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Magic: The Gathering Team Reveals Which Final Fantasy Character They Regret Not Including
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Magic: The Gathering Team Reveals Which Final Fantasy Character They Regret Not Including

by admin June 22, 2025



After half a decade in development, two years spent building up anticipation, and months of teases and reveals, Magic: The Gathering’s Final Fantasy collaboration has finally hit shelves. Even before its official release, the set made history as Magic: The Gathering’s best-selling set of all time, and the weeks that have followed have only further cemented the launch as one of the most significant in MTG’s history.

At this year’s Summer Game Fest, GameSpot had the chance to speak with one of the collaboration’s lead designers, senior game designer Daniel Holt, about the collaboration and how it feels to see folks finally playing with the new cards. We also chatted about preventing Final Fantasy spoilers, how the team manages its regrets, and if he thinks “power creep” is a prevailing issue in the new collection.

GameSpot: You have been working on this set for basically half a decade at this point. What is it like seeing all of this out in the wild–seeing folks playing with these cards?

Holt: It’s wild. It was so secretive for so long. I hear people across the street and they’ll say, “Sephiroth.” And I’m like, “Wait, have we shown that card? Oh, that’s right, it’s all out.”

It’s just crazy that it’s all out there right now and it’s exciting to see the passion that the fans are bringing to it. Something we’ve been taken aback by is the fact that every character or story moment is someone’s favorite. With every single one of these side story characters that aren’t the main party members, we see someone say like, “I can’t believe they included this. This is my favorite character.” It’s that kind of excitement that we’re so excited to see.

Sephiroth as seen on one of his Magic: The Gathering cards.

It really is impressive how the team managed to fit so many characters and moments into the set. What was the biggest struggle with taking over 30 years of content across 16 games and condensing it into one Magic set?

We had to take the approach of [knowing] we’re not going to get everything in. Then, we used a tier system coined by [principal designers] Dillon [Deveney] and Gavin [Verhey]. Tier 1 are those main characters and moments that, if you think of that game, you’re going to be like, “Okay, that character, that moment, has to be here.” Tier 1 is where the main set stayed because they [covered] Final Fantasy I through XVI, so needed to stay in the top level stuff. But for me, on the Commander decks, where each deck is a full game of a hundred cards [dedicated to a single game], I got to go deep into Tier 2 and even Tier 3 moments. I got to include side characters and story moments that maybe you only saw after you put 200 hours into the game.

How did you balance fully capturing some of Final Fantasy’s most iconic moments without spoiling anything?

We had to be a little cheeky about that. We didn’t want to spoil things, and Square [Enix] didn’t want us to spoil things. So you have cards like Sephiroth’s Intervention in here where, you see Sephiroth coming down with a sword. It’s just a cool moment if you’ve never played Final Fantasy VII, but for us that know… we know exactly what story moment is about to happen. In the same vein, Aerith has a death trigger on her ability, so we tied that together. One of my favorite cards in the Commander decks is Farewell in the Final Fantasy X deck. It’s Yuna and Tidus embracing and you don’t know literally what’s going to happen 10 seconds after that moment unless you play the game.

How did you end up deciding which four games to use for the commander decks? It’s got to be hotly debated for sure.

Oh, yeah. Right at kickoff, Final Fantasy VII was, I think, the first one we put in there. Remake and Rebirth are new, it’s on everyone’s mind, and it’s a classic. You know Cloud, you know Sephiroth. Then XIV was the next one we thought of. It has such an active player base and such a large community behind it, we’re like, “This just makes sense.” Fun fact on that one, I’d never played XIV until this product. I put in 200 hours in the first month. I had to go hard on it, just to get that authenticity in there.

As for the other two, Final Fantasy X is my personal favorite and it’s our lead product architect Zakeel [Gordon]’s favorite, too. I might’ve pushed a little hard for that one to be one of the decks. Then wrapping it up was Final Fantasy VI, which is [principle game designer] Yoni Skolnik’s favorite. He pitched the World of Ruin and us focusing on the second half of the game for the deck. I was so charmed by that. Also, VI marks the end of the pixel era, so we actually got one of the pixel games into the four. I think that was important to do.

