringers Continues in Final Fantasy XIV Patches 5.35 and 5.4 Fri, 09 Oct 2020 13:32:35 -0400 Josh Broadwell

Following the dramatic conclusion in patch 5.3Final Fantasy XIV Shadowbringers is continuing with two new patches from Square-Enix. Patch 5.4 releases in December and adds new quests, raids, and scenarios, while patch 5.35 carries on the "Save the Queen" quest.

Patch 5.35 lands October 13, headlined by a new "Save the Queen" chapter created by Final Fantasy Tactics and Final Fantasy XII's designer Yasumi Matsuno. Included in the update is the Bozjan Southern Front, a new area where players can fight to improve weapons and gear.

Final Fantasy XIV 5.4 introduces a new adventure and quest lines picking up after 5.3 ended. On top of that, it adds the third chapter to the Eden raid and a new chapter to the "Sorrow of Werlyt" scenario, including the Emerald Weapon trial.

The Restoration of the Holy See quest will get its final chapter in 5.4.

Outside of quests, there's a new dungeon to explore: Matoya's Relict. Players can brave the depths with friends, as usual, or explore with NPCs thanks to the Trust system.

If that's not enough challenge, Level 80 or higher adventurers can take on a souped-up primal to earn "unique prizes."

Blue Mages are getting a hefty update to make them more viable in these challenges and in general. New blue magic and equipment are part of that update, along with an increase in the level cap.

Last up for FFXIV patch 5.4 is Explorer Mode. It's Shadowbringers' photo mode for dungeons, letting players go through dungeons in Shadowbringers to find the best photo ops without worrying about enemies.

And for those who haven't tried FFXIV yet, the game is now free to play up through the end of Heavensword.

Finally, Naoki Yoshida said Square-Enix plans on supporting Final Fantasy XIV for PlayStation 4 on PlayStation 5. Players can use the in-game PS4 Pro display options for enhanced visuals, and the PS5 itself will cut load times. Stay tuned to GameSkinny for more Final Fantasy XIV news as it develops.

World of Warcraft: Shadowlands Delayed to Later This Year Fri, 02 Oct 2020 13:46:54 -0400 Ashley Shankle

Adding to the numerous list of delays we've seen in 2020, the upcoming Shadowlands expansion for World of Warcraft is seeing a later release than Blizzard's previously announced October 27.

Executive Producer John Hight stated in an official announcement yesterday afternoon that the expansion would be pushed back in the name of further balance and polish, particularly in regard to the endgame.

He states the team is "at a point where the zones, the campaign, the level-up questing experience, and the story we have to tell are essentially ready to share," but due to player feedback, they would need more time to work on "some interlocking pieces — particularly those related to the endgame."

Though Shadowlands is being delayed, the pre-patch is still being released on Tuesday, October 13, to bring some of the expansion's features to the playerbase ahead of time, as previous pre-patches have done.

Blizzard have yet to announce the new release date for World of Warcraft: Shadowlands, but they have stated that the release will still be some time in 2020. With only a couple months left in the year, Shadowlands will likely be released in November or December unless it sees another delay into 2021.

The Rising Event Celebrates FFXIV's 7-Year Anniversary Thu, 27 Aug 2020 11:54:35 -0400 Ashley Shankle

Final Fantasy XIV is keeping the events rolling. The Moonfire Faire may have closed up shop yesterday, but today brings The Rising event, celebrating the seventh anniversary of A Realm Reborn and the game reaching 20 million registered players.

Square Enix recently expanded FFXIV's free trial to cover up to the end of the Heavensward expansion, which is a massive amount of content up for free for those who have never dipped their toes into the MMORPG.

The Rising event will run until September 14 and tasks FFXIV players with helping create a stained glass portrait of Nanamo UI and others. It is a relatively easy quest for all characters above Level 15. A Wind-up Ardbert minion and a replica of the stained glass portrait are up for grabs as rewards.

Meanwhile, the Yo-kai Watch collaboration is still running and will be until patch 5.4 hits. A far cry from The Rising event, the Yo-kai Watch collab is a grind-intensive affair that demands players grind medals via FATES in designated areas to unlock cosmetic weapons for each class.

Obtaining all the weapons grants a total of three limited Yo-kai Watch mounts, which are as goofy as they are sought-after.

If you've never given Final Fantasy XIV a fair shake before, now's one of the best times to start playing (and for free) before the patch number marches on to 5.4. Word is housing wards will be expanded with the patch, meaning it's time for experienced players to stockpile gil to get one of the many new plots coming with the udpate.

New Final Fantasy XI Story Update Breathes Life Into Slumbering Legend Mon, 03 Aug 2020 13:19:04 -0400 Josh Broadwell

After lying nearly dormant, even presumed extinct, for five years, there's some new Final Fantasy XI story content coming soon. It's not just a one-off, as Akihiko Matsui, the game's producer, said the new content is part of a series of updates starting August 3.

The new Final Fantasy XI story update is called The Voracious Resurgence, and Matsui said players will need to have completed the Rhapsodies of Vana'diel — the last major content update — to access it.

There's a small blurb accompanying the announcement on the official Final Fantasy XI site, offering some background on the journey ahead.

The Voracious Resurgence update revolves around strange eggs spoken of in Beastmen legends and appearing across Vana'diel. The story that unfolds around these eggs will take adventurers brave enough "... beyond the veil of death [to] unravel the tangled threads of a conspiracy that threatens the very fabric of the world."

The August update includes a number of other adjustments, such as job set alterations, new items, and brand-new quests. Stay tuned to GameSkinny for more Final Fantasy XI news as it develops.

[Source: RPGSite]

Final Fantasy XIV Expanded Free Trial Makes Heavensword Free Wed, 22 Jul 2020 13:38:16 -0400 Josh Broadwell

Square Enix recently announced it's sweetening the pot for anyone who's been holding off on Final Fantasy XIV. Starting August 11, the Final Fantasy XIV free trial is getting a significant expansion — all the way up through the end of Heavensword.

Previously, the FFXIV free trial only included the base game, until you leveled up to Level 35. With the FFXIV expanded free trial, you can play up to Level 60. That includes almost all of Heavensword, up to FFXIV patch 3.56, which is Heavensword's endgame.

It also means players can unlock and play as Heavensword's locked jobs: Astrologian, Machinist, and Dark Knight.

