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I will knock Chaos all down - Final Fantasy: Stranger of Paradise

gogglebob

The Goggles Do Nothing
(he/him)
Final Fantasy: Stranger of Paradise is releasing this week, and I figure it should have its own thread as it will likely be the dominant Final Fantasy discussion for a solid six hours or so. Let's follow the fabulous adventures of Jack Garland and his band of lifelong friends that he just met!

(and if I wasn't able to search up its own preexisting thread, I apologize)

In all honesty, this looks like the kind of lunacy from a Final Fantasy spin-off that I traditionally enjoy. Final Fantasy 10-2, Final Fantasy 13-2, and the story of Dissidia 012 Final Fantasy are some of my favorite FF experiences possibly because they are so far outside the norm of traditional Final Fantasy, and SoP looks like it is on that level. It also looks like what would happen if my 14 year old self was given free reign and a billion dollars to remake Final Fantasy 1, so I can't say no to that either.

Maybe this will be disappointing! Maybe it will be a massive failure. But, whatever happens, it looks like Jack Garland will do it my way.
 

SpoonyBard

Threat Rhyme
(He/Him)
As a new PS5 owner I've been thinking of picking up Final Fantasy: Stranger Danger, but I'm waiting to see more impressions. The first reveal was a glorious mess and if the game was leaning into the absurd tone it would have been for it, but follow up interviews seemed to suggest that this impression was incorrect, but ever since the trailers do nothing to to convince me this isn't satirical on some level.
 

madhair60

Video games
8zvCpb5.png
 

Lokii

(He/Him)
Staff member
Moderator
I'm p excited for this game's nonsense but it sounds like the PS4 version is pretty compromised.
 

Fyonn

did their best!
So! I pre-ordered this on PS4, which means I'm already playing it. Don't do that on PS4. It's the ugliest thing I've seen running on the platform by far. That said, it runs with no framerate issues, so I think they made the right choice for a multiplayer character action game.
Here's a "I suffered for like 4 hours across two days acclimating to this game that refuses to explain itself so you don't have to" survival guide:

If you're coming to this from Elden Ring like me, there are a some things that are going to seem dumb and bad:
  • There's a ton of stuff very awkwardly crammed onto the controller, including three different genres of ability and a potion button and a guard and a dodge and a parry and two individual "go off, king" buttons for your buds, etc. etc. etc. Consider remapping the controls.
  • When most enemies are mid-attack just hitting them will not stop their attack, no matter how big and hefty your weapon is. You need a charge attack, Link Ability, or counter to do it, and even then I don't think that works for everything. Soul Shielding something seems to stop most physical attacks.
This game does a really bad job of talking to the player about how it works. Every weapon has a unique moveset of normal attacks. Try following up a basic attack with a directional input and another attack, also try holding the attack button. The game will not explain this to you until you have completed the first dungeon, only if you notice the weapon tutorials were added to the field outside Cornelia as side missions, and those don't even teach you every move you can do with your weapons.

There's something that will extremely not be clear at first: your weapon and your job have nothing to do with each other beyond every job having a limited selection of weapons. The basic jobs are all limited to one weapon, is the problem. A job actually is only one special move, the Job ability, things like Warcry, Jump, Black Magic, etc.

Every job also has a tree you unlock abilities from - exactly 30 JP worth of abilities per job. Unless an ability is an Affinity bonus or pertains directly to your job ability - i.e. Chainspell Mastery for Red Mage's Chainspell - it appears to be available to every job once you have purchased it. This is another bit where the weapon/job split comes up. Most jobs have new Link Abilities (that is, MP-fueled heavy attacks) for weapons it can use. Those moves appear to be wholly job-agnostic. If you learn the greatsword's Onslaught from Swordsman, you can use Onslaught as a Berserker or a Warrior if you have a greatsword equipped. I say they "appear" to be job-agnostic because the description of weapon mastery affinities suggest otherwise, but that's a whole different topic.