Now that we’ve seen all of the cards, we know there are certain characters, like Eiko from IX for example, who don’t have a card. How did you deal with knowing that certain characters are not going to have a card and that’s just going to be what it is?

I think you touched on it right there. And I think Eiko is one that… we’re like, “Okay, if we were to do it again, we’d probably try to get her in.” We got her in on the Sleep [Magic] of the set, and we tried to show characters on cards like that.

But me and Gavin, we worked really close together to make sure a lot of characters were represented. For the Final Fantasy X deck, for example, he didn’t have a Lulu or a Wakka in the main set so I made sure to get those in the Commander deck, and vice versa on certain characters. If he had them there, I was less pressured to get them in my decks, but I knew there was a responsibility of that if they weren’t there. Matoya I think is one of my favorite characters from Final Fantasy XIV. I would’ve 100% put her in the Commander deck if Gavin didn’t already have her in the main set.

Crystal Fragments and Sleep Magic cards, both featuring Final Fantasy 9’s Eiko.

When it comes to designing Commander decks alongside the main set itself, how does that process work?

Mostly it comes down to examining what characters might overlap, and using the mechanics. For example, Job Select and Saga Creatures both come from the main set and [the] Final Fantasy X [Commander deck] is a “counters” deck and all about Yuna’s journey collecting the summons leading up to her fight against Sin, so the Saga Creatures work in that deck because you can remove the counters with Tidus and now they stay longer. So it’s about finding synergy there.

Then Job Select cards [work] with Final Fantasy XIV because they’re non-creature spells and will trigger all of your Scion members, but they also build you a board by creating heroes so you’re not wide open to attacks. So it really is synergistic between those.

My real work when selecting the characters and the themes is really working with the creative team. Dillon Deveney was the lead creative for this, and every morning I’d message him, “Hey, I want to put this reprint in the deck. Can it work for this concept?” And he’d be like, “Yes,” or, “No, [but] maybe try this.”

Were there any cards that were particularly difficult either to implement or to come up with an idea for, or that maybe just were imbalanced initially and you really had to work to figure out?

Yeah, Y’shtola in the Final Fantasy XIV deck was actually probably the hardest Commander to do because, originally, that deck’s Commander was going to XIV’s Warrior of Light. That’s what you would think would be the face of Commander. But when we tried that, we’re like, “There are like, 20-something jobs, and everybody customizes their character.” [We decided] the player character wasn’t going to work as a face Commander. We couldn’t make a satisfying, single card for that. So we’ve moved to Y’shtola, G’raha Tia, and the other Scions.

But a lot of the cards in the deck make hero tokens, so you can still feel [the Warrior of Light’s presence]. That’s why we have so many hero tokens. My character was a dancer in the game, so I made sure to get a dancer weapon in there… and I might’ve pushed for the character to be a blue-haired Miqo’te in the art.

Oh, that’s great.

Yeah. But, I think Y’shtola was a little tricky to do. When we got to her and the theme of the deck, I went with non-creature because in Final Fantasy XIV, you’re casting spells, managing cooldowns, et cetera… So I wanted to capture that gameplay with it. I think Transpose really captures the Black Mage abilities. That card having Rebound was the meta of, “That’s your cooldown. You have to wait till your next turn and then it’s ready again.” I designed that because I played a little Black Mage in the game, too.

Two versions of Magic: The Gathering’s Final Fantasy hero tokens.

There’ve been some people who have said that the power creep is very real with this set, but what do you think?

I don’t think that’s true, certainly not for Commander. You have all of Magic’s history to work with here. And I really think it just came down to being true to the characters, doing what the abilities there do, and I think it really plays into the larger environment of Magic.

Have your feelings on Final Fantasy as a game series changed during this process? Are there games you used to maybe not appreciate or like as much and then come round on?

It’s been a lot of rediscovering my love for them. I dug up this old picture of me dressed as Tidus when I was 17, one of my first cosplays. VII was one of my first ones, and then I played older ones like IV and II, et cetera, while going to college.

We all grew up with the series. We’ve all played these for so long. It is really just rediscovering them and the passion. And, like XVI? XVI came out during development, so we all jammed that over the weekend. [I remember being] like, “Oh my God, it’d be so cool if we got Dion in here,” It was so important to me as a person to get that in here. And Gavin was like, “Yep, happy to put him in.”

