@ven kwell the starshower the WoL sees right before the ship crashes is the same one that Lahabrea showed to everyone in the Crystarium, and is actually a scene from the final days of Amaurot. Of course it's likely all later filled in instead of preplanned all the way back in 1.0 lol
I actually really like this. Motion capped, fully rendered and with actual voice acting! I do think they should've chosen a more serious actor for Papalymo, otherwise I actually really enjoyed watching this. And I'm usually one who doesn't listen to anything but the Japanese voice acting!
Papalymo (english): the voice actor is same voice actor of Neji from Naruto. he change it up to more deeper voice for Papalymo in reborn. he was told in 1.0, that LaLas are suppose to high children voices.
If only it was economically feasible for the entire game to have cutscenes of this quality. So much better than the stiff movements and emotes we get in the MSQ today.
To this day I still think Yda and Papalymo was SE doing their take on the "female hume/male tarutaru" parings sometimes seen in FFXI-related 4-koma and doujinshi. XIV 1.0 had some callbacks or nods to stuff the FFXI community did. Like how the entire retainer system in 1.0 was based on the player-created Rolanberry Mart.
@Samus Knight A lot of little stuff. Even in ARR, for example, the Conjurer girl you help can be seen casting Blizzard 2. Why? Because the idea of how the magicks between Conjurers and Thaumaturges wasn't finalized until later. Conjurers can no longer cast anything other than wind and earth spells, when they were supposed to be full on elementalists. Plus a lot of stuff related to the echo. Repeating dungeons, for example, was a function of the Echo. The Echo changed a lot in 2.0.
The acting of that girl(the part where she was laying down)makes it so realistic she even looks around by moving every part of her body the clanging of the armor against the chainmail and other npc characters in cutscenes don’t have the requirement of that this one makes it so realistic 100/10 great game!
Seeing these intros when one didn't pick up FFXIV until ARR came out sure does color one's perspective. Especially if one has finished the entirety of the main storyline for 2.0-5.5...
I remember the big trees being end-game evil beasts found in the far corners of the map that should be avoided instead of piddly level 12 mobs you can slay early on.
Same here. When I first started playing ARR and I ran into one right out of the gate and killed it, I was like...I remember when these things were endgame mobs that you didn't *dare* to even go near until you were level-capped and well-geared.
One night very early on with Dalamud coming the whole server came to kill those trees! I think everyone was there for a good few hours we had so much fun lol. They where so tough I think we sneaked past and then killed one lol. Good memories ^O^ I have lots of screenshots on my old PC.
Yeah now the end game mobs are dragons and primals, what a bummer, I would have preferred a level 99 ant as a final boss as opposed to some stupid dragon deity...
I actually prefer these opening scenes over the ARR ones. These are more "show, don't tell" and give the sense of upcoming adventure, the openings of ARR are just... Meh.
The game sucked so fucking much lol. I always laugh at people saying that they miss the charm or whatever. Charm is not enough to keep the boring ass mess that was 1.0
This just makes me wish even harder that they'd go back and make an offline, refined/fleshed out version of the 1.x era for PS5 or something. Maybe let the player party be the canonical Source versions of Ardbert's team so they can be normal characters rather than our current silent protagonist (that trope works fine for MMOs, but I personally prefer voiced/pre-designed protags in offline games). I'd personally love the chance to experience the story I missed from that era (even the edited/adjusted/expanded version they'd have to do to make 1.x work as a full console game) if for no other reason than for the extra bits of lore and Easter eggs those of us that started in 2.x missed out on.
This was my first experience with FFXIV. I was in awe!! It was all so new and exciting. Meeting Papalymo and Ida was such fun. Fighting those poor wolves however and the treant, wasn't!! The controls.... oh dear >.< but the quality of those cutscenes was just wow! ♥ I sort of miss the subtitles not being in large cream colored text boxes. >.>; Thank you for this video, it was worth it for the nostalgia. ; ;
Now this is a nostalgia trip. Bright eyed and bushy tailed miqo'te at the start of it all. Look how far we've come from The Black Shroud to the battle fields of Southern Bozja. It's been quite the advantage, and we're not even finished our journey.