Next: command abilities. Command abilities are generally situational stuff, lots of buffs and toggle-able stances with drawbacks. They can be used by any job once you've purchased them. For instance, Mage can teach you Ruin, a non-elemental spell as a command ability. You'll probably never cast Ruin even once as a Mage, but now you can cast a ranged damage spell as any job in the game which will have immediately obvious utility to you the very first time you encounter a flying enemy. Thing is, while you get to have two jobs to swap between, you can only have one command ability setup, so you have to think carefully about how to utilize your commands.

It's time to talk about Affinities! You will find equipment that has a percentage affinity with a job. Affinity does two things: if you have Affinity for a job, you gain a percentage of EXP for it, even if it isn't your active job. Secondly, at certain Affinity thresholds, you unlock passives related to the job. You do not have to have a job equipped at all to gain these passives, but having a job equipped gives you a fairly hefty head start on Affinity. I mostly ignore this, as well as the incidental differences between different weapons.

Next up: magic. They force you to use Mage early on in the first dungeon, but it's not immediately clear how to change your spell. To use magic as a spell-casting job, hold the ability button (R2 by default) and use the left analog stick to select the spell you want to cast. While you are doing this you are charging your spell power, making whichever spell you decide to cast stronger for no additional MP cost. The game will auto-target your current lock-on target, but you can use the right stick to manually aim your spell. If you dodge, you cancel out of the charge, but the amount of spell power charged does not go away immediately.

Red Mage gets to rapid-fire spells without charging at all. However, as a trade-off they have to unlock the ability to charge spells, and even then they don't get the AoE versions, just upgraded single-target spells.

One last note, maces are way better melee weapons than you might expect for being the default spell-caster weapon. They deal a ton of Break damage and have a very powerful charge attack that can exploit unaware enemies, or enemies that just crashed down to the ground after being juggled by Aeroga, for instance.


I sincerely hope this helps everyone on their quest to KILL CHAOS with the mutuals!
 
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Fyonn

did their best!
This job system might be my favorite in the entire series, and while comparing this combat to FF7R's is a real apples-to-oranges type deal, neither of them have anything approaching competition elsewhere in the action combat spinoffs of the series.

This engine is begging to be used for a FF5 remake. Just new dungeons, new character models, new enemies when there isn't an equivalent in Stranger of Paradise, leave everything else identical.
 

Fyonn

did their best!
I have now beaten this game and am doing the (very hard) post-game. It's pretty tragic that this game is getting overshadowed (understandably) by Elden Ring, because not only does it kick ass, it's a huge love letter to all of Final Fantasy. It's also a Souls-like with a party and difficulty modes and multiplayer that Just Works if you want to play the entire game through with one or two other people.

That said, the post-game is kind of a different beast, because it's implemented as a completely separate difficulty mode that really expects you to be on your A-game for every single encounter. Unfortunately, I've still got a ton of Jobs I haven't gotten to level 30 yet (and not through lack of trying), so I guess I'm going to be chilling in the Bomb Hallway for a minute 'til I accomplish that. If I felt like I could leave those job-agnostic permanent passive abilities on the table, I would and just play Sage / Dragoon forever, but I really do want every advantage I can get when even one skeleton or spider is a mortal terror.
 

Bongo

excused from moderation duty
(he/him)
Staff member
I'm really bad at this game! However, I pushed through the janky misleading tutorial that got me tilted, learned how the combo buffer works, and also got some hands-on experience for what's effective in practice, and got to a point where my improvement wasn't too slow to notice. I even beat the first level! After just four hours!!

It's frustrating to feel like I'm bad at whatever I'm doing, but in this case it's the good kind of frustrating, the motivating kind. The consequences for failure are lenient enough that I can learn from them without having to sweat that I also need to make a certain amount of progress to offset the punishment (lookin' at you, Demon's Souls. Yes I do still bear a grudge after all these years). At the very least, it isn't kicking my ass so hard that I've felt a desire to give up, and by "give up" I mean drop the difficulty from Action. I'm sure connoisseurs would still find the medium difficulty level adulterated, but at least I have to pay attention to what I'm doing.
 

ozacrot

Jogurt Joestar
(he/him)
I'm also sloggin' through it. I've always been quite bad at character action and Souls-likes generally, but I am bluntly refusing to drop the difficulty to Story level. This does occasionally mean that I spend more than 3 hours trying to defeat one (1) FIEND, but working my way through the various jobs is enough to keep me hooked.