Has there been any interest in coming back to this series and going into stuff like Final Fantasy Tactics or Final Fantasy X-2–titles outside of the mainline 16?

We certainly have a lot of fans in the office that love those games. I love X-2, I love the dresspheres system. And I need to play Tactics, I know that’s bad that I haven’t. But [as for revisiting Final Fantasy in Magic: The Gathering,] that would be too far in the future right now.

This interview has been edited for both brevity and readability.



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June 22, 2025 0 comments
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Final Fantasy fans, now is the time to get into Magic: The Gathering
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Final Fantasy fans, now is the time to get into Magic: The Gathering

by admin June 22, 2025


The Final Fantasy Magic: The Gathering set is here, and there’s never been a more perfect assemblage of Magic cards. The set features cards taken from every mainline Final Fantasy title, including the two MMOs, so there’s something for every generation of Final Fantasy lovers. And while Magic has featured other video game crossovers in the past (hello, Assassin’s Creed and Fallout!), with the way this set is constructed, from card mechanics to art, you can tell this one is a developer favorite, sure to appeal to the massive chunk of people who love both games.

But what if you don’t inhabit the center circle in the Venn diagram of Magic and Final Fantasy lovers but are still interested in experiencing this set for yourself? Magic: The Gathering is an intimidating game, even if you’re a seasoned player like myself. There are so many ways you can play, both in person and online, that it can be overwhelming to figure out the best way to jump in. So here’s a few tips and tricks to playing the Final Fantasy Magic set.

Be warned, though: this is the best-selling set in Magic’s 30-plus-year history, and you will pay for the pleasure of this experience — if you can find the product to pay for it at all.

How to play: physical edition

Over the years, the designers at Magic developer Wizards of the Coast have realized it can be intimidating as hell for a new player looking to start their planeswalking journey. To help these new players along, Magic developers have created a line of products called Starter Kits. Each is a set of two 60-card decks featuring cards specifically designed for new players and an instruction booklet that goes over the game’s basic rules and cadence of play. Keep one deck for yourself, give one to a friend, and learn as you play together. For MTG x FF, the starter kit features two decks themed around Final Fantasy’s greatest rivalry: Sephiroth vs. Cloud.

Though this is Magic: The Gathering Arena, these are the two starter decks featuring Sephiroth and Cloud. Image: Wizards of the Coast

These decks are a decent introductory course to Magic. Cloud’s is themed around equipment cards (think the Buster Sword or the Ultima Weapon), which are essentially weapons you can attach to your creatures to pump up their damage and hit hard. Sephiroth’s deck is all about him. Kill creatures (yours and your opponent’s) to make him as big as possible. I played both decks against the set’s designers and managed to beat them both, a monumental feat for any Magic player. However, if you want to play them for yourself, the Starter Kit is currently sold out on Amazon, so your best bet to find one is to hit up your local card shop (known in the community as your LCS) to see if it has any in stock. Wizards’ website does feature a handy store locator if you don’t know where your nearest LCS is.

There are also four Commander decks you can buy and play, with each one themed around a specific title in the series. Commander is the most popular format of Magic, but the rules are slightly different from standard play, and matches can often include more than one opponent. The Final Fantasy Commander decks are beginner-friendly but expensive, running anywhere from $80 to $130 when Commander decks in other sets are much cheaper.

How to play: online edition

If you don’t have any friends you can beg, bribe, or beat into playing Magic with you, there is another, far easier option: the game’s online version, Magic: The Gathering Arena. Arena is the best way to experience the Final Fantasy set as there’s no worry about stock, it’s relatively cheaper, and there are so many different ways to play that in-person playing simply does not accommodate. Once you’ve made your account and downloaded the game, you can play through the game’s tutorial, which I recommend to get your bearings. Not only does it explain how to play, but the color challenges also give you a feel for the playstyles of Magic’s five different colors.

Choosing your slice of the color pie

Think of colors and color combos as characters in your favorite hero shooter. Each has different abilities and favors a specific style of play. Blue and white center on going over your opponents’ heads with flying creatures, while mono green (my favorite and the best way to play) favors big, stompy creatures that run over your opponents’ defenses. The Final Fantasy set makes it easy to find a color or combo that works for you.