I love seeing 1.X stuff. Speakers Networks' stuff like Remnants of a Realm and the Fall and Rise series are amazing. It seemed, for all its faults, to be a beautiful game filled with mystery (when Answers starts playing near the end there...man the feels!), that was sadly done in by poor systems and poor decisions. But there seems something uniquely special about it, and it's amazing that it had the comeback story of a lifetime with ARR and into modern day FFXIV, still going strong.
Honestly I wonder if FFXIV 1.0 would've received better if it was either released _earlier_ or _later._ It was in an awkward spot where MMOs were trying to be as casual as can be so obtuse mechanics weren't really going to fly. If it was released closer to the early 2000s like FFXI it probably would've done better, and if it was released closer to today it would've probably done better now that more in-depth and immersive MMOs are desired by a considerable sect of the MMORPG community.
@@DuskEalain Yeah, partly. If it was released in 2017-present, it would catch that retro movement (WoW Classic, Pantheon, and Ashes of Creation are all gunning for) that want an old school MMO to sink their teeth into. The problems are more mechanical, though. The engine was the FF13 engine, Crystal Tools, which worked well for a single player game with glorified hallways, not a MMO with expansive zones and worlds. The Netcode was REALLY bad such that the servers - not the client, though that happened all the time, too, but the SERVERS - would constantly crash. There was insane input lag (watch the Remnants of a Realm episode on the Parlay mini-game to see how bad it was) that affected everything in the game from fights to minigames to crafting and gathering that all had timer aspects to them. And probably the worst part was that the graphics were basically "too good" for what computers at the time were able to manage for the average gaming PC, causing crashes and slowdown and all the rest. . So I think it was doomed no matter when it released by the mechanical issues. Now, if they were releasing it today and had better server infrastructure, better client optimization, etc? It might actually be hailed as FF11-2 and be popular. With stable servers and with 2023 PCs on average being able to handle what 1.0 threw at them, it might actually be fairly popular as a sort of niche, old school, FF11-2. . So I think it's a little of column A and a little of column B. You're right that the era matters, but so do the technical/mechanical aspects.
@@SubduedRadical Oh for sure the technical aspects I was putting aside a tad as tbh even modern FFXIV's infrastructure _isn't the best._ Better than 1.0s for sure but we're still in the era of "Try to do anything in a capital city during busy hours and it's gonna be 1 action every 3-5 minutes." Definitely better than full on crashes but certainly not ideal. As a creator myself whose pipe dream is making an MMORPG of my own, it is an very interesting thing to think about though/ The MMO space has basically gone from immersive and nerdy, to more casual and social... back to wanting immersive and nerdy. I play a handful of MMORPGs at a time which I find particularly interesting seeing all sorts of perspectives and preferences on the genre. But I have noticed a trend of players getting tired of things being overly simplified no matter the MMO.
@@DuskEalain I think the trick is finding a the combination of things. Almost any idea can form a niche that has a small but loyal fanbase, and if your overhead (server costs and such) isn't too much, you can keep it running forever. FF11 and Eve Online have relatively small communities, but really dedicated ones and their overhead costs are low enough their subscriptions pay to keep the lights on. The trick to an MMO that hits it big is that it has to appeal to a lot of groups and player types simultaneously while also not leaving any feeling left out. But it also needs to have generally/genuinely good (or, at least, decent) gameplay that people find fun. Not everyone finds the same things fun, which is why diversity is key. Like all FF14's healers have more or less the same damage kit and the same base GCD and oGCD healing kit, where WoW's healers all function completely differently, some offensive focused, some having almost no offensive buttons at all, some buff focused, etc. (Also helps having an IP that people like, but that's not everything, as both Star Wars: The Old Republic, Lord of the Rings Online, and Elder Scrolls Online didn't manage to convert their IP recognition into a hyper successful game.) WoW reached its height being accessible to casuals while having things to engage even the most hardcore, and classes that ranged from simple to complex. When it tried to swing back to the hardcore with Cataclysm, it broke the community and it's never actually recovered. Wildstar tried to appeal to JUST that community and failed miserably. FFXIV, despite all the people that talk it down, also has both very high end content and a ton of casual stuff, and both simple and difficult Jobs (if anything, the midcore content is what's lacking, but it USUALLY has that, it's just dropped the ball in EW and hopefully picks it back up in DT). Meanwhile, there are games like Pantheon that want that old school feel, and VR (Visionary Realms, the company making it) have said they want to be able to run with even a small community and are fine with that. So it all depends on what you go for. My own personal idea is to make a core that's really accessible but have a lot of things off the beaten path. I think FFXIV does a RELATIVELY good job of this, but "off the beaten path" has become less over time since it's become less a beaten path and more a hallway, lol I still think there's some neat esoteric stuff out there (like who has actually done every single Levequest in the game to get that little "complete" tag?), but some are a bit TOO esoteric, and the main experience of the game has become a lot more curated. I think they need to lean back to the 1.0/2.0/even 3.0 and 4.0 roots that had a lot more mystery and exploration. The theme of DawnTrail is that, so it will be interesting to see if they meet it or not. . Back to the question: I think there are people wanting an MMO with more depth, more of a world that they're exploring and spending time with than a themepark. Thing is, not all of those people want the same thing...so how to appeal to a large chunk of them rather than a niche within a niche?