I am very much enjoying the game itself, which I'd describe as:

Redbox b-grade action movie performances and characters +
Sci-fi/fantasy thriller plotting and breadcrumbs +
Loving tribute to the entire series' settings and music

There are all kinds of protagonists that Square has yet to put out there, and "A Paul Walker type" was not near the top of the list of most underrepresented people in video games, but I really appreciate a main character who is here to kick ass and chew scenery, because it's appropriate to the kind of (lovingly crafted) dumb that this game nails.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I finally decided to start this game. I played the 2 early beta demos, so I already knew I would like the gameplay, and it's nice to see they tightened up the graphics on level 3.

Anyway I've only played up to the 1st boss so far. I'm playing on Hard which might end up frustrating me, but it's not like it's troublesome to drop down the difficulty. I cannot get over how bizarre the storytelling is right off the bat, my god. Like sure, it's one thing to "start at the end" of sorts, but even when it "rewinds" it just keeps being strange and offers no context for anything at all. I am enjoying the ride for sure, but I just hope it can deliver on all the ridiculousness it's doing.
 

gogglebob

The Goggles Do Nothing
(he/him)
I started playing this just this past week, too, and... Yeah, it is so weird. Like, the opening has characters meet for the first time, and then they are charged with slaying monsters to prove themselves. And, like, yeah, cool! Gonna go slay some monsters! Let's play a videogame! ... And then the narrative skips ahead past that, and everyone is super best friends and veteran monster slayers! What the hell!? Moving on!

And there's this whole "magic amnesia" plot that would make total sense for characters that don't have any memories from jump street, so you, the player, are "remembering" everything they know... but then they do that en media res nonsense of skipping the brotherly bonding of monster slaying and... what was the point of that? I know it's "the plot", but it is such a weird choice. Like, why have the "instant friendship" aspect at all if you're just going to skip the interesting bits?
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I beat the first Fiend and that was a very satisfying fight. Still playing on Hard. Both my allies went down about halfway through it, which forced me to buckle the fuck up and it feels like I'm finally learning the depths of this combat engine. Trying to be aggressive with your MP while also managing the Break gauge for both your jobs so you don't get broken is the real shit, and a pretty unique twist for character action games I think.

The story is... progressing? I'm pretty sure I've figured out the premise for why these people have memory problems, but I still can't guess how this is supposed to end leading into FF1. There's a lot less bewildering things happening now in the storytelling and it's become more of a "piecing things together" background mystery.
 

gogglebob

The Goggles Do Nothing
(he/him)
I have been gradually playing through this game as I work on other things (hey, go to the Let's Play forum, please), and I'm up through the first fiend. Some spoilered random thoughts on everything up through that point so far...