And just like with the original free trial, this expanded version is for PlayStation 4 and PC.

Note you'll still need a copy of FFXIV to get started. The free part is not having to pay the usual monthly subscription to access the game. If you already have the A Realm Reborn Starter Edition, then Heavensword gets added to your game for free.

Square Enix didn't say anything about limited features for free trial users. Presumably, these would be the same as the base trial, though: things like no access to the Lodestone or forums, being locked to one character per homeworld, and so on.

The FFXIV expanded free trial coincides with the long-awaited Reflections in Crystal 5.3 patch set which will bring Shadowbringers to a close. Stay tuned to GameSkinny for more Final Fantasy XIV news as it develops.

The Elder Scrolls Online: Greymoor Review — Moored In Nostalgia Wed, 10 Jun 2020 15:25:14 -0400 Gabriel Moss

"Hey you, you're finally awake!"

These are the first words you hear as the carriage driver harkens your arrival into the frozen wastelands of Western Skyrim.

Elder Scrolls Online: Greymoor begins with a callback to the classic opening line that marks the start of the titular Elder Scrolls V: Skyrim. However, while the 2011 open-world RPG takes place in the same province, a fragment of which also serves as the setting of Greymoor, there's just a bit more to this new Elder Scrolls Online chapter than fan service alone.

The Elder Scrolls Online: Greymoor Review — Moored In Nostalgia

It's easy to joke about how Todd Howard has gone and sold us Skyrim all over again, but Elder Scrolls Online: Greymoor really isn't that. Elder Scrolls Online: Greymoor centers its approximately 30 hours of content on a vastly fleshed-out version of the snowy wastes of Western Skyrim, which are meticulously designed, albeit graphically limited behind the old Hero engine tech.

However, this sprawling, snow-coated marshland faithfully depicts the iconic towns of Solitude and Morthal, both of which Skyrim fans will instantly recognize. Additionally, Blackreach is back and more realized than ever before, comprising four different biomes with their own look and personality. It's really great looking, which is why it sucks that it's one of the laggiest, most jittery zones I've seen in the entire game thus far, even though I'm rocking a 2080 Super and a Ryzen 3900x on 32GBs of 3600MHz RAM.

Other, more computer-friendly Elder Scrolls V: Skyrim locations are also faithfully recreated here, especially Solitude, the city built on top of a large rock that overlooks a harbor below. It looks gorgeous, and it holds up as one of the most interesting fantasy city designs I've seen in a game to date.

While the original Skyrim centered around dragons, Greymoor competently tells a brand new story about rogue Vampires, dangerous Harrowstorms, the evil Icereach Coven, and the mysterious new Gray Host brooding underneath the ominous Greymoor Keep.

It is fair to clarify again that Greymoor tells this story competently, giving you a fine enough reason to trek across the overland zones of Western Skyrim and a vastly overhauled version of the Blackreach Caverns.

The main story is packed with superfluous writing and generic or sometimes outright awkward acting, but a few of the side quests do prove to be interesting on their own merit — such as one quest that has you stealthily track a Vampire through a mine without getting caught by the ordinary miners who are just going about their day.

Aside from two massive zones and a brand new treasure-hunting system, the largest and most far-reaching addition in Elder Scrolls Online: Greymoor, at least for me, is the overhauled Vampire skill line.

Having spent a year and a half playing as a Vampire in "vanilla" ESO before eventually getting the disease purged from my character's system via some priestly ritual, the changes between pre-Greymoor and post-Greymoor Vampires stand out as a major positive.

Previously, Vampires had only a small handful of useful skills and far too many debuffs to justify playing in most cases. To create a useful character as a Vampire, you practically needed to be a Magicka-wielder with a very specific character build. You also needed to deal with setbacks like a 75% weakness to fire damage, among others, if you really wanted to juice the most out of those limited special abilities.

This is no longer the case. The new Vampire skill line contains five very useful and unique active abilities, such as the super-handy Mist Form. This toggle-able skill allows you to turn into a cloud of red mist that negates all incoming damage for as long as you keep it toggled, and it feels awesome to use it in the heat of combat before an enemy unleashes a big spell or attack.

It's great that you can now choose when and how to become more monstrous as a Vampire by feeding on hapless NPCs, a move that can instantly kill with more style than any of those Dark Brotherhood goons. But it's still kind of a bummer that you can't easily make yourself less monstrous on command without seeking out special potions that do the trick for you. Even though you do lose Vampire "tiers" every few hours, this wait can be a hassle if you need to speak to an NPC merchant or banker who won't serve you because your overt Vampire-ness is a little too overwhelming for comfort.

It's great then that you have plenty of new options to pass the time with, given that the new Antiquities system adds new layers of depth to the already exploration-heavy gameplay style that Elder Scrolls Online does so well with.

As you move through the world, you can find "leads", which point you to special treasures buried all over. To turn these leads into actual treasure, you have to play the fun new Scrying and Excavation minigames. Scrying is like playing a heavily-modified game of Candy Crush, whereas Excavation is similar to Minesweeper.

These are satisfying little distractions that can point to some seriously interesting and unique loot, and both add new layers of depth to an already worthwhile exploration system.

Harrowstorms are a new public event that, while promising to shake things up with a bombastic visual that paints the entire sky red (Oblivion-style), they end up falling flat pretty quick.

They're significantly more challenging to beat than your run-of-the-mill Dolmens from the base game zones, but they don't offer all that much in the way of useful loot. Seeing as how it's still so easy to die while attempting one, even with what feels like an army of players fighting alongside you, Harrowstorms can feel arbitrarily punishing and are ultimately worth skipping entirely.

Finally, it's disappointing that Elder Scrolls Online continues to release expansion packs that don't fundamentally shake up the way zone structure works. Like its predecessors, Greymoor runs down the same checklist of delves, public dungeons, crafting stations, and so on. While it does introduce a new 12-person Trial, this is still functionally similar to other Trials in earlier expansion zones. This all leads to Greymoor having an unshakeable "cookie-cutter" feel to it.