@@DuskEalain Good luck in your dream, btw. I know so little about programing, just enough to know how in-depth making an MMO is! :D Ideas are the start, but being able to actualize them is a trick. It's why I'm never really down on the 1.0 guys. They still made something vaguely work that is a really complicated thing. Not just anyone wraps their head around netcode and networking protocols without a good deal of effort. : ) But, if it's your dream, then the effort's worth it. : )
idc how bad of an idea it was to use this level of detail, but damn does it look good for a 11 year old game. this was my starting zone andi cant believe how much of it i actually remembered!
@@tartatovsky i liked that 1.0. combat was more tactical gameplay with monsters having elemental weaknesses etc. People just didnt get it that MMO gameplay doesnt need to jump around all the time.
the more recent ones have gotten a lot better, but they keep that format in tact to make development and performance easier. full mo-cap like this takes much too long for our current patch cycle ;;
@@yourdude9942 Didn't stop them 10 years ago. You'd imagine current technology would make it easier and not as costly. Also file size? In 2021? Really?
@@hotaruchan1 yeah. But 2.0 players can't wear it or so I've been told/seen said. It'd be nice if a dyable version existed for glam. The closet now is the level 5 version.
Ahh, when the cutscenes were beautifully done with lip syncing and custom mo-cap animations and much more care. Which is why we got like 3 of them and the rest of the game was fucking nothing.
I think a logical guess on why 1.0 failed is because they invested too much resources in quality of contents. But that is just my guess and I could be wrong. I wish they can make similarly good content in 2.0 and after. So far the cutscenes in relaunch except some in 3.x and 4.x are too simple; for being polite. Or boring when not being polite.
I keep looking at these 1.0 stuff and just conclude... Why the hell is everything now so shit compared to back then? How can this game that's littererd with invisible walls everywhere be the superior famous one?! And the answer is plain as day. A home cooked conspiracy. ( _Or just Square's eternal proof of incompetence_ ) Well aside from Combat, which was worse in 1.0. And how all menu's took up the entirety of the screen pretty much. But aside from that? I just feel.. Why the f- did I not play during 1.0 ..
@Zeithri Based on what I've heard from maaany 1.0 players, it's very much a "grass is greener" mentality. A lot of 1.0 was reportedly not fun to play. Zones were huge, but were filled to the brim with copy-pasted segments (Notably, the Shroud was extremely hard/not enjoyable to navigate). Performance was garbage (players have said they built brand new rigs for FFXIV 1.0 only to have it run at
I wish the Elementals hadnt been nerfed to the 7th hell and back. It would be good to to see them get back to some good old Greenwrath'in - maybe in next expac that could happen with an explanation that they've had time to rest. Twelve knows theres at least one poacher gang that deserves it.
New-14 still has mocapped cutscenes. More than 1.0 had, as well. Still, it's one of those cases where quantity is sometime better than quality - though lately we've been getting both.
