I liked this a lot! As someone who started in Ul'Dah, I do like a lot of the new changes from 1.x to ARR EXCEPT FOR THE MUSIC CHANGE! After hearing it from someone's orchestrion or one of your RoaR videos, I have since fallen in love with the Twin Face of Fate! I find it intriguing that the text they changed "Know the Two Faces" to "Divinity is Gold" as thematically appropriate to a city governed by wealthy merchants and members of the syndicate.
Yeah , probably the change also came lore-wise because back in 1.0 the thaumaturges were untouchable and had a lot of power and saying on the things done in Uldah and they were all about Nald' thal the two face deity
I think their reasoning about the main gates is that they were only use for huge cargo coming in/out. Your house doesn't need an always open huge door. If the sleeping lala, that's in charge of those huge door not react in time. A small squadron can rush your castle.
@@Siwyenbast My exact thoughts. It just sounds like "adventuring" manifested into a song, which I really felt in the Rising event where you helped a new adventurer in the city. Was super nostalgic seeing them start through the same gates I did, meeting the same people, even going to the same guild to learn pugilism.
Ul'dah was my favorite city in 1.0. So many people hung out there and made it feel like a real city with all the crafting and chatting going on every day. The music was so chill and it always helped me relax
you forgot your usual fun fact during the song playing. Fun fact: This theme is still available as a orchestration roll from The Lost Canals of Uznair. It's tradable so check your market board.
Watching videos like this make me wish I had the chance to play 1.X while it was live. I wish I could have experienced the beautiful asthetics and the story line. In all honesty, I feel that while the game is focusing on the feature now it would be really cool to touch on some 1.X content more. Like in the conclusion of the 2.X series, getting to see those long halls to escape... Maybe one day getting to enter restricted areas just to see a piece of the game history. Looking forward to seeing the rest of this series!
By the way, 1.0's city theme (along with Limsa's, the best of course, and Gridania's) is available as an orchestrion roll in ARR. I think it's obtained from Aquapolis, but there's also the Market Board IIRC.
Can’t wait for part 2! Would have loved for the cities to be whole again without zone dividers cutting them up... (On the quicksand text the 1.x text remains for the arr capture of the fountain text ^^’)
One thing I noticed from the videos that is a clear difference is that 2.0 Ul'dah looks a lot more ornate, while 1.0 even has simpler textures. This makes a huge difference in the overall visual quality of the game, and it's such a simple thing to do in development. I mean, whi have those horrible flower pots that had more polygons than a character, if they could have solver 90% of the game's beauty with textures?
I was just exploring the city, despite playing the game for 7 years at that point, and I saw the Platinum Mirage. How I missed the place despite me starting as a pugilist is beyond me, but it was really interesting seeing such a concept just sit there and never have anything done with it. If only there was a side quest or something that could get you in there, even if they won't let you gamble yourself.
I totally forgot about that Western Entrance not existing. As I mentioned on the forums at one point, the GC's were added around patch 1.18, and were not an original part of the game (they were clearly designed as a PvP team system with uniforms that looked nothing like the guards for the cities.) When we get to the Crystal braves part of V2.x we see a 4th uniform in the same style, and then in SB we see the only point in the game where we see anyone wearing the uniforms. Giving some credence to the GC's being more of a military thing. But that ends pretty quickly. I speculate that the gates for Ul'dah may have intended to open and close in a "default closed" state (otherwise have them at all) and for specific cutscenes (like 10 seconds into Ul'dah's opening.) Also at the 1:53 mark in the same cutscene, there's also a suggestion that they close it after the chocobo cart entered. The Gobbue scenes takes place... in a way that is oriented strangely and doesn't make sense in the 2.0 layout.
I mean. In all fairness, the Platinum Mirage was really half-assed. The Gold Saucer is a cut above the rest. Not that I wouldn't give my left arm to see more minigame areas.
Actually Platinum Mirage does see some vague use if you do the allied tribe quest for ARR tribes. Wind up speaking with the antagonist of the quest in his room at the platinum mirage.