The Elder Scrolls Online: Greymoor Review — The Bottom Line

  • Faithful recreation of Skyrim locales such as Solitude and Blackreach
  • Cool new Antiquities system
  • Useful Vampire skill overhaul
  • Harrowstorms light up the sky and look really cool
  • The Hero engine is seriously starting to feel old
  • Inconsistent and often boring or awkward storytelling
  • Nothing fundamentally different in zone structure
  • Harrowstorms promise to be more interesting and rewarding than they are in practice

Despite retreading an old and nostalgic part of the world, Elder Scrolls Online: Greymoor does its best to steer clear of simply putting up a fan service-y rehash. As such, it offers up a new story, though not necessarily a more interesting one than what was given to us in the likes of Clockwork City or Summerset.

However, while it adds some great new improvements to gameplay in its overhauled Vampire skill line and new Antiquities system, it's still just another ESO expansion.

[Note: A copy of Elder Scrolls Online: Greymoor was provided by  ZeniMax Media Inc for the purpose of this review.]

Blizzard Hosting Shadowlands Stream in Lieu of BlizzCon Fri, 29 May 2020 13:33:19 -0400 Ashley Shankle

Blizzard fans aren't able to attend BlizzCon in even virtual capacity this year due to its cancellation, but the developer still has some things it wants to show World of Warcraft fans sooner rather than later.

World of Warcraft Executive Producer John Hight and Game Director Ion Hazzikostas will be hosting a stream on Tuesday, June 9, at 12:00 p.m. EDT to give players a further look into what's coming in the MMORPG's Shadowlands expansion.

Shadowlands is scheduled to launch later this year, promising five new zones to play through, a leveling revamp, and much more. The most notable being the new Covenant system, which will grant unique abilities, quests, transmogs, and mounts based on the Covenant the character joins.

Fans should expect more details on Shadowlands' Covenant system during the June 9 stream, which can be watched via either YouTube or Twitch.


PlanetSide 2's Escalation Update Marks the Beginning of the Future Wed, 27 May 2020 16:09:14 -0400 Gabriel Moss

Ever since releasing in November 2012, the free-to-play MMOFPS PlanetSide 2 has survived, and enjoyed, nearly eight long years of life — a venerability that many of the long-dead MMORPG projects from the late 2000s and early 2010s could only dream of.

For nearly 17 years, PlanetSide and its sequel, PlanetSide 2, have occupied a niche of MMO-dom that broadly similar titles like World of Warcraft and even the Destiny series have never sought to venture upon: large-scale warfare — like that of a Battlefield game — with persistent characters and servers that can host massive assaults and battles between hundreds of concurrent players at one time.

Now that the franchise is approaching its 17th anniversary, developer and publisher Daybreak Game Company (previously Sony Online Entertainment, or SOE, until its reformation in 2015) has decided that it's finally time to kick things off for a new turn in the franchise's development. 

Under the command of Rogue Planet Games, the studio that spun off from Daybreak Game Company earlier in 2020 to focus solely on the development of the PlanetSide series, PlanetSide 2 has already launched a brand new update in 2020, called the Escalation update.

To gain a clearer insight into the update's development and what it means for the game, we sat down with Andy Sites, the Executive Producer of PlanetSide 2, and the head of Rogue Planet Games.  

GameSkinnyFrom the top, give me a state of the game, because I haven't really been following PlanetSide 2 since it launched in 2012. It's been eight years since I played it, and I know that Daybreak is kind of split off into three different micro-companies.

Andy SitesYeah. So, you know, as you mentioned, we launched the game almost eight years ago, back in November of 2012. And the game has been pretty healthy. But over the years, we've been declining a bit in players. And really over the last three years, the number of updates and features and content going out slowed down quite a bit.

Just because we'd pulled a lot of people off the team to help on the various other projects. And towards the end of last year, when the decision was made to spin off the sub studios, and to really ... [have] franchise-focused efforts by each one — with Rogue Planet being focused on PlanetSide 2 — we wanted to really kind of reengage and double down on the effort that we're putting into PlanetSide.

And like all MMOs, if it's successful, it could last not just eight years — it could last, like in EverQuest 1's case, 21 years or longer. So, towards the end of last year, we ended up ramping the team up to about three times the size of what it was.

Today, we're three times larger than we were just six months ago. And part of that was the roadmap that I had put together and the proposal to get the increased team size approved for this year. And ... rather than just talk about how we're going to improve the game, we wanted to show how we were going to improve the game through an actual meaningful, big update.

So we kind of went silent towards the end of the year. And then, when we announced the inception of Rogue Planet Games, we started interacting with the community a lot more. We were able to start getting more updates out just because of the increased team size. And then in early February, we announced the first big beat of our 2020 roadmap, which was the Escalation update.

AS: To say that we were confident in the features and everything ... we really had no idea we were gonna have the reaction that the community had when it was actually released. We had originally planned to roll it out towards the end of February and we started doing a lot of playtesting with the community. At first, it was invite-only for several weeks through our private public test server. And then once we decided that it was time to start scaling it up, that it would be just a little too difficult to do invite-only.

So in an effort to ensure that we were going to not only make a splash, but [that] it was going to be a really positive splash, we actually ended up delaying the update three weeks to the 11th of March. And we were a little concerned about delaying that long because we had announced the release date early in February, and we really wanted to stick to it. But at the same time, we knew that we had to get this right because we had a lot of eyes on us.

We've had over 16 million [players] on PC and PS4 since the game released. We wanted to get as many of those players to come back as possible, so we knew we needed this update to be highly polished and really stable. So, fortunately, the community was very appreciative of us holding it and not releasing it and then hotfixing all the issues once it went live. We held it for three weeks, we rolled it out — and again, we had high expectations — but they exceeded every expectation we had.

Concurrent player usage is the highest it's been since the beginning of 2014. The number of players coming in each day is the highest it's been in over four years.

GSSo I have followed a few of the more recent updates recently. I know that there was a battle royale update that came out recently. And I'm just curious about like, how did that impact the player base? Was it something that gained traction with the player base? Or was that something that didn't do as well?

ASYeah, so it wasn't an update. It was a separate game called PlanetSide Arena. It was definitely a polarizing decision because our plan long-term was for PlanetSide Arena to not be a standalone battle royale game. Our intention was to go into Early Access and not really do any sort of major marketing, just because we wanted to iron out all the kinks.

And really, the thing that kind of put the nail in the coffin was going into Early Access with just the battle royale. Even though we incorporated some changes that lent themselves well to PlanetSide — like it was much larger-scale, it had much larger team play, we did a lot of stuff gameplay-wise that sped up the mechanics and the match experience — at the end of the day, the PlanetSide community loves PlanetSide for what it is, which is an ongoing, massive-scale, never-ending battle.