If you want to get straight into the Final Fantasy set, you can simply skip the tutorial to unlock all of Arena’s many game modes and features, and it’ll still be there to try if you ever need to go back.

Once you’re ready, you have a number of options available. You can get right into the thick of things and start playing the game’s constructed modes. If you’ve never played Magic before, do not do this. It is expensive, costing a lot of resources your account will not have unless you buy them in the game’s cash shop, and it is hard. Making decks is difficult; even I don’t like it that much compared to playing decks preassembled for me.

1/4Some of my favorite cards from this set. Image: Wizards of the Coast

Your best, most economical option is to play Jumpstart mode. In Jumpstart all the hard work of making a viable deck is done for you. You are presented with a number of archetypes: Bold, Mage, Chocobos, Equipment, and more. You can pick two of them based on nothing more than vibes and personal preference, and the game will automatically create a deck using those two archetypes. Then you play your deck against other Jumpstart decks and rack up the wins or the valuable experience that comes with losing.

The great thing about Jumpstart is that it’s cheap — a new account grants you enough currency to try the mode three times — and the cards you pick are yours to keep. Do it enough times and you’ll eventually have enough cards to tool around with making your own decks to try out in the game’s friendly mode, Quick Start. I’ve enjoyed all the different Jumpstart decks I’ve made, but if you really wanna have some fun, pick chocobos whenever you get the chance. They’re creatures that get stronger whenever you play a land card (think of land like the gas that powers your deck’s engine) and have incredible synergy with other card types, leading to a deck that will overwhelm your opponent.

Also, they’re chocobos! What could be more Final Fantasy than chocobos?

If you are a Final Fantasy fan, I cannot stress enough how much fun its Magic set is. And if you’re intimidated by Magic’s difficulty, don’t be. There are so many beginner-friendly ways to play, and there are so many beginners trying this set out for the first time, that you’ll be in good company. Plus, I’ve found the community is always happy to help newcomers. When I played at an in-person event, my first opponent had never picked up the game before. Over the course of our match I taught him everything I knew as best I could, and before the end, he beat me. Badly. I’ve never had more fun.





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June 22, 2025 0 comments
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Fantasy Life i might be the star of the Switch 2 launch, providing both the Animal Crossing and RPG experience it needs
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Fantasy Life i might be the star of the Switch 2 launch, providing both the Animal Crossing and RPG experience it needs

by admin June 21, 2025


What a strange and wonderful game. It took me about four hours to pin down what Fantasy Life is, because by turns it’s Animal Crossing and then it’s a role-playing game, and then it’s something else. The form of the game shifts and shimmies during the opening hours as a constant stream of new ideas are introduced, and it’s only as they begin to settle that you begin to appreciate what an intoxicating blend it can be.

Fantasy Life i: The Girl Who Steals Time

Officially , Fantasy Life i is a life sim RPG, which broadly means – and you’ll know this if you’ve played Fantasy Life on 3DS of course – that you can play many roles within the game, many Lives, as they’re known. You can be a carpenter, a blacksmith, a mercenary, a paladin, an alchemist, a spellcaster, a tailor and so on. There are many Lives to choose from. But the crux of this is you don’t have to choose only one of them. If you want, you can be them all.

You can be out adventuring as a mercenary, wielding a big sword and wearing your mercenary kit, then switch instantly to being a woodcutter the moment you approach and interact with a choppable tree. It’s similar when approaching a workbench, as your carpentry Life takes over and woodworking skills kick in. The same is true of every Life skill you learn: once you’ve got them – and there’s a little tutorial to-and-fro involved in getting them (which you can skip if you know what you’re doing) – they will be available wherever you go, whenever you need them. It’s a surprisingly liberating system.

There is cloying sweetness to the game, which isn’t entirely unwelcome, and there are some genuinely funny jokes and characters to meet. There’s a strong sense of tongue-in-cheek running through it.Watch on YouTube

Why would you want so many Lives, though? Firstly because the game encourages you to have them, either through main quests or villager-given quests on the island, but also because being a woodcutter and being able to source your own wood for your carpentry Life makes sense, just as mining your own ore as a blacksmith makes sense too. But Fantasy Life i takes this a step further, in terms of motivating you, by also being a go-out-and-adventure kind of role-playing game, meaning you’re not always stuck in town, wandering around.

