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Take part in an epic and ever-changing Final Fantasy as you adventure and explore with friends from around the world. Experience all the hallmarks of the best-selling franchise - airships, chocobos, moogles, and more!
Hydaelyn - a vibrant planet blessed by the Light of the Crystal.
Amid azure seas, encompassing the westernmost of the Three Great Continents, there lies a realm embraced by gods and forged by heroes. Her name...Eorzea.
It is here that your tale unfolds. Beckoned by the Mothercrystal - the source of all life - you must embark upon a quest to deliver the land from an eternity of Darkness.
Since time immemorial, this verdant planet has seen the births of lives uncounted.
But the land now bears grievous scars, and threatens to slip into a gaping maw of death and darkness.
You who would bring the light of hope to Hydaelyn...
You who would heed the whisperings of the aetheryte and take up the mantle of "adventurer."
This is your journey - a new tale to echo down the ages.
Comprised of Aldenard, the westernmost of the Three Great Continents, and its surrounding islands, the realm of Eorzea has been the cradle of several unique civilizations throughout history. Towering mountains dominate the north, their peaks forever lashed with icy winds; to the south, a bleak expanse of unforgiving desert holds sway.
Yet these inhospitable lands hold irresistible lure for man and monster alike, for wide and deep flow the currents of aether, and rich are the veins of power-infused crystal. In this harsh though vibrant region, the people of Eorzea have carved out their histories - a cycle of prosperous Astral and disastrous Umbral eras.
The First Umbral Era brought an end to the age of the gods, and there have been six such eras of calamity since the First Astral Era ushered in the age of man. Each of the Umbral catastrophes has, in turn, borne the characteristics of one of the six elements. With all the elements now represented, it was believed the current Astral era would last into eternity.
But in the seventh verse of the Divine Chronicles, Mezaya Thousand Eyes prophesied a less fortunate fate. The "senary sun," or Sixth Astral Era, would indeed end, and the "septenary moon," or Seventh Umbral Era, would cast its shadow upon the land.
The life of an adventurer is the pursuit of fortune and fame. It is the devotion of oneself to seeking out danger and glory wherever they might be. It is an endless quest taken up only by the most intrepid and dauntless of souls.
The term came into popular use among the people of Eorzea little more than a decade ago. Left idle by the onset of the Age of Calm, a leading mercenary officer gathered to his side a number of trusted companions, and together they formed a guild dedicated to the common cause of aiding the realm at large.
Outside the modest station of their humble beginnings, a simple sign hung for all to see - Adventurers' Guild.
The Adventurers' Guild has since spread, and can now be found in each of the
realm's great nations. It is here that Eorzeans come with their myriad pleas and requests, and here that adventurers heed the call, whether it be the slaying of some foul beast plaguing the countryside, or the crafting of fine wares demanding a master's touch.
What greatness lies in store for you, adventurer?
Explore the world of Eorzea and learn more about its history, inhabitants, and cities. A new realm awaits!
The bustling commercial hub of Ul'dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at its center. Its towering fortifications and protective outer walls are visible for malms in all directions, and serve as a stark deterrent to would-be besiegers.
Visitors from every corner of Eorzea come to Ul'dah to partake of the city's famed recreation, most notably the fighting arenas and gambling halls. Ul'dahn culture is known for its affluence, and the wealth of the nation comes in large part from its abundant mineral resources and prestigious clothcrafting industry.
Historically, it is the sultan who claims sovereignty over Ul'dah, but true power is wielded by the Syndicate, an elite group of six of the most influential and richest members of society. Nald'thal is the patron deity of the city, and two great halls devoted to his two aspects can be found in the eastern and western sections of the city.
In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment.
The Gridanian emphasis on natural harmony has led to its preeminence among Eorzea's city-states in trades such as forestry, agriculture, carpentry, and leatherworking. Gridania is also home to the Wood Wailers, a militant band of polearm-wielding sentries charged with the protection of their homeland.