Do my eyes deceive me, or were there a few familiar faces in the video around 9:33? :D EDIT: Also sprinkled throughout, I suppose. Nice touch. Also interesting to see a ~particular~ face show up in RoaR again. Really looking forward to see how all this turns out. Keep up the great work!
So excited for the next part! Love your lore videos!^^ I only got to play 1.0 a small bit during the beta, but I still feel attached. Kinda wish they would pull a "wings of the goddess" and reuse the old storylines or areas in a 'past expansion'. I know its too much work, so its not a pressing wish. ^^ Instead I'll wish you a good day!
I remember being so annoyed at how you couldn't go through the main gates in Ul'Dah in 1.x lol. Kind of wish you did the earlier videos like this one where you did the clear before/afters. But I can understand how that would've been difficult for most of the open-world.
What you should add is that due to how long it took for the guild doors to register you were there to open for you, they later changed it so all the guild doors in the cities would stay open, otherwise you'd just sit there outside whichever guild you wanted to enter until the game registered your presence. Also, you didn't mention that the inn entrance was originally in the Adventurer's Guild in Ul'dah, but due to a problem, it was moved to the court area beyond where that divider zone line is now. I still think of it as I pass by that spot and actually miss it. Tbh, I actually miss the old game. We had a lot less to play content-wise, but we were never bored, always busy. I miss the community, a lot smaller yes, but it was a real community. I don't miss the market wards because I know some ppl who would speed hack through on purpose to crash them and if you were inside, you were stuck inside until the game spit you out. In other words, your game crashed and you were sol on that character and had to play on an alt until it resolved. I actually remember being disappointed that Ruby Road was simplified and opened up. I utilised those npcs a lot back then.
Hi, thanks for the very informative and detailed video. Around 11:29 the Closed Caption text doesn't match what you are saying, even you say south and the text says east, things like that.
Will! The refugees behind the Sapphire Avenue Exchange leave in 5.0? Much like Rowenas places get visual changes. Just wondering. I guess not because they are apart of a quest chain and the underlying first part story of the city.
I'm amused that 1.0 has those hideous, as-many-polygons-as-a-PC potted plants, while ARR is what filled Ul'Dah with all the aesthetically pleasing planters. Just goes to show: It's not the number of polygons that matter, it's implementation! Edit: The inclusion of the street lamps also helps. And a proper day/night cycle. The lamps turning on when night falls in Ul'dah is actually one of those rare moments when graphics grab my attention and make me think "That is a nice aesthetic choice."
What were the Bloodsands like back in 1.0? I remember there was mention of a door near the Ossurary where the gladiators were usually kept. Could you come and go as you pleased?
Wait, what about Erralig's Burial Chamber? I know it wasn't too major from what I've been able to find, but it was still part of Ul'dah. Or was it covered in a previous episode already? I forget...
No you could actually go into the chambers if you had picked up a quest to go in there in 1.0, I think there were only a handful though? Not 100% on that
oh, I had no idea, I just had the impression cuz one day I was going around Ul'dah and I found it and I really had 0 memories of seeing that place before
Completely forgot about it! I noticed it when I was making the composite of the ARR map. At that point it was too late to add it to the episode. I'll sneak it into part 2!
Are you going to cover the guild-masters? Just yesterday I was wondering how many if any of the current guild-masters came from 1.0. The only one I know anything about is the thaumaturges guild and I think that information comes only from the Lodestone's side stories and nothing from in-game. I'd love to learn the lore about the guilds/classes from 1.0 and the transition to 2.0.
I remember that I ended up hating The Twin Faces of Fate entirely because it was the music that played when the 1.0 client had to download data for updates, and the first time I started the game during the 1.0 beta, it took nearly 6 hours to download all the necessary data, meaning Twin Faces of Fate played on loop for that entire time. After about an hour or so, I had to turn the sound on my PC off.
i feel like there are a few assets they could recycle and re implement but how to do it while making it meaningful would be..... difficult to say the least.
That moment when you see that familiar lalafell and you think " i could solve alot of our problems with a single stab.. "
And miss his Japanese voice? I spat out my drink hearing it at first!
Great Gobbue Wall Never Forget.
Where?
I think Baederon mentions it if you're on the Limsa storyline.