The story is convoluted but it involves travelling backwards and forwards in time to an island that’s either resplendent and filled with life, or destroyed, depending on whether you’re in the past or the present. A thousand years ago, the island was vibrant and populated by an eccentric cast of villagers, who you’ll slowly get to know – and some are genuinely very amusing – whereas in the present, there’s no one around. It’s in these past and present futures where you’ll build a home and make a life, but that’s not all there is to Fantasy Life i.

Well I don’t want to toot my own horn but it’s true, I do. | Image credit: Eurogamer / Level 5

There is a wider game to explore that goes as far as other worlds, and it’s one of these, Ginormosia, that you’ll keep coming back to. This place is massive and much more closely resembles the kind of adventuring land you find in a typical action-based RPG (and which will be the basis of the roguelike mode being developed for the game, by the way). It’s the sort of place with zoned biomes and packs of enemies that gradually increase in strength, and even towers and shrines to unlock that do similar things as in the recent Zelda games – reveal nearby locations, or offer puzzles.

In Ginormosia, your combat skills will be of particular use, and you’ll obviously benefit more heavily from whatever better-quality armour and equipment you’ve made or acquired. But there’s no way you can tackle Ginormosia in one go: it will take several nibbles over the course of the game, as each time you go away and level-up a bit, and equip-up a bit, and then return. This is where Fantasy Life i finally starts to come into view, in how it presents us with two game experiences stretched across our home life and our adventuring life, that compliment each other.

For instance, combat prowess: you can level up in your chosen Life while out adventuring, but you can’t increase your rank without doing jobs for the guild master, who’s back in town. And it’s only by increasing your rank that you can access more powerful skills on your skill tree, and unlock things like charged attacks, better combos, and various passive abilities, all of which make you more deadly or hardy, depending on what you want to do. It’s a similar deal for crafting abilities – yes they have skill trees too. So you see that you might want better combat abilities and equipment for your adventures, but in order to get them you’ll have to pursue several different Life paths at home first.

This is the carpentry mini-game. You have to move between the three stations and press the buttons prompted as fast as you can. It’s simple but it’s fun.

That might sound laborious but there’s an innate joy involved in pursuing them. Take carpentry for example. A mini-game springs into life when you want to make something that involves pressing button prompts as fast as you can in order to successfully craft. It’s a little more complex than that but suffice to say that it’s energetic and fun, which aren’t words I typically associate with crafting systems in games. Even chopping trees or mining ore are enjoyable, using ideas like ‘find the sweet spot’ to alleviate the boredom, whereby if you hit a sweet spot, you can greatly increase the speed you take a node down. Couple this with powerful buffs from food or potions and you can smash through resource nodes in seconds. And now you probably want to learn alchemy in order to achieve this. Do you see how it goes? One thing encourages another.

It’s as you start to nose through the skill trees in the games and overlap the Lives you’re living that Fantasy Life i really gets a hold of you, and because it’s so broad, it manages to satisfy a lot of game urges in one. Do you want to build and decorate a home like you do in Animal Crossing? That kind of peaceful island life exists here. Do you also want the thrill of adventure and story and combat?

That kind of experience exists here too. It’s a clever blend and a clever studio that can knit them together and make them work. There’s much more to Fantasy Life i than meets the eye and, for me, it’s one of the stars of the Switch 2 launch.

A copy of Fantasy Life i: The Girl Who Steals Time was provided by Level-5.



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June 21, 2025 0 comments
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Final Fantasy MTG Cards Sell For Tons As Stores Price Gouge
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Final Fantasy MTG Cards Sell For Tons As Stores Price Gouge

by admin June 21, 2025


Magic: The Gathering’s Beyond Universes crossover with Final Fantasy offers a beautiful trip down memory lane with some really cool Commander cards and deck synergies to boot. It has also made everyone lose their minds as the best-selling expansion in the card game’s history sees prices skyrocket, including one collector asking $50,000 for the set’s rare Golden Traveling Chocobo.