Battle royale was not something that they were excited about. They were excited about the various arena modes, but unfortunately, we just didn't have those ready at the time that Early Access began. And because of that, we just didn't get the traction that it needed.

Frankly, we knew that PlanetSide 2 would be better off with our focus back on that. So we decided to shut [PlanetSide Arena] down earlier than we had hoped for, so we could basically get back to focusing on PlanetSide 2, which is what happened toward the end of last year. 

GSWere there any specific things that worked really well in PlanetSide Arena that you implemented into PlanetSide 2?

ASYeah, I mean, for example: We made some fairly significant engine improvements for PlanetSide Arena, because the PlanetSide 2 core engine was developed over eight years ago at this point. We did some fairly significant server and graphics optimization improvements in PlanetSide Arena that we ended up carrying over to PlanetSide 2.

There are a lot of learnings from some of the mechanics that we've carried over. There's also a lot of things that we learned that we were considering carrying over to PlanetSide 2, that just once we got them into PlanetSide Arena and then evaluated them for PlanetSide 2, we decided it just wouldn't be a good fit.

So much like all the MMOs that we've worked on over the years — PlanetSideEverQuest and such — we like to innovate, we like to try new things. So we don't have any regrets about the effort that we put into PlanetSide Arena with everything we've done before, we always like to learn lessons. We definitely learned some lessons with PlanetSide Arena on what works well and what won't work well.

GSRight. And you decided, or you rather discovered, that people really don't care about battle royales when they're playing PlanetSide as opposed to playing as the —

ASYeah, yet again: The long term vision for PlanetSide Arena was never to be just a battle royale game. It was meant to have the various types of arena modes that — when they were rolled out, the intention for the arena modes was to capture the massive scale and the fast-paced moments that you get in PlanetSide 2. Not quite as frequently, but it was basically a guarantee that you get in, play a 30-minute match, and you're gonna experience some epic battles that you would, you know, you might not experience every time you play PlanetSide 2.

But, unfortunately, we just weren't able to. The game didn't live long enough to get all the additional arena modes done. So we cut bait and refocused our efforts back on PlanetSide 2, which is where we are today.

GSSo, what does the future of PlanetSide 2 look like in the wake of the Escalation update and this new roadmap?

ASSo like I said before, we really wanted the Escalation update to kind of set the bar for not only ourselves in terms of what we know we could deliver, but to set expectations with all of our players.

This update was the biggest update that had rolled out since the launch of the game. And even with that being the case, we've published some pretty big changes over the years. But one of the results from those previous updates would be [that] we get a lot of players coming back checking it out, but then we wouldn't be able to follow it up with any real significant new features or new content updates for a while just because of the smaller team size.

AS: Our intention beginning with the Escalation update was to roll out major beats like that, at least twice a year. And then between every four and six weeks, we roll out smaller themed updates that have new features, new content, new weapons, new vehicles, new changes to the world.

So, players that do come back, they don't come back, enjoy the game for a month or month and a half, and then wonder when the next big update is going to happen. We don't want anyone to have any reason to want to leave the game, so we have to convince them to come back again.

GSWhat barometers are you looking for in the wake of the Escalation update. What are you looking for as a player response, in terms of how you gauge the success of the update and how you go forward with the next several updates?

ASWe have a lot of hooks in-game that help us understand what mechanics players are using, and where players are spending most of their time in the game and in the world. But really, it's a combination of the anecdotal feedback we get from the community through social media and posts and such.

But it's also just looking at the high-level data of the numbers that I told you before. Our peak concurrent usage is the highest that it's been in six years. And there's a reason for that. It's because this update really resonated [with players].

Game development is completely subjective. So, those data points can help inform us of our decisions. But at the end of the day, we need to have our finger on the pulse of the community and the entire team really needs to understand what's working well and what's not.

GSDo you ever look at forum posts and get feedback from what people are saying on the forums?

ASOh, yeah: [We get feedback] through Reddit, through our official forums, through Twitter. There are a handful of us on the team that are constantly interacting with the community.

GSDo you have plans for a third PlanetSide game?

ASYeah. We've had plans for a third PlanetSide for a while now. Kind of like PlanetSide 2 compared to PlanetSide 1, there are pretty high expectations. We need to be confident that we're not just adding a three and improving the graphics. We need it to be a revolutionary experience and not just a minor evolution of what PlanetSide 2 was.

So, we actually started doing design work over the last several months, but it's still at a point where we're not ready to start sharing any of those details.

AS: But at the end of the day, it's to make sure that this is going to resonate well with our community, and that it's going to do the PlanetSide franchise justice. So, yes, we are absolutely working on it. Is there a timeline? No. But PlanetSide 2 is going to hit its eight-year anniversary this November.

I think that the updates that we've started doing this year, and the real kind of revival of the player base in PlanetSide 2 shows that PlanetSide 2 has a lot of life left in it. We're going to continue focusing on that while we're also continuing behind the scenes efforts on PlanetSide 3.

GSHas the [COVID-19] pandemic affected the development of the PlanetSide franchise?

ASThe biggest, most obvious changes to the development situation [is that] the entire Rogue Planet Games team has been working from home for the past month-plus now. Fortunately, we're a much larger team than we were six months ago, but we're still reasonably sized and everyone is a very tight-knit team.

So everyone knows each other. Everyone's fully engaged in PlanetSide 2 and the whole development process. ... We were kind of expecting a decline in productivity just because of the logistical needs for when you go from everyone literally working within earshot of one another to everyone physically being miles from each other. But we've kind of just moved forward with business as usual with regards to how we're developing the game.

We have our team meetings multiple times a week, we have our feature and content planning meetings, meeting whenever there are new update planning sessions in progress — and the only difference is instead of me being able to  sit across the table from team members to discuss it and having a whiteboard behind us, we're on webcams, and we're on voice chat, just having these conversations.

AS: So far it's been pretty good. No major hiccups. And we're going to continue planning on working this way for the foreseeable future. And there should be really no perceived difference for the player base with the exception of we're doing our dev stream at the end of the month, and it'll be the first time that we're not broadcasting from the Daybreak broadcast room, and we're all going to be connecting through webcams from our homes.