Man, I need the song they used in this cutscene while Yda, Papalymo and the WoL are getting chased. It sounds real neat. I cant find it anywhere though. With 1.0 obviously not existing anymore would be a damn shame if the raw ost was lost to time.
The 1.0 soundtrack is available to buy named "Before Meteor". Its available on Spotify. My personal favourite is On Windy Meadows which was the original La Noscea field theme. The track you are referring to I believe is called Beneath Bloodied Banners - which still exists in ARR as a levequest theme I think. Many of the battle themes are now used in the Masked Carnival as well.
@@darkevilazn agreed, I think this kind of animation more fitted for a single player game, it's very great but as on term of mmo everything must be on a balanced state (production cost-gameplay-resource eficiency etc), it is indeed the cutscene animation was great but if the gameplay doesn't follow then that'll be the end of the game itself.
Million times better than the current game intro. New players are greeted with a wall of text... And 3 words of voice acting. I don't see why 1.0 story is just deleted. Story doesn't really make sense if you don't know 1.0 happened.
Man, these 1.0 cutscenes make me really sad that the same care and artistry is nowhere to be seen in 2.0 and beyond… These older cutscenes have so much put into them.
while post 2.0 FFXIV I dont think is bad at all, I still play it to this day...I really wish they wouldve kept on this track with the game rather than completely remake it. It had the base of what I was hoping the game would be...course they absoultely botched its launch so I understand why they had to do what they did to get their fanbase back. Still this is what I wanted to the game to be...a moe spiritual successor to FFXI I loved it to death once they had it in a good playable state.
Everyone that's worked on both versions said that if they'd kept the old version of the game it would've peaked quickly to a game that would never truly satisfy anyone. They could've patched it till it was barely playable enough to enjoy, but they'd never have been able to do the stuff they've done since. Completely rebuilding it was the only to ensure any longevity for the game and future content.
The more i discover 1.0, the more i realise it was superior. The world looked like a world. The camera view was better. The world seemed more vast. The game olay was better. Like a real rpg. The UI had a better font. It seemed superior on every point. I say this as an FF player...
With how much they had to shift around lore even before 2.0 there's really no telling if the Lyse/Yda situation was even a Thing (Ala Mhigo seemed like it would've featured much less prominently, let alone gotten an expac), but I definitely think Lyse pretending to be her sister pre-dated the Calamity by a few years
It looks better in some ways and worse in other ways than current FFXIV. I'm glad we moved on from the abuse of bloom and depth of field emblematic of early 2010's gaming but the movement of the characters is so much better here than the generic emotes of current cutscenes. Environments are leagues better now too, that waterwheel looks straight up unfinished. Shame what little ambience sounds the game has left now though.
In 1.0 you could only view 1/3 of the cutscenes since they were tied to your nation. There's a dozen motion capture type cutscenes between each of the nations. 1.0 was pretty much launched in a really early pre alpha state with a bunch of poor design choices. Took them 2 years just to fix it up to 1.23 where it had content and at least 11 patch updates to fix design flaws. The world design was extremely lacking outside of cities. They made a huge mistake trying to build their mmo using the ffxiii engine which could only handle hallways amount of detail. Which they had to design their mmo using copy paste field terrain and the zones had to be built on a grid where loading hallways were needed to hide pop in. The game back then handled "level of detail" differently then games do nowadays which caused them design the game the way they did. The game came out years too soon and needed much more people working on and a bunch of different people in charge.
FUCK seriously? you watch one video and determines this is better than 2.0+??? this gotta be a troll right? I played that 1.0 piece of shit and it is still a piece of shit!.