I liked this a lot! As someone who started in Ul'Dah, I do like a lot of the new changes from 1.x to ARR EXCEPT FOR THE MUSIC CHANGE! After hearing it from someone's orchestrion or one of your RoaR videos, I have since fallen in love with the Twin Face of Fate! I find it intriguing that the text they changed "Know the Two Faces" to "Divinity is Gold" as thematically appropriate to a city governed by wealthy merchants and members of the syndicate.
Yeah , probably the change also came lore-wise because back in 1.0 the thaumaturges were untouchable and had a lot of power and saying on the things done in Uldah and they were all about Nald' thal the two face deity
I think their reasoning about the main gates is that they were only use for huge cargo coming in/out. Your house doesn't need an always open huge door. If the sleeping lala, that's in charge of those huge door not react in time. A small squadron can rush your castle.
I love the 1.0 theme. So calming. Now it's all loud....
Still good, though.
I like the daytime theme for the adventuring feeling it gives, but the nighttime one is the calm one.
Coming back here after the new raids, and you can hear tiny pieces of the 1.0 music in the final theme
@@Siwyenbast My exact thoughts. It just sounds like "adventuring" manifested into a song, which I really felt in the Rising event where you helped a new adventurer in the city. Was super nostalgic seeing them start through the same gates I did, meeting the same people, even going to the same guild to learn pugilism.
Ul'dah was my favorite city in 1.0. So many people hung out there and made it feel like a real city with all the crafting and chatting going on every day. The music was so chill and it always helped me relax
OMG, I freakin' howled with laughter when the automaton declared that the answer is 42!
Ha! Many time did I look upon the arc. Was a gate apparently
14:10 OH LAWD HE COMIN'!
you forgot your usual fun fact during the song playing.
Fun fact: This theme is still available as a orchestration roll from The Lost Canals of Uznair. It's tradable so check your market board.
Watching videos like this make me wish I had the chance to play 1.X while it was live. I wish I could have experienced the beautiful asthetics and the story line.
In all honesty, I feel that while the game is focusing on the feature now it would be really cool to touch on some 1.X content more. Like in the conclusion of the 2.X series, getting to see those long halls to escape... Maybe one day getting to enter restricted areas just to see a piece of the game history.
Looking forward to seeing the rest of this series!
It would probably run like shit and be frustrating to play.
Same but I was too young and I didn't even have a PC back then lol
Fantastic I like the new format of roar! Very detailed and I shall pay a visit to uldah to see the differences myself. Keep up the good work!
I always wondered why you couldn't go to the Crystal Mirage or watch Gladiator matches....
Great work as always!
By the way, 1.0's city theme (along with Limsa's, the best of course, and Gridania's) is available as an orchestrion roll in ARR. I think it's obtained from Aquapolis, but there's also the Market Board IIRC.
Can’t wait for part 2! Would have loved for the cities to be whole again without zone dividers cutting them up...
(On the quicksand text the 1.x text remains for the arr capture of the fountain text ^^’)
That lalafell running towards the camera LMAO XD
Man, that music brings back memories.
One thing I noticed from the videos that is a clear difference is that 2.0 Ul'dah looks a lot more ornate, while 1.0 even has simpler textures. This makes a huge difference in the overall visual quality of the game, and it's such a simple thing to do in development. I mean, whi have those horrible flower pots that had more polygons than a character, if they could have solver 90% of the game's beauty with textures?
Loved the history (beginnings of Ul'dah) part. Looking forward to the next video!
The 1.x music is on Amazon Music now. Also, where did you get the footage? Emulator? It's a bit too clean to have been made before it closed.
Kinda wish those nald/thal shines were still used. I mean all of the 12 would need to be found but it's kinda sad they just never used them in arr
CptZSLight
they use them for EB. you need to pray to each shrine before you do a bonding.
I was just exploring the city, despite playing the game for 7 years at that point, and I saw the Platinum Mirage. How I missed the place despite me starting as a pugilist is beyond me, but it was really interesting seeing such a concept just sit there and never have anything done with it. If only there was a side quest or something that could get you in there, even if they won't let you gamble yourself.