I Didn’t Play Final Fantasy XVI ‘Right,’ And That’s OK

The Final Fantasy Universes Beyond set includes only 77 of these foil cards in total. They are similar to the One Ring from the Lord of the Rings MTG crossover that ended up selling for millions to Post Malone. While there are more of them, making them slightly less rare in theory, that also means there are more of them to be traded between collectors, and one of the Golden Traveling Chocobo cards that’s already been discovered was recently put up on eBay for $50,000.

It was Traveling Chocobo 41/77 to be precise, and it was technically listed for $200,000 initially, before its seller apparently thought better it Wargamer reports. It has since been sold for a “best offer,” so the final price is unclear, but according to the third-party tool 130point it may have been closer to $40,000. If accurate, that would actually made the entire set of 77 Gold Chocobos worth $3,080,000 if they all fetched a similar amount, dwarfing what the One Ring previously sold for.

Screenshot: eBay / Kotaku

The Final Fantasy set contains a bunch of regular Traveling Chocobo cards as well, each of mythic rarity but featuring a different color from Final Fantasy VII, including yellow, red, blue, green, and black. These less rare variants are still fetching wild valuations, with many priced at over $1,500. Other expensive cards include, not surprisingly, iconic main characters like Sephiroth, Cloud, Lightning, Terra, and Clive, as well as summons like Knights of the Round and Bahamut. There are borderless, Through the Ages, and Surge Foil variants of each, upping the prices even further.

And what about people who just want to have fun opening packs, looking at cards, and playing the actual game? Well, the launch frenzy has made Final Fantasy one of the hardest sets to actually participate in as a fan, just as its popularity hits new heights. Play booster boxes are sold out most places, and the collector’s boosters are pretty much only available from resellers at this point for extreme markups.

Even big box stores are turning to scalping. A Target I visited this week was selling about a dozen regular Final Fantasy MTG play boosters with an MSRP of $7 for $15 each. I wanted to cry. “RIP to the casual players trying to find product,” reads a common refrain on Reddit. While reprints are expected as soon as July, and should continue for a while given the Final Fantasy expansion is part of MTG’s standard set of cards (and thus legal in all tournament play), the difficulty of not only finding cards at the moment, but actually being able to afford them, has been a bit of a buzzkill.

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June 21, 2025 0 comments
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Final Fantasy 14 patch will give Hrothgar & Viera more headgear options
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Final Fantasy 14 patch will give Hrothgar & Viera more headgear options

by admin June 20, 2025


The cat and bunny people of Final Fantasy 14 Online are finally getting the headgear options they deserve, the MMO’s developer announced Friday in a new Letter from the Producer Live stream. Hrothgar and Viera characters will soon be able to display the headgear they’re wearing as part of Patch 7.3, Square Enix confirmed.

Hrothgar and Viera have had limited headgear options since the two races were introduced to Final Fantasy 14 in 2019’s Shadowbringers expansion. But since the furry friends have “unique heads” — with cat ears and bunny ears, respectively — some cosmetic headgear hasn’t been available to them.

That will change soon, and Square Enix is promising that “further support for headgear, including helmets, will be added in future updates.” Hopefully, Square Enix is prioritizing the paid cosmetic outfits that its selling that Hrothgar and Viera can’t currently wear.

Of course, as important as hats for feline and lupine fantasy friends are, that’s not the only thing FF14 producer/director Naoki Yoshida and global community producer Toshio Murouchi revealed during Friday’s Letter from the Producer.

Patch 7.3, known as The Promise of Tomorrow, will feature the main scenario quest that serves as the finale of the Dawntrail story. It will be released in early August, developers said.

Elsewhere, FF14’s devs teased a new allied society scenario featuring the Yok Huy; a new level 100 expert dungeon, The Meso Terminal; an unnamed new trial with normal and extreme difficulty versions; a new 24-player alliance raid, San d’Oria: The Second Walk; a new Unreal trial versus Seiryu in The Wreath of Snakes; and a new Deep Dungeon, Pilgrim’s Traverse.

Of course, all that pales in comparison to the six-year nightmare of Hrothgar and Viera going mostly hatless finally coming to an end.

Final Fantasy 14 Online is available now on Mac, PlayStation 4, PlayStation 5, Windows PC, Xbox One, and Xbox Series X.



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June 20, 2025 0 comments
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