The favored goddess of the citizenry is Nophica, the Matron, but great faith is also placed in the wisdom of the Seedseers - young oracles who guide the nation based on the will of the forest's elementals.
On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.
Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader, the Admiral. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.
To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda. However, even in the waters nearby the city, pirate bands run rampant, reaving and pillaging.
Mor Dhona is an inland region of Eorzea, and the site of the first aerial battle in recorded history - a conflict that took place above Silvertear Lake. In the Year 1562 of the Sixth Astral Era, five years after the invasion of Ala Mhigo, the Garlean Empire finally rose from apparent inactivity to resume its attack on Eorzea. A fleet of airships was deployed to Mor Dhona, led by the massive flagship Agrius.
As the imperial fleet advanced into the skies above Silvertear Lake, the largest inland body of water in Aldenard, it was met with a wholly unexpected sight. Midgardsormr, the dragon deity of the lake, had arisen, summoned by a hand unknown. And as if to answer the mighty wyrm's call, a host of dragons flew in from the northwestern reaches of Dravania and fell upon the Empire's forces.
The air was filled with the deafening roars of cannons and dragonkin alike. Locked in a deadly embrace, the thunderous impact of Midgardsormr and the dreadnought Agrius tolled their mutual demise. Thus ended the Battle of Silvertear Skies.
Even now, the carcass of the immense wyrm lies entwined with the wreckage of the Agrius in the center of the lake, a towering monument to the ferocity of the conflict.
Ever since that day, the lands of Eorzea have continued an inexorable fall into chaos.
The highlands of Gyr Abania in the eastern reaches of Aldenard were once under the control of a martial nation known as Ala Mhigo. It was, perhaps, the historically conflicted nature of the territory that forged the country into a significant military power.
Even as this aggressive nation sent its forces to conquer in the west, it repelled repeated attempts at invasion from the east. In the Year 1557 of the Sixth Astral Era, however, it finally fell to the incursions of the Garlean Empire. From that time onwards, the country became merely another imperial territory under the governance of its usurpers. Though the people of Ala Mhigo once revered Rhalgr, the Destroyer, as their patron deity, any such religious observance has since been forbidden by the controlling authorities.
In the central region of Abalathia's Spine, that great mountain range that spans Aldenard from east to west, can be found the forbidding highlands of Coerthas and the Holy See of Ishgard. The archbishop of the church, while leading his people in the teachings of Halone, the Fury, rules also as the nation's sovereign.
Ishgard's formidable army of knights wages constant battle against its mortal enemies, the dragons. Faced with ever more aggressive attacks from its serpentine foes, as well as an unprecedented spell of bitter cold, the theocracy's days are dark indeed. Matters have grown so grave as to prompt the archbishop and his advisors to consider throwing open the heretofore sealed gates of Ishgard and calling for outside aid.
Learn more about the different races that populate the realm of Eorzea.
Over the course of some one thousand years and three great migratory waves, the Hyur have come to be the most populous of the civilized races in Eorzea. Compared to the others, theirs is an average physique, both in terms of height and build. The Hyur champion personal freedom and liberty, and their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage - as is their resulting lack of a unified cultural identity.
Though their presence in Eorzea is lesser than that of the other races, the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.
The Elezen are a characteristically tall people, long of limb and slender of build. They are also possessed of a somewhat extended lifespan in comparison to the Hyur. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honor and pride. In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present, however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.
The Roegadyn are easily identified by their massive, muscular frames. They are descended from a maritime people that roamed the northern seas, though many of their ancestors turned their longships south to brave the crossing into Eorzean waters. Often considered a barbaric race, the fiercely competitive Roegadyn are also known for their compassion and unswerving loyalty. Many of the greatest warriors in history were born of Roegadyn stock.
The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance, it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy. Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to Eorzea via the burgeoning trade routes. Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Eorzea.