  • I am amazed at how well Jack works in this setting. I figured I would be bored with "surly angry dude" about seven seconds in, as the "american videogame protagonist" is easily my least favorite videogame archetype. And Jack is definitely a generic angry dude that seems to be exclusively defined by how much he wants to fight what will probably be the final boss. But! There is so much ridiculous nonsense going on that it seems like an amnesiac vengeance machine is the only possible protagonist here. Anyone else would ask questions! Anyone else wouldn't get past the first dungeon without stopping and investigating the why of these things. But not Jack! He just wants to kill Chaos! So when, say, there's a giant monster that clearly has a "helpless" human half merged with her chest, Jack isn't like "Oh, wow, this half-human monster claims to be a servant of Chaos, and the last guy we talked to said we might have to barter and give up our lives to Chaos, I wonder if this poor soul is another person that, like my friend Neon, made a deal with the devil in an effort to save the world, and now we are punishing someone that is just like us." No. Jack's reaction is "Monster? Kill!" And that works surprisingly well. Jack literally shouts down the one guy I've seen so far who tried to explain things, and I can't remember the last time I "forgave" a protagonist for keeping the plot mysterious when they didn't have to. Any other protagonist, my response is "dude, why didn't you ask a simple question just then, it would have saved us so much trouble". With Jack, I feel like I'm happy he didn't just accidentally murder the elf the minute he said "chaos". Good job, Jack. Five stars.
  • That said, I have no idea why this game wasn't marketed as "Kingdom Hearts: Just Final Fantasy" or "Final Fantasy Dissidia: But Probably What You Wanted the First Time" or "World of Final Fantasy, but not whatever was happening there"... Oh, I get it. It was because this concept fails every time. Regardless! How every dungeon (so far) is a different locale from a Final Fantasy game is goddamn amazing. Every area (again, so far, don't know if it gets worse) seems to nail the "feeling" of the original game/location, and, as an unabashed Final Fantasy fanboy, I am excited to progress almost entirely to see what level is next. And that's kind of crazy for an action game, as so many of my favorite action titles are my favorites despite the fact that their level design is generally "a series of hallways... sometimes there's a lava level". Final Fantasy is all about interesting locales! I'm glad someone remembered that.
  • And related to that: I do not know if my main party is literally familiar Final Fantasy characters with a mindwipe and makeover, or if they're just familiar archetypes. Again, it's a weird situation wherein not shading in the characters, and just letting them being uninquisitive meatheads, seems to help the overall plot. Neon could be Lightning, or a sort of "reincarnated soul" inspired by/to be Lightning, or just extremely reminiscent of Lightning. I would accept any outcome in this universe.
  • Though speaking of Lightning, there is a kind of... I guess I would define it as a "budget problem" now in videogame generations. When you see the "next gen" version of Final Fantasy 3's Crystal Tower, it's like "wow, look at what we can do now with graphics/production now". However, when I visit Stranger of Paradise's version of a Final Fantasy 13 area, my first reaction is that this is the low budget version of what was previously better. And that is probably a personal problem, as I haven't played FF13 in a hot minute, and my memory is probably remembering better than what it actually was. But, still, it's weird that my first reaction to seeing an area inspired by a Playstation 3 game on the Playstation 4 (and potentially Playstation 5) was that I was now playing in a Gameboy Advance recreation of something that was originally great on the SNES kind of thing. I wonder if I am going to see that more often in games as the first "HD generation" becomes retro...
  • Related to gameplay: I am amazed at how this game is not a JRPG. Like, Final Fantasy 7 Remake was definitely a JRPG with action elements. This is an action game. This is an action game with some random Final Fantasy elements (like the stellar job system). But this is definitely an action game where you are not expected to "trade blows", but dodge (or block/counter) every attack. I am simply stating this because I did not initially play the game like that, and I may have killed Jack over and over again for my hubris.
  • That said, I kind of see this game as a "marketing" answer to Nintendo and other companies turning their franchises into (successful) Warriors titles. This is not a Warriors game, but I can see how this is trying for that piece of the pie. I am kind of disappointed in the fact that this is (imo) better than those games, but conversely seems less popular.
  • I have no idea if it is better to upgrade the equipment I have, or continue to just toss on whatever I find in a treasure chest. I have been doing the latter, as better equipment seems to drop faster than materials. And I keep surviving! I guess!

I am enjoying this game. It is not what I expected at all (I was kind of thinking it would be FF7R again [which itself was pretty close to FF15], or maybe something closer to Kingdom Hearts/God of War), but I like what is here. It is its own animal in more ways than one.
 

Fyonn

did their best!
To provide an answer for your last note, I have beaten the game and done a chunk of the hardest difficulty and there is not a single situation in which it is worth it to upgrade your equipment ever.

On the note of what the game looks like, this is a problem unique to the PS4. This is a game that was 100% meant to be a PS5 game and then hastily retrofitted to be a PS4 game when it became clear that the vast majority of people will never get their hands on a PS5 to the point that the system may as well never have released.
 

gogglebob

The Goggles Do Nothing
(he/him)
I'm nearly at the finale now. Late game spoilers: I think this game contains my favorite incidental plot beat in a videogame ever: you restore the crystals of the four elements, return to the kingdom expecting to be hailed as heroes, and all the townspeople are up in arms because now fire is too hot, and wind is too windy. These fuggin' guys...
 