GSJust from the logistical standpoint of running a division of Daybreak games, how does that really affect things like server uptime? And the technical side of running an MMO? Does [COVID] affect it, or?

ASHow does that work? You mean, now that we're all working remotely?

GS: How do you keep the servers running? Who keeps them running?

ASFortunately, none of the live servers are actually physically based at Daybreak headquarters. They're all located in various data centers throughout the world. Japan, Europe, East Coast and West Coast here in North America.

We've fortunately been able to kind of continue forward without skipping a beat because almost everything we do is done in some remote fashion. The Daybreak central tech ops team still runs all of our back end infrastructure. And those are all people that we typically interact with remotely anyway. Even though most of them are located in the same building, a lot of it's done through messaging, chat channels, and over email and phone calls.

So the only real change has been just the development team's physical location. So that's really the main reason why we've been able to move forward without missing a beat; we haven't had to change our short term roadmap in any way. The team has also done an incredible job of being able to adapt to this as well.

Every team member [at Daybreak] chose to be at these studios working on these games. So everyone that's on Rogue Planet wants to work on PlanetSide 2, wants it to succeed, and wants to be proud of it. So it's been really kind of business as usual.

GSOkay. I think that's gonna be it. Thank you so much, Andy.

ASYeah, no problem. And yeah, thanks for making the time, man. Thanks, Gabriel.


PlanetSide 2's recent Escalation update launched back in March. If you haven't played it yet, it brought a lot to the game, including Bastion Fleet Carriers, War Assets, the persistent social hub Sanctuary, and heaps more. For the entire developer run-down, check the official announcement here

Curious about trying the new update? You can grab PlanetSide 2 for free from the Steam store. 

FFXIV 5.3 Bringing the Heat to Make Up for Last Patch Fri, 24 Apr 2020 13:51:37 -0400 Ashley Shankle

Final Fantasy XIV players may have been left disappointed with patch 5.25 — heck, disappointed enough that Balmung's not even congested right now — but patch 5.3 hopes to bring some of that enthusiasm back to both long-time players and those still back in the base game.

FFXIV 5.3 brings the much-anticipated A Realm Reborn revamp meant to streamline the base game's scenario quests, and it adds flying to ARR's areas. This revamp has been a long time coming, but it isn't remotely the biggest punch this patch packs.

Several new pieces of Level-80-oriented content are coming along with 5.3.

  • The last chapter of the Shadowbringers MSQ
  • The next NieR-inspired raid, The Puppets Bunker
  • Large-scale battle content related to the new Resistance weapons added in 5.25, allowing them to be upgraded
  • A new dungeon, The Heroes' Gauntlet
  • The third phase of the Ishgardian Restoration opens
  • The Dwarves get their crafting-oriented beast tribe quests
  • More crafting and gathering changes as well as an update to the Skysteel Tools questline
  • Unreal Trials are being added, which will rotate by patch

This is a whole pile of content, and it is sure to please those who took a break due to the lack of content in 5.25.

There is no announcement about 5.3's release date yet, but be prepared to resub on patch day, friends! There's grinding to be done.

Sega Confirms Phantasy Star Online 2 PC Version, But Not for Steam Wed, 15 Apr 2020 12:48:18 -0400 Josh Broadwell

Phantasy Star Online 2 launched on Xbox One today (finally), and Sega has confirmed Phantasy Star Online 2 PC is a real thing happening soon. But there's one slight catch for PC players: the long-awaited MMORPG won't be on Steam.

The news comes from a Sega press release Forbes picked up.

Sega says PSO2's PC release date is sometime in late May 2020, but it'll only be available on the Microsoft Store. You can't play it on Steam, Good Old Games, or the Epic Games Store. That might change at some point, and Forbes says it could even end up on PlayStation 4 (yes, please). But neither Sega nor Microsoft commented on whether PSO2 will ever stop being a Microsoft exclusive.

On the other hand, Phantasy Star Online 2 crossplay between Xbox and PC players will be up and running right when the game launches on PC. Since it's an MMORPG, expanding the player base like that is always a good thing.

You can check out the original story over on Forbes. Stay tuned to GameSkinny for more Phantasy Star Online 2 news as it develops.

Fallout 76 Wastelanders Tears Up Country Roads in Launch Trailer Thu, 09 Apr 2020 17:43:43 -0400 GS_Staff

Wastelanders, the biggest update to hit Fallout 76 since it launched in November 2018, is just around the corner. To celebrate the impending addition of NPCs to the online wasteland RPG, as well as a bevy of other additions like new weapons and systems, Bethesda released the big update's official launch trailer, which can be seen above.

While we already knew that the update would bring a more typical Fallout questline to 76, complete with dialogue trees and a new reputation system, Bethesda provides one of the best looks at that yet. For all intents and purposes, Wastelanders makes 76 look much more like the Fallout games fans have been accustomed to since Fallout 3

There are tons of explosions, cultists, new mutants, invisible snipers, snazzy bow-tie wearing quest-givers, mini-nukes, and, of course, more explosions. 

To say it's a bit more engaging and hype-inducing than the game's Country-Roads-themed teaser trailer is an understatement. It makes the wilds of Appalachia look alive — even if that life is of the blood-thirsty bandit kind. 

Bethesda says "it's a whole new wasteland," and while we'll have to wait and see for sure, everything points to that being true. Of course, the update will bring with it a handful of "game optimizations," including "interface improvements" and "a new way to track your quests as you explore the wasteland."

Fallout 76 Wastelanders is set to release on April 14 for PC, PlayStation 4, and Xbox One. The update, which is free for those who already own Fallout 76, will launch alongside the Steam release for the base game.  

Elder Scrolls Online: Greymoor Preview — Better in Red Mon, 30 Mar 2020 12:19:01 -0400 Gabriel Moss

Skyrim is back. Well, sort of. Elder Scrolls Online: Greymoor is the fourth chapter in the series of expansions that have released for the Elder Scrolls Online since launch.

Long story short: vampires are back in town, and they aren't the friendliest bunch. You can go after them with a brand new 30 hours of story quests, but with a rehauled Vampire skill line of your own, and two beautiful new zones to get lost in, why rush?

