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Home» News»First Look – Stranger of Paradise: Final Fantasy Origin

First Look – Stranger of Paradise: Final Fantasy Origin

Jacob R. Kaminsky 16 Jun 2021 News Leave a comment 397 Views

After its ludicrous trailer on E3, it became a game we didn’t want to hear about for a long time, with Final Fantasy Origin and the trial version coming up with a broken file and not being played for a day. When we said ah Square, vah Team Ninja, the problem was finally solved and we were finally able to play the demo. And things happened that I never expected during the time I played.

The game moves in the logic of a hack n slash between Nioh, DMC and Sekiro. The professional system introduced in the first Final Fantasy has been well fed. You start as a swordsman, and at the end of the skill tree, it’s up to you to open or continue the Warrior profession. According to the weapons you find over time, we can also become Wizards and Spear masters, and they all have very different gameplay. While skewering enemies from medium range with spears, it is possible to turn the chaos in the distance with the sorcerer into an opportunity and rain powerful attacks on the environment.

As we add combos to our classic attack, new and powerful attacks open up the way, so the game actually supports playing a little offensively. But opponents also don’t collect pears at all, and a wasted move is immediately punished. We have two types of parry movements in the game and it is also possible to get blocks with our weapon within the framework of our stamina. The first is the classic bounce with a parry gun, and the second is soul shield parry, which is based on the same timing but also gives us soul points. If you do this, the opponent’s posture bar is also reduced and you are able to attack quickly, and with this technique it is also possible to hold and throw back the ranged attacks of the opponent.

It’s great to be able to switch between professions at the single button, and it’s time-saving to build separate builds for all of them. As with niohs, plenty of items fall, and with soul crusher finishing action, extra health and stuff can fall off opponents you’ve taken down.

The game isn’t exactly Soulslike, but I’d say it’s close to there as a challenge, and as I mentioned at the beginning, the gameplay is very fast, and although in crowded situations it’s a little too CHAPIC, there’s always a sense that we’re in pretty tight control of our guy. It’s even a sensible solution to save the use of magic for the last time to take down opponents you’ve weakened in one fell sword with plenty of parry.

Graphics aren’t as bad as in trailers, but they’re a generation behind, especially in the name of lighting, modeling and texture coatings. Other than that, the overall effect and animation quality is good, and although I’ve seen frame drops in places, I haven’t really bothered to remember that it’s an Alpha yet. Gothic spaces are reminiscent of old Devil May Crys, but they’re not very impressive, I think a little more work in the field of art design can improve the game.’ Enemy designs are a little bland for now, but let me tell you, as someone familiar with the Final Fantasy universe, we know that there are many more potential. The music is good, but for now, they repeat a little too much.

In summary, the game surprised me, folks, if they improved the visuals a little bit, this variety of gameplay would take a long time, and with the addition of more professions, limit breaks and even summons, I would bury it for at least 80 hours on the way out. But it looks like we’re a long way from over the CHAOS we’re looking for. If Team Ninja works hard, this game could easily be one of next year’s hits.

..

2021-06-16
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Authors

Jacob R. Kaminsky
Posted by : Jacob R. Kaminsky
Editor-In-Chief Ex-indie developer, now indie publisher. Father of two, maker of things.
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