Stranger of Paradise is looking crazier by the minute, and in my book, that’s a thing of beauty. While the bizarre nature of this Final Fantasy re-telling isn’t going to appeal to everyone, it caught my eye immediately following its debut and hasn’t let up: not a week goes by where I haven’t pondered the possibilities of this Team Ninja and Square Enix joint venture. We got a chance to sit down with Jin Fujiwara (producer), Daisuke Inoue (director), and Fumihiko Yasuda (producer, head of Team Ninja at Koei Tecmo) to see how the team is handling the final stretch, and the reactions to the two major demos so far. Read on for our Stranger of Paradise interview.
Inoue: We simply selected areas within the realm of what we could share during those timeframes. With the second demo, when trying to decide which area would be best to showcase in addition to the Chaos Shrine, we decided the Refrin Wetlands would be a good counterpart. The two areas contrast each other in that the former is mainly indoors with a humanoid boss, and the latter is an outdoor dungeon with a non-humanoid boss.
Yasuda: The popular job combinations vary within the Team Ninja development team. While team members with a knack for action prefer melee or close-range jobs, those who aren’t particularly good with action gravitate towards jobs that can cast magic. Personally, I like the combination of Samurai and Monk or Ninja. It would be great if players can try a variety of combinations in both single and online multiplayer modes to discover their favorite job combinations.
Fujiwara: The initial plan was to make it look like Jack was a warrior of light, then reveal his identity as a surprise, so we did indeed have to make some changes. However, because his
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