I've spent over four hours playing with a preview build of the new Greymoor expansion, and I've checked out the new zones — Western Skyrim and Blackreach. I've also tried out other additions like the aforementioned new Vampire skill line, Antiquities, Harrowstorms, and more. Here are my hands-on impressions:

Elder Scrolls Online: Greymoor Preview — Better in Red

The first thing I did during my preview was create a fresh new High Elf Necromancer, super-boost them to CP810, and go hog wild with the new Vampire skill tree. As somebody who used to play with a Vampire character on the live server, I always thought that they were way too underpowered to be useful for anybody but the most specific Magicka builds. Greymoor completely changes that.

What struck me first was how much less punishing it was to be a Vampire in Elder Scrolls Online after the new update. Where previously you'd need to regularly feed on humanoids for fresh blood to keep your Vampire stage from increasing, Vampires post-Greymoor work in the opposite way, making the slow transformation into a generally weak character with very specific combat ability boosts a thing of the past.

You now need to feed on humanoids if you want to increase your stage. Vampires still have a slight debuff against fire attacks at stage one, but it's nowhere near as much as it is in the current live version, where the debuff can leave you dead after one stray flame attack from a boss.

Likewise, the new Vampire abilities are far more versatile to use, with enough variety to fill up an entire hotbar if you want to go all-in. One such move lets you temporarily transform into a Blood Scion, which is basically the Vampire Lord from Skyrim but more attuned to vastly augmenting and increasing your base stats and making each skill on your hotbar far more powerful.

Another ability, a new variation on the existing Mist Form, lets you move through the battlefield engulfed in a red mist of blood as you suck the life energy out of every enemy you come across. It's all very cool and Vampire-y in a way that felt completely unrealized before.

Though I didn't get much time to play with it, the new Antiquities system looks like an interesting series of minigames to break up the regular loop of exploration, hack'n'slash, and dialogue that paves your way through Tamriel.

The Antiquities system consists of two minigames — one for digging up artifacts, and the other for scrying them down for useful items. In my short demo, I dug up a fresh dig site and tried my hand at the new scrying minigame, which played a bit like a turn-based version of Candy Crush, but with a strict goal of hitting certain nodes on the board before I ran out of turns. Overall, it seemed sort of rough, which is understandable given that it isn't entirely finished yet.

ESO Creative Director Rich Lambert has mentioned that a new type of gear, called Mythic gear, will be available through the Antiquities system, among other new treasures. I didn't actually get to see these in my preview, but I am a fan of any new layer of depth that ESO can muster, and this seems like it'll make the exploration and treasure-hunting component of Elder Scrolls Online more nuanced and involved.

The zone of Western Skyrim itself is majestic and open, like much of the northwestern region of the original Elder Scrolls 5: Skyrim world map. It took me about five minutes to travel from Solitude to Morthal by horseback at the maximum mount speed, and I found that there was plenty to do in-between.

I noticed that, while locations like Dragon Bridge, Karthwatch, Morthal, and others each offered their own quest hub, the wilderness was also packed with quest markers and unique encounters. At one point, I was intersected by a roving pack of skeletal wolves that I found out had been spawned to chase after me on the road, much like those random wolf encounters you might remember from Skyrim. While not completely unseen in Elder Scrolls Online, this made it seem far more dynamic and unpredictable to travel through Western Skyrim, clearly nodding to the single-player open-world immersive sim that inspired it.

Most returning Skyrim players will recognize the humble clifftop city of Solitude, and it really is back! The entire city, both interior and exterior locales, appear to be 1:1 replicas of the original, or at least they appear that way at first glance. Of course, some details are missing, such as the decorative pennant banners strung over Solitude's town square in the original Skyrim, but that's to be expected, even from such a faithful recreation as this.

Making their entrance in place of Molag Bal's Dolmens from the base game, the new Harrowstorms are nothing to fool around with. As you approach them, the surrounding environment thickens with red fog, and you're forced to face a horde of Vampires, zombies, and whatever else comes out of a Harrowstorm. I immediately noticed how far less solo-able these Harrowstorms are than their vanilla Dolmen counterparts, which can be taken down with a reasonable amount of force from a CP810 character. It's worth noting that, while Harrowstorms are dangerous, they're far more manageable for a small group than the dragon battles introduced in Elsweyr.

Blackreach is back as well, and it has also gotten a significant expansion from what fans might remember. The original zone of Blackreach from Elder Scrolls 5: Skyrim still exists in one of four massive underground cavern structures, but that's just the thing — it's now one of four massive underground cavern structures, each constituting their own "zone within a zone" that shows off just how truly dedicated this dev team has been to fully fleshing out the entirety of Blackreach, not just one small part of it.

And when I say "zone within a zone," I mean that you can find Harrowstorms, delves, public dungeons, and even entire towns nestled between each quadrant of Blackreach. And Blackreach itself is huge.

Each of the four main caves has its own style and aesthetic too, making it worth exploring every nook and cranny that this gorgeous underground cave system can offer. The Vampires that are centric to the story in Greymoor can be sourced back to Fort Greymoor, which really does exist underneath Skyrim inside of the passages of Blackreach. You can actually go there and visit it, and it's a humbling sight to behold.

Finally, there's a new 12-person trial called Kyne's Aegis. I didn't find enough people to try it out with, so I don't have any first-hand impressions to share, but the fact that there's a new trial at all is great news, as there are so few in Elder Scrolls Online to begin with. You can take a boat up there from the Solitude docks when you're ready.


The Elder Scrolls Online: Greymoor is looking to be far more than a simple nostalgia trip through good old Skyrim. Bringing a potent cocktail of all-new quests, skill reworks, remastered locations, and game systems into the tried-and-true Elder Scrolls Online formula, Greymoor promises to be one of the most compelling chapters in recent years.

You can grab the PC/Mac version of Elder Scrolls Online on May 18. Console owners will have to wait a bit longer, though, as the Xbox One and PlayStation 4 versions of Elder Scrolls Online release shortly after that on June 2.

Survive an Apocalyptic Wasteland as Last Oasis Hits Early Access Today Thu, 26 Mar 2020 14:03:15 -0400 Ty Arthur

If you missed the announcement trailer back in January, now's the time to start paying attention to brand-new survival MMO Last Oasis. This nomadic take on the genre just hit Early Access and is available on Steam right now.

Last Oasis offers a glimpse at what society might be like in the not-too-distant future. With Earth's environment plunged into two opposing extremes, players must keep their settlements mobile on giant walkers as they try to outrun the burning sun and freezing night.