Eorzea is home to myriad unique races. Among them are the tribes of the beastmen, who are responsible for calling down the god-like beings known as primals. Primals are possessed of terrifying power, and are effectively immortal - they can return from death's halls no matter how many times they are slain. They are wont to bless their beastman worshippers with spiritual and physical strength, and the city-states deem them a most dire threat.
Though a land blessed with vistas of indescribable beauty, Eorzea is also populated by a menagerie of formidable dangers. Slavering beasts, savage monstrosities, and restless spirits abound to beleaguer the intrepid adventurer seeking to explore this stunning yet perilous realm.
Your journeys across the realm will be marked by chance meetings with colorful individuals. Under their watchful guidance, you will go on to leave your name in annals of Eorzean history.
A woman whose gentle eyes and caring demeanor conceal a steely determination. Amidst the chaos that reigns in the wake of the Calamity, Minfilia seeks to find a hero who will help to usher in an era of enduring peace. She is said to harbor a keen interest in preternatural phenomena.
A self-professed bard and chaser of dreams, often seen wandering the wilds of Thanalan. Ever the charmer, Thancred never misses an opportunity to woo a lovely lady with verses of adulation. This foppish facade, however, conceals many secrets, not the least of which is his puissant skill with a dagger.
A young woman with the skills of a pugilist, Yda is always seen with her companion, Papalymo, as they go about their enigmatic business in the verdant Black Shroud. Though appearing carefree and almost flippant at times, the depth of her focus is revealed in battle, where she stands ever ready to protect her comrades.
This Lalafellin youth wields the powers of a thaumaturge, and is highly knowledgeable in the field of aether. Papalymo's childlike features, typical of his race, bely a biting cynicism that often puts him at odds with the perpetually cheerful Yda, the companion with whom he roves the Black Shroud.
This beautiful and enigmatic Miqo'te is often seen wandering the lands of La Noscea. Her mastery of the arcane arts and conversance with ancient tongues mark her as far more than a simple traveler.
The wise and wizened former leader of the Circle of Knowing, a fellowship of learned individuals hailing from the far-northern island nation of Sharlayan. In seeking to forestall the calamitous arrival of the Seventh Umbral Era, Louisoix invoked the power of the Twelve, Eorzea's pantheon of guardian deities. Alas, he disappeared amidst a blinding light following the ritual, and has not been seen or heard from since.
An Elezen sage and scholar of prophetic teachings, Urianger was one of the first to draw the attention of Eorzeans to the peril of the Seventh Umbral Era. Formerly of the Circle of Knowing, he is infamous among adventures for the guidance he proffers via his cryptic utterances.
A self-assured young man and his strong-willed twin sister, recently come to Eorzea in pursuit of an unknown agenda. In spite of their tender years, the two carry themselves with an air of unwavering purpose.
A brilliant magitek engineer, Cid nan Garlond defected from his native Garlemald and came to Eorzea, where he founded the ironworks of his namesake. He now shares his knowledge with the people of his adoptive homeland, that they might defy the imperial menace he once served.
The straight-talking owner of the Quicksand, Ul'dah's premier destination for travelers, Momodi offers advice to adventurers new to Thanalan. A fountain of gossip and information, Momodi's bar is often frequented by those seeking the latest rumor or bawdy tale.
The motherly proprietress of the Carline Canopy, Gridania's ever popular teashop. Even as her fellow citizens look upon outsiders with distrust, Miounne welcomes newly arrived adventurers with open arms, and helps them to find their way in the forest nation.
This affable former mercenary runs the Drowning Wench, a beer hall found in Limsa Lominsa. Foul-mouthed yet good-natured, Baderon's soft spot for helping out fledgling heroes has earned him the trust and respect of the adventuring community.
This review is from: Final Fantasy XIV Playstation3 Game SQUARE ENIX
Pros: While the graphics don't compare to PC it is unbelievable how well this game looks on PS3 and how well it plays. It doesn't even feel like a MMO!
Cons: Doesn't look as good as PC, but thats expected with hardware thats 8 years old!
Other Thoughts: GET IT!!!
1 out of 1 people found this review helpful.
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