I totally forgot about that Western Entrance not existing. As I mentioned on the forums at one point, the GC's were added around patch 1.18, and were not an original part of the game (they were clearly designed as a PvP team system with uniforms that looked nothing like the guards for the cities.) When we get to the Crystal braves part of V2.x we see a 4th uniform in the same style, and then in SB we see the only point in the game where we see anyone wearing the uniforms. Giving some credence to the GC's being more of a military thing. But that ends pretty quickly.
I speculate that the gates for Ul'dah may have intended to open and close in a "default closed" state (otherwise have them at all) and for specific cutscenes (like 10 seconds into Ul'dah's opening.) Also at the 1:53 mark in the same cutscene, there's also a suggestion that they close it after the chocobo cart entered. The Gobbue scenes takes place... in a way that is oriented strangely and doesn't make sense in the 2.0 layout.
I like the twin faces of fate..
yuyuhaseeeeee
We shall Build a Gobbue wall and make the monsters pay for it!
The best part of the original Ul'dah was the theme song. It sounded so fitting to a desert merchant city and was so great.
I mean. In all fairness, the Platinum Mirage was really half-assed. The Gold Saucer is a cut above the rest. Not that I wouldn't give my left arm to see more minigame areas.
I remember entering the waking sands or whatever it was called in 1.x from the market enterance its been TOO LONG
Actually Platinum Mirage does see some vague use if you do the allied tribe quest for ARR tribes. Wind up speaking with the antagonist of the quest in his room at the platinum mirage.
Islam in Victorian Britain:telling new stories in our nation's history
twin faces of fate was my favorite city theme , i could craft all day with that theme haha
Do my eyes deceive me, or were there a few familiar faces in the video around 9:33? :D
EDIT: Also sprinkled throughout, I suppose. Nice touch. Also interesting to see a ~particular~ face show up in RoaR again. Really looking forward to see how all this turns out. Keep up the great work!
Damn Yuyuhase
Varmas????
Yo Rayne, yeah, I'm still alive :D
AxelSteelBMX wow what a small world XD who'd of thought I'd see u on a TH-cam video
So excited for the next part! Love your lore videos!^^ I only got to play 1.0 a small bit during the beta, but I still feel attached. Kinda wish they would pull a "wings of the goddess" and reuse the old storylines or areas in a 'past expansion'. I know its too much work, so its not a pressing wish. ^^
Instead I'll wish you a good day!
I remember being so annoyed at how you couldn't go through the main gates in Ul'Dah in 1.x lol.
Kind of wish you did the earlier videos like this one where you did the clear before/afters. But I can understand how that would've been difficult for most of the open-world.
What you should add is that due to how long it took for the guild doors to register you were there to open for you, they later changed it so all the guild doors in the cities would stay open, otherwise you'd just sit there outside whichever guild you wanted to enter until the game registered your presence. Also, you didn't mention that the inn entrance was originally in the Adventurer's Guild in Ul'dah, but due to a problem, it was moved to the court area beyond where that divider zone line is now. I still think of it as I pass by that spot and actually miss it.
Tbh, I actually miss the old game. We had a lot less to play content-wise, but we were never bored, always busy. I miss the community, a lot smaller yes, but it was a real community. I don't miss the market wards because I know some ppl who would speed hack through on purpose to crash them and if you were inside, you were stuck inside until the game spit you out. In other words, your game crashed and you were sol on that character and had to play on an alt until it resolved.
I actually remember being disappointed that Ruby Road was simplified and opened up. I utilised those npcs a lot back then.
Hi, thanks for the very informative and detailed video. Around 11:29 the Closed Caption text doesn't match what you are saying, even you say south and the text says east, things like that.
Hahaha, I saw Yuyuhase and I knew you'd mention it.
Can't wait for part 2! But will you include the 1.0 strip club (officially known as the Miners Guild)?
Omfg Yuyuhase. Surely no-one will be bothered by me lodging an arrow in that awful potato's eyesocket.
I miss the 1.0 city songs. They were so great.
The actual world looks 100% larger in 1.O. The thaumaturge guild is so much larger compared to the current version.