As part of the #StayTheFuckHome initiative to curb the spread of Covid-19, developer Donkey Crew launched Last Oasis with a 17% discount. A week from today's launch, that price will go back up to the standard $29.99 on Steam.

Donkey Crew Creative Director Florian “chadz” Hofreither commented on the surprise launch today:

We are thrilled to be launching Last Oasis into Steam Early Access today. Despite facing uncertain times, our beta testers have been as invaluable these past few weeks as they have been throughout our entire closed beta phase, helping us improve and shape the game.

We’d like to take this opportunity to thank them and also encourage the same level of openness and involvement from new players, who we look forward to welcoming into our growing community.

While Last Oasis is one of the more unique takes on the genre we've seen lately, it's by no means the only survival game hitting digital shelves this year. Be sure to take a look at our 11 most anticipated survival titles due to land in 2020, and stay tuned to GameSkinny for more Last Oasis news.

Path Of Exile's Delirium Update Bringing New Challenges, Rewards Wed, 26 Feb 2020 15:33:47 -0500 Ty Arthur

There's a whole new level of challenge coming to Path of Exile.

Developer Grinding Gear Games has confirmed that the Delirium expansion is due to land on March 13 for PC players. Path Of Exile console fans can join in on a week later.

Here's what Grinding Gear had to say about Delirium:

In our latest expansion, as you touch the Mirror of Delirium, reality turns to mist and your worst nightmares emerge before your eyes. Delirium introduces dozens of lethal monster modifiers, many new bosses, and horrifying demons lurking within rare and unique monsters.

Encounters you once mastered can now be played under the effects of Delirium, substantially ramping up their difficulty and rewards.

In addition to the new Delirium Challenge League and the Metamorph Challenge League getting integrated as core game content, here are the main changes to expect with the DLC:

  • Delirium Cluster Jewels let you dynamically expand your passive skill tree
  • Four new skills and three new support gems, including Kinetic Bolt, a new physical damage wand skill and Bladeblast, which detonates blades created by other abilities.
  • Thirteen new unique items, including a cosmetic set of equipment and many new unique jewels
  • Numerous improvements to the Conquerors of the Atlas endgame

The official teaser trailer above shows off some of those modifiers and new rewards for the Delirium update to the F2P RPG.

In the meantime, check out 11 ARPGs you can play while you wait.

Crema Games Reveals Long-Term Temtem Content Roadmap Wed, 26 Feb 2020 13:43:03 -0500 Josh Broadwell

Crema Games' monster-catching MMO Temtem has probably been more of a success than the developers anticipated. However, on top of battling bugs and optimizing the game as much as possible, the Barcelona-based developer has been working on Temtem's content roadmap for the near future as well, which was released yesterday.

As the team notes, it's important to realize this is a tentative map. Content and especially release dates are subject to change depending on development status and how the dev team wants the game to progress.

First up are the important features players have been requesting almost from the start: matchmaking, scaling, and spectator mode.

Matchmaking is basically what it sounds like; it's Temtem's PvP element that lets Tamers fight against each other based on rankings. For this and certain other modes, Tamers won't have to try and perfect their Temtem either. The critters will be automatically scaled up to the current level cap, with SVs cranked up to 50.

Spectator mode, which lets you view other competitive matches, was pushed to the front based on demand as well. Housing won't be limited either, and you'll be able to deck it out with furniture earned and bought in the game.

That's the stuff coming first. Summer and fall 2020 each have a new island planned — Kisiwa and Cipanku respectively — with 25 new Temtem for each as well. There's a number of other updates Crema has planned, but again, these could change as time progresses.

Crema also posted an updated, mid- to long-term content roadmap today, which you can see in the above image. The most notable features are an anticipated console launch date of Spring 2021 with the goal of cross-save as well. There'll be an endgame island around then as well, which Crema likens to the Battle Frontier from Pokemon and a fully supported Nuzlocke mode for Summer 2021.

Nuzlocke refers to a style of Pokemon gaming fans created where you can only catch (and use) the first Pokemon you encounter in each area, and if any of your 'mon faint — even your starter — you have to treat them as gone for good.

You can head to the official Crema website to check out the full content plan and notes. Meanwhile, make sure to head over to our growing Temtem guides hub for all your Tamer needs, including:

Temtem's Saipark is Open for Business Tue, 18 Feb 2020 12:12:36 -0500 Josh Broadwell

Crema Games just recently launched one of the promised end-game components for its MMO-meets-monster-catcher Temtem. The update offers Tamers a chance at rare Temtem with even rarer stat values. It also opens Saipark for business.

However, there are a few caveats involved for how you access it.

It's obvious that Saipark is Temtem's version of Pokemon's Safari Zone. You pay a fee, enter a special area, and get a chance at nabbing some rare critters. There are some key differences, though.

For one, the price changes each week. You'll also need Saicards instead of regular Tamer cards. After you use your initial batch of Saicards, you also have to pay for those. They get more expensive the more you use them.

The first weekly reset rewards and fees for Saipark Temtem.

On the plus side, you get a shot at two rare Temtem each week. These have a higher chance of being Luma Temtem (Shiny Temtem), of having special egg moves, or of having a guaranteed stat level. Two doesn't seem like very much per week, admittedly, so we're hoping this might change as development continues.

For now, the specifics for each week's Saipark bonanza aren't actually displayed in the game. The screenshots displaying the information are being posted on Temtem social channels until Crema gets them in the game itself.

In the meantime, read the full patch notes.

If you're not ready for Temtem's end-game yet, be sure to check out our growing collection of Temtem guides, including:

Phantasy Star Online 2: Picking the Best Race and Class Fri, 07 Feb 2020 15:52:41 -0500 David Jagneaux

Phantasy Star Online 2 officially kicks off its Closed Beta test for the West today! Starting at 5:00 p.m. PST and lasting until February 8, 11:59 p.m. PST, players that signed up in the Xbox Insider Hub will be able to set out on their journey in this long-awaited MMORPG. Since many will be wondering about the best races and classes, we've put this best race and class rundown together. 

Even though the Closed Beta is painfully short, there is solace in the fact that progress will not be erased once the testing period ends. This means that once the Open Beta opens up, and then eventually full launch, all of your data is still there, and you won't even have to re-download the game. All you'll have to do is patch it.