thank god ARR and beyond hasn't come close to this quality, 1.0 was incredibly bad, and take it from someone who played 1.0~1.23, the cutscenes were the only good things about it well, and Miqo'te butts, RIP Miqo'te butts 2010-2012
This is really stupid to do in a youtube comment, but here you go: I beta tested 1.0 and alpha tested 2.0 and still play it to this day (on and off anyway). 1.0 had numerous advantages over 2.0; including some general gameplay. No it had no endgame (mostly because they shoved it out the door far before it was ready), yes every area was copy pasted, yes the UI was abysmal, yes the server structure was abysmal (JP only servers in 2010 like seriously), yes exp was artificially limited, yes it needed a more powerful PC to run. But aside from those main things, 1.0 was U N I Q U E. Something 2.0 doesn't even know the word of. Examples: 1) Hybrid action combat system. It felt far better than the 2.5s GCD auto-attack garbage of 2.0 (which felt SO bad when the patch hit that changed it in 1.18). People QUIT 2.0 while leveling their first job because of its AGONIZINGLY SLOW combat system. Read up on it if you don't believe me. 2) Hybrid physical and job levels (more like FFXI tbh) let you grow more powerful over time when you went to switch jobs. 3) Stat points letting you build your character the way you want. 4) Ability to use any skill in the game on any job, further letting you customize your playstyle. 5) 'Optimal levels' on gear without any restrictions let you wear whatever you wanted. The stats on the gear started to affect you more and more as you got close to its level. Only AF gear was class restricted. 6) Crafting was VERY in depth, requiring you to, as an example, make every part of a weapon (blade, hilt, handle) before finalizing it into a real piece of equipment. 7) More things I can't actually remember right now. For objective differences: The graphics were better. (some draw distance notwithstanding) The animations were better. (RIP movement weight) The cutscenes were better. The sound was better. The voice actors were better. The atmosphere of the world was better. The character and story building was better. The immersiveness was better. Even though my primary reason for quitting 1.0 was the patch that ruined the combat system, I still logged on from time to time to just -exist- in the world, because it felt like one. 2.0 never once felt like this for me. It just felt like another generic MMO, following in WoW's footsteps too (and as we see expansions later, they are doing this to a T). Current 2.0 is so dumbed down now with SHB that you would be a fool to claim any part of it is superior to 1.0. Hell, 32bit and PS3 support was even dropped and it STILL LOOKS WORSE THAN 1.0, especially in SHB when they got so lazy and re-used ARR assets in the world. You couldn't go 5 minutes without seeing some jarring issue detracting from the experience. ..but I digress. If I could go back and play 1.0 with 2.0's UI, server structure (and some other misc things), I would. It would be an *experience* instead of *just another MMO*. Sadly, emulation of it is still extremely barebones, so it really only lives on in the footage we captured from it. FFXIV 1.0 suffered the same fate Windows Vista did. And both were mainly ruined by ignorance and sheep mentality more than anything else.
@Ace Strife are we sure we played the same game? 1. 1.0 did not have a "hybrid action combat system", any comet survivors, me included can tell you that is not true, what it had is a minor variation to FFXI's gameplay system where you spent a majority of the battle auto attacking to gain TP to use WS. 3. Because we all picked the same stats for every class it was associated with and the fact that SMN and SCH has to constantly re'spec just to use the other warranted it's removal 4. This may have worked in 1.0 because of the above but in 2.0+ it doesn't work well because from then on it is GCD based, especially remembering ARR days where someone tried to run LNC with tank skills and heal spell on expert, even the WHM out dps'd him. And despite all the "Good things" you claimed 1.0 had, it also had the following; a.) Large zones with barely anything around, and copy pasted areas that can feel jarring b.) Absurd amount of focus in graphics that many mid-low end rigs are unable to run it properly without many frame drops, or hell, even run it at all without making the machine a glorified frying pan. c.) It also had a terrible retainer system where they would occupy the market just for sales, bringing more issues to b. d.) It's incredibly jarring FFXI-esque battle system, by the end of the day pings are what you'll hear from navigating the menu e.) It's early game is far worse than what early game 2.0 brings, levequests, nothing but levequests as far as the eye can see And there are many more issues it had that led to it's eventual downfall, at least now with Yoshi-P on the helm, it has moved to a far better direction, and you don't need godly PC just to play it
@@D-Havoc yea it's common knowledge that 1.0 was known for having such good graphics that even NASA was running the game at 15 fps so I guess your statement is right , that's why Yoshi P had to turn em down.
for 2011 the graphics look really good; it's such a shame that the performance was shit. can't wait to see what changes they're bringing in 7.0 though!