“All good things come to an end.” Final Fantasy XIV players experienced this in 2021 when the game’s aptly named fourth expansion, Endwalker, wrapped up the long-running story that began with the original 1.0 release in 2010. But because this is an MMO we’re talking about, Endwalker was not the end of Final Fantasy XIV. It instead marked the beginning of a whole new story arc, which players have been eagerly anticipating since even before the first details about the new expansion were shared at North America Fan Fest 2023. Fittingly titled Dawntrail, this expansion is essentially a new beginning for Final Fantasy XIV, in more ways than one. And as is the case with many new beginnings, there is both promise and uncertainty in equal measure.
Let’s start with the hardest part: the story. Dawntrail sees the Warrior of Light and a few of their trusted companions journey west to the vibrant nation of Tural to help their new friend Wuk Lamat compete in the Rite of Succession. The Rite is an important contest that decides who will rule as Dawnservant, and Wuk Lamat is determined to win to preserve peace for her people. As you might expect, some of the other competitors are not as noble in their aspirations, and it quickly becomes apparent who the primary antagonist of the expansion is. As you travel through steamy jungles and arid deserts, you learn more about the people and cultures of Tural, and Wuk Lamat grows from a lovable but inexperienced do-gooder to a strong and charismatic leader. Midway through the story, the game throws a curveball that makes things much more interesting and has implications for the wider world beyond Tural. But Dawntrail is ultimately Wuk Lamat’s story, and that approach has pros and cons.
On the plus side, Wuk Lamat is a good character. She’s endearing, occasionally a bit of a goofball, and I think some of the things she learns throughout the expansion will resonate with players. There are also several secondary characters I enjoyed getting to know through her, and Dawntrail even managed to subvert my expectations a few times, something that Final Fantasy XIV is quite good at.
The downside is that Dawntrail focuses on Wuk Lamat a little too much, to the detriment of the supporting cast and the pacing of the overall plot. Even the Warrior of Light takes a backseat, which may irk some players who are used to their character having a more central role in the story. I liked Wuk Lamat from her first introduction in Endwalker’s Patch 6.55, and even I grew fatigued by just how ever-present she is in the story. Barely any of the returning characters get the chance to grow as a result, and it even feels like some of the new characters are disserved in their own expansion. This also extends to Dawntrail’s antagonists, who lack the development to become compelling villains in their own right and instead only serve to further Wuk Lamat’s story.
To be fair, Dawntrail is the start of a new narrative arc, so some growing pains are to be expected. As much as I take issue with the focus and pacing of the plot, I still enjoyed my time in Tural. But let’s just say that if Dawntrail is the A Realm Reborn of this new story arc, then I’m very much looking forward to the Heavensward equivalent. They’ve laid the groundwork here so future expansions can soar.
If the story in Dawntrail is a bit of a letdown, the gameplay is the complete opposite. I thoroughly enjoyed the new dungeons and trials, both in terms of design and difficulty. The first dungeon actually reminds me of Holminster Switch from Shadowbringers, in that it sets a tone that immediately feels different and refreshing compared to past dungeons. While there are a few simple bosses here and there, the general level of challenge feels a bit higher and more engaging, particularly in the new Expert dungeons unlocked after finishing the main story. The new Extreme trials are also a ton of fun to learn and farm, and they strike a good balance between being accessible enough as the first “hard” content of the expansion without feeling too easy.
The high quality of the gameplay extends to the Arcadion, Dawntrail’s 8-man raid series. This first tier introduces us to the titular arena, where competitors battle each other for the entertainment of the masses. While the story may initially sound kind of boring compared to past raids, the fights are anything but dull. Each feels unique and interesting, and all of them are decently challenging — and, dare I say it — a little hard. Savage will undoubtedly be crazy by comparison, but it’s nice to see a step up in difficulty for normal content.
Of course, dungeons, trials, and raids aren’t the only new gameplay content in Dawntrail. We also have updates to existing jobs and two brand new DPS jobs, Viper and Pictomancer. While I’ve only had time to sample each, they both feel like fun new additions. Pictomancer in particular is interesting in that you have a certain amount of freedom to choose when to paint the various art motifs that make up its special abilities. You still have a rotation, of course, but it’s not as rigid as other casters, and combined with the lovely artwork aesthetic and high burst damage, the job can appeal to players on several levels. Viper’s double-bladed moves are flashy, and it looks like a complicated job on the surface, but the smart UI design makes it a breeze to play. It might actually feel too easy for more experienced DPS players, but those who find melee jobs a bit intimidating will doubtless appreciate how the UI guides them to the correct abilities. I know I do!
New expansions always bring a host of updates (too many for me to mention in this review), but Dawntrail is unique in that it includes Final Fantasy XIV’s first major graphics update. As I’ve mentioned in past reviews, the game has sorely needed improved visuals for quite some time. And while it’s not exactly a night and day difference after patch 7.0, the update is immediately noticeable and even stunning at times. Texture resolutions are much improved, the lighting system has seen a complete overhaul, and the density and quality of foliage and other environmental objects have been increased, to name but a few changes. Players will immediately notice this when they view their characters — my miqo’te looks gorgeous — but it’s quickly apparent as you explore Dawntrail’s new zones how the update has impacted both the fidelity and atmosphere of environments. The new fog system, for instance, adds a lot of ambiance, and there have been plenty of times when I’ve just stood in awe of various vistas. The art design of Final Fantasy XIV has always been top-notch, but it feels like the dev team now has the tech to really make it shine.
Speaking of the new zones, Dawntrail gives players a whole new country to explore, one heavily inspired by Central and South America in the expansion’s first half. I won’t discuss how successfully or respectfully the game adapts the culture of these regions, as I don’t think it’s my place to speak for those who hail from said cultures. But from a visual perspective alone, the lands of Tural are lovely. Capital city Tuliyollal is bustling and colorful, the jungles of Kozama’uka are lush and vibrant, and the skyline of mountainous Urqopacha immediately grabs your attention. During the second half of the expansion, the areas take on a very different look and feel, and while there are some standout locations — notably Solution Nine, with its neon pink and purple towers — I didn’t feel quite the same level of awe. That’s not to say that the second half of the expansion is a letdown per se, but more that it’s a product of how the story shifts, with all the pros and cons that come with it.
One thing that remains consistent throughout Dawntrail is the quality of the music. At this point, it should come as no surprise, but I’m still genuinely amazed at how many quality tunes Masayoshi Soken and his team can churn out. We’ve got jazz, light and playful interludes, dramatic boss music, mysterious ruin themes, and — because it’s Soken — pulse-pounding rock. There are a lot of pieces I just can’t get enough of, and even the basic battle theme is enjoyable to listen to this time around. As is customary for Soken, the soundtrack is also highly thematic, with every dungeon arranging the music from its respective zone. You’ll also hear the expansion’s titular main theme referenced in a lot of different places, and while I don’t think it or “Smile,” the end credits theme, are quite as good as their counterparts from past expansions, I still appreciate how they make the whole experience more cohesive.
There’s much more I could say about Dawntrail. I haven’t even had time to talk about crafters, gatherers, role quests, or the addition of female Hrothgar, but in these areas, it’s mostly business as usual. And in some respects, that’s true of Dawntrail as a whole. This expansion is the start of something new, and new stories need time to ramp up intrigue and build to a climax. Dawntrail’s story itself is a bit of a letdown, but the foundation has been laid for future expansions, and I know Creative Studio III can make the most of it. Meanwhile, the gameplay is fantastic, the graphics update is lovely, and the music continues to impress. Dawntrail may not reach the bar set by Shadowbringers and Endwalker, but it’s still a lot of fun to play.