For more details on the Closed Beta period, we've got you covered right here. But now, let's focus on race and class choices because there's a lot to go over in a short amount of time. 

Phantasy Star Online 2 Races

There are four races in Phantasy Star Online 2: humans, newmans, CAST, and deumans. Each class has its own pluses and minuses and even the gender you choose will affect some stats to a certain degree. This makes some races better suited for some classes than others.


These are the standard race in PSO2 and are the most neutral in terms of stats and appearance. Ears are normal, skin color is mostly neutral, and stats are balanced in comparison to other races. They're a good choice for any class, especially if you want to be versatile or switch classes often. 


Think of these as the elf equivalent in PSO2. They've got pointy ears that can be adjusted for sharpness and height and typically have lower health with higher special attack stats. Specifically, both HP and DEX are lower while R-ATK/T-ATK/R-DEF/T-DEF are all higher than humans. This gives them a vast aptitude for photon arts with strong mastery of photon powers.


Defining the CAST as its own race is a bit odd according to the fiction of PSO because they're technically more like hybrids of weak Humans or Newmans mixed with robotic parts for strength. As a result, they resemble mini mechs. Since they mostly look like robots physically, not all cosmetic items can be applied.

However, they also get their own batch of exclusive cosmetics for some slots. They can also be any color. Typically they have lower T-ATK/T-DEF but higher HP/S-ATK/R-ATK/S-DEF/R-DEF/DEX.


The final race in PSO2 is basically the "evil" version of humans and newmans; they're kind of like a dark elf/demonic variant. The big difference here is that they have horns, pale skin, and dichromatic eyes, meaning eye colors don't match. They've typically got lower HP and DEF but higher ATK and DEX.

All this being said, don't give too much stock to the race you pick if you plan on investing much time in PSO2. The reality of it is that by the time you reach the end game, it won't really matter which race you picked anymore because your gear will be so advanced and optimized it can make up for any offset in stats.

And since PSO2 isn't a PvP-focused game at all, you won't need to worry as much about the meta against other players. Pick what you want and adapt accordingly!

Phantasy Star Online 2 Classes

Characters in Phantasy Star Online 2 attacking enemies in a green field.

Once you pick a race in PSO2 and decide your physical appearance (the character creation system is actually quite in-depth), you'll be able to pick a class, which is a much more important decision. But if you don't like what you picked, don't worry: you can change your class between missions in PSO2.

There are nine distinct classes to pick from that all play dramatically differently:


This is your standard melee class. It's got a good balance of offense and defense and is extremely solo-friendly with options split up between large swords, lances, and bladed spears called partizans. 


Similar to Hunter, the Fighter is another melee-focused class, but the Fighter is built around extremely close-quarters combat delivered at blistering speed while landing frequent critical hits. They use twin daggers, double sabers, or knuckles as their weapons of choice.


This is one of the most versatile classes in the game that's balanced between flashy short-ranged and precise long-ranged combat. It can utilize both the katana and the bullet bow.


Perhaps the most distinct and unique class in PSO2, the Bouncer is another melee option that mixes physical attacks with Technique abilities seamlessly. Its dual blades are deadly and the inventive jet boots add significant flair to combat.


As the name suggests, this is a standard ranged damage class. They specialize in using assault rifles and rocket launchers, as well as the gunsblade as a last resort. This class is great for ranged DPS in a group setting or an offensive-minded support role.


As the name suggests, the Gunner is all about guns making it a powerful ranged single-target combat class. Twin machine guns are a go-to option for weapons, but the Gunner can also use assault rifles and gunblade as well.


Think of this as your standard caster class in PSO2 with a heavy focus on Techniques rather than raw physical damage. They can buff and heal allies as well, so they're key to a successful party but can be a bit squishy for solo content. They rely on rods, talis casting devices, and the gunblade.


This class was named "Techer" in the Japanese version, so I'm not sure why they added an extra letter for the full North American release. At any rate, this is almost entirely focused on fulfilling the support class role using wands, talis casting devices, and the gunblade.


Finally, the Summoner is in a category of its own as its the only dedicated pet-based class in PSO2. This class relies on, you guessed it: summoning creatures to fight in its stead while relying on baton-like takts and the gunslash as last resorts. 

Phantasy Star Online 2 Subclass System

The cast of Phantasy Star Online 2

In addition to picking a main class, you also get to choose a subclass in PSO2 once you hit Level 20 and obtain the "Sub Class License" from the appropriate NPC.

Your main class continues to earn 100% of all earned XP, can use all of its inherent weapons, photon arts, and techniques, as well as receive all of that class' stats and skills. But your subclass contributes 20% towards your stats, earns 25% of XP up to Level 70, and all skill not marked as "main class only" in the skill tree.

Understanding class synergies and which classes pair well with others is important because the combo you pick has a major influence on gameplay and progression over the course of PSO2.


Are you excited for Phantasy Star Online 2's release in the West? Let us know down in the comments below which race and class you plan on picking first!

Final Fantasy XIV Patch 5.2 Gets New Trailer, Out on Feb. 18 Fri, 07 Feb 2020 13:18:11 -0500 Ashley Shankle

We're edging ever-closer to the release of Final Fantasy XIV's 5.2 patch on February 18, and Square Enix has been sharing just enough about the update to get players excited for what's to come.

Patch 5.2 may not have the most information-laden page at the time of writing, but that doesn't mean it's not bringing much to the table. As with the previous 5.x patches, 5.2 promises to shake things up in more ways than just new main story quests though it is getting new MSQs and a new dungeon to go with them.

Both a new raid and a new dungeon will be added with 5.2, along with a new trial featuring Ruby Weapon from Final Fantasy VII that is sure to be teeth-clenchingly difficult. Qitari beast tribe quests will also be added this patch, in case you needed more dailies to grind.

Ocean fishing is being added to FFXIV with 5.2, which will allow fishers to board ships at certain times of day and partake in 30-minute fishing trips with other players. If you've been looking for something to spice your fishing up, this is certainly it.

There's a lot more to this patch than meets the eye. Even past what's outlined above, 5.2 will be implementing balance changes, even more crafting adjustments, umbrellas, PvP balancing, and new Allagan Tomestones to stockpile.

We only have 11 days until Final Fantasy XIV patch 5.2 makes its way to the client, meaning you have a bit of time to prepare for the new content and be ready to go come release day.