It was larger, all the assets were scaled down by like 25%
Will! The refugees behind the Sapphire Avenue Exchange leave in 5.0? Much like Rowenas places get visual changes. Just wondering. I guess not because they are apart of a quest chain and the underlying first part story of the city.
how do you get this footage? is there a 1.x private server or backup or something?
Sounds like task boards just became supply and provisioning and instead of Adventurer's guild it was part of the Grand Company?
Can you do a video on how to make enough Gil to buy a base apartment?
Aww, I miss that music! :O Nostalgia
I'm amused that 1.0 has those hideous, as-many-polygons-as-a-PC potted plants, while ARR is what filled Ul'Dah with all the aesthetically pleasing planters.
Just goes to show: It's not the number of polygons that matter, it's implementation!
Edit: The inclusion of the street lamps also helps. And a proper day/night cycle. The lamps turning on when night falls in Ul'dah is actually one of those rare moments when graphics grab my attention and make me think "That is a nice aesthetic choice."
Terrible decision to drop Twin Faces of Fate. Listening to it now, I _hear_ Ul'Dah. The ARR theme is just... generic royal majesty.
Enjoying this in 2024.
What were the Bloodsands like back in 1.0? I remember there was mention of a door near the Ossurary where the gladiators were usually kept. Could you come and go as you pleased?
I forgot all about the market wards!! What a horrible system lol.
The Twin Faces of Fate might be the best track in the game.
MILVANETH SACRARIUM! Can you actually enter it in 1.0?!
Will the repairs in ARR ever end?!
Wait, what about Erralig's Burial Chamber? I know it wasn't too major from what I've been able to find, but it was still part of Ul'dah. Or was it covered in a previous episode already? I forget...
I was under the impression that that part was added long after ARR, wasn't it?
No you could actually go into the chambers if you had picked up a quest to go in there in 1.0, I think there were only a handful though? Not 100% on that
oh, I had no idea, I just had the impression cuz one day I was going around Ul'dah and I found it and I really had 0 memories of seeing that place before
this is only part one, he may cover it in part two.
Completely forgot about it! I noticed it when I was making the composite of the ARR map. At that point it was too late to add it to the episode. I'll sneak it into part 2!
How cow is that Yuyuhase at 7:55?
I love the old Ul'dah's music more lol
Are you going to cover the guild-masters? Just yesterday I was wondering how many if any of the current guild-masters came from 1.0. The only one I know anything about is the thaumaturges guild and I think that information comes only from the Lodestone's side stories and nothing from in-game. I'd love to learn the lore about the guilds/classes from 1.0 and the transition to 2.0.
Did the adventurers guild masters looked the same? Was Nanamo showed in 1.0? Love the series!
I remember that I ended up hating The Twin Faces of Fate entirely because it was the music that played when the 1.0 client had to download data for updates, and the first time I started the game during the 1.0 beta, it took nearly 6 hours to download all the necessary data, meaning Twin Faces of Fate played on loop for that entire time. After about an hour or so, I had to turn the sound on my PC off.
When you turn off the sound and try to make ffxiv sound like 8th grade syndrome, you realise where music is used to mask much of the game.
How do you get freecam?
i love ul'dah and i love this video
Very... very cool content! :D
Gonna smash that sub button so hard. x3
Ul'dah is the city I quit in, in 1.0
this is why i would always get lost when i tryed to play in 1.0 the tunnels >....
praise the goobue wall
The twin faces of fate was so much better then the Disney park feeling day music we have now. I'm
i feel like there are a few assets they could recycle and re implement but how to do it while making it meaningful would be..... difficult to say the least.
Lala master race. :D
spoiler: Nanamo head of government, Pipin head of military, Lolo head of money: Dunesfolk running the show. As it should be.
So much history just for a bunch of steps.
Random, but I've always wanted to go into that place where you do all the BLM quest. It's been under construction for decades lol.
13:59 - Almost sounds like elevator music.
Mmm....there's not really that many differences.
Did I spot Rowena?
hide your pockets and run the other way!
Chewcobo she got significantly less clothed every update too.
THicC WALLS
Twin Faces > arr theme
Nah
THEME 1 IS WAY BETTER