FINAL FANTASY XIV, Occult Crescent: The Good and the Tedious

The content cycle continues for popular MMORPG Final Fantasy XIV (FFXIV) with the third Field Operation, Occult Crescent landing last week. Players descend on the Eorzean version of the Bermuda Triangle and attempt to discover the secret behind numerous missing vessels.

Field Operations are end game content that contain enclosed levelling and progression systems that don’t apply to the rest of the game, allowing developers Square Enix to create standalone experiences. Occult Crescent has high highs, and low lows — so lets get into it!

I hope you like exploring ruins… (Square Enix)

The grind is good when it’s good: The Positives

  • Strong throwbacks to FFXIV lore with references to ancient civilisations throughout the new map.
  • The battles that players take part in (FATE’s and Critical Engagements) have unique and interesting mechanics that had me gasping at my screen.
  • Occult Crescent took the approach of abundance with battles, so you never feel like you’re missing out on experience when you decide to take a break as there will be plenty more events to jump into when you return.
  • Phantom Jobs allow players to level and unlock new sub class abilities. This was a lot of fun, special shoutout to Cannoneer allowing me to disintegrate enemies as a healer!
  • The grind for the main portion of the content was highly accessible and didn’t take too much time to complete.

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Explore a land littered with ancient civilisations. (Square Enix)

When it’s bad, it’s confusing: The Negative

My biggest issue with Occult Crescent is it’s end game dungeon, Forked Tower. 48 players can enter the dungeon by using a Sanguine Sipher on a pillar in the center of the map during specific weather. If more than 48 players try to enter, those who offered the higher amount of Sanguine Cipher get in. Once in, players can only be resurrected three times, and if the raid wipes, everyone is kicked out and has to wait for the weather to spawn again if they want to re-enter.

Enter, the Forked Tower! (Square Enix)

My experience with this so far has been less than ideal. The sheer amount of logistical planning to get 48 people into one instance, wait for the correct weather, farm the currency to buy Sanguine Cipher, all to get into the dungeon and take on bosses with mechanics that aren’t exactly readable at face value… Nightmare. All to just wipe and get kicked out of the dungeon because one person was new and simply wanted to learn the fight.

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Content of this difficulty should not be locked behind so many barriers. Square Enix had the balance correct with Baldesion Arsenal (the Forked Tower equivalent in the 1st Field Operation). BA was just as tricky to get into, but, the mechanics were readable at face value and not as punishing. (I cleared BA with just a few attempts with fairly fresh groups).

Setting out on a new adventure! (Square Enix)

Occult Crescent is a great amount of fun all the way up until the final dungeon, purely due to the logistic work to access it. Despite the negatives, the positives are strong enough that I would highly recommend this content to any FFXIV player.

You can checkout the free trial for FFXIV here.


Disclosure: The writer, Paul Jones, previously worked for an agency associated with Square Enix but is no longer affiliated with the publisher.