Fyonn

did their best!
I'm glad some people are playing this game, because it kicks ass. It's tragic that it performed poorly because I would have bought six more of these. Like, I want Final Fantasy 5 Remake, and it just plays like this.
Best action combat the series has ever seen.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I finished this game last night. The storytelling remains Bad, but the story itself is just bonkers enough that that doesn't really matter. The penultimate mission was incredibly frustrating when playing on Hard, so don't do that. I still have plenty of questions about this plot, but I do have to commend these folks for aspiring to make the most convoluted prequel to Final Fantasy 1 and succeeding.

  • Okay so like... why did Jack & crew need to "train" new Warriors of Light? Something something become strong enough to break the link Lufenians had with Cornelia? But also... why wasn't Jack strong enough to do that himself while he was Chaos-imbued?
  • How exactly did Jed and the others come back to life after Jack killed them all? I know they were going to reset the world, but the game never actually showed that happening. For that matter, I guess that means Astos also got revived?
  • Why did Astos turn into Ultima Weapon? I guess he got infused with enough darkness/chaos energy?
  • Jack saying to Sarah that he should literally "change jobs to be Lord of Chaos." That's some primo good shit.

Definitely one of the best things about this game is all the remixed music and locations from past games. I only think they dropped the ball on one area in particular: FFXI's Delkfutt Tower. Not only is that one of the blandest locations in the game, they were also faithful to a fault here because it only played the 1 song for 1 part of the dungeon, which also happened to be my least favorite battle song from FFXI. That game has some truly excellent field maps and field music they could've used! But I loved a lot of the locations otherwise.

Playing the whole game on Hard was not something I would recommend to anyone. Even if you're usually that kind of person, there's just a lot of little quirks of the game engine (Character Action Games Make A Good Camera Challenge) and the way enemies behave that can often lead to some truly frustrating situations, when you're in constant danger of dying in 2-3 hits. At least the only thing that seems to be different on Hard is enemy damage and not their health!
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I finished this game last night. The storytelling remains Bad, but the story itself is just bonkers enough that that doesn't really matter. The penultimate mission was incredibly frustrating when playing on Hard, so don't do that. I still have plenty of questions about this plot, but I do have to commend these folks for aspiring to make the most convoluted prequel to Final Fantasy 1 and succeeding.

Is this a spoiler? I thought it was the entire premise. If nothing else, it's strongly suggested by the game's title.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Is this a spoiler? I thought it was the entire premise. If nothing else, it's strongly suggested by the game's title.
There was enough plot teasing and drip-feeding that I wasn't totally sure one way or the other until the very end. I was likely expecting this game to be more clever than it actually was (especially since it waits until the very end to have Jack say his last name is Garland.)
 

Mogri

Round and round I go
(he)
Staff member
Moderator
That's especially funny because they dropped it in the very first US trailer.
 

Fyonn

did their best!
Story is that it was supposed to be a spoiler but people figured it out immediately so they swerved on the marketing.
 

gogglebob

The Goggles Do Nothing
(he/him)
Okay! I beat it, too, and here is my explanation of what I'm pretty sure happened there at the end and the "whys" of it...

· Team Chaos all died in Corneria by Jack's hands. This was so Jack would be so damn distraught, he would be overwhelmed by darkness, and become Chaos.

· But! As was established with data logs and how, like, every boss fight works: people/fiends can revive after "death" as Phase 2 monsters. Presumably about seven seconds after Jack stomped off, his team revived as menacing fiends. This already happened once before the game started with Sophia/Tiamat, and there were implications that it happened before "resets" with the rest of the gang. And we know the fiends all had human intelligence (they're a chatty bunch), so they trudged off to help with Step 2.

· Step 2! Jack fights the Lufenian overseers (or whatever). Over the course of the battle, he attracts Legit Chaos because we needed a final boss fight. In defeating Chaos, he becomes Chaos.

· The Lufenians would obviously reset the world/timeline at this point, but Team Chaos apparently wrested control of that process (or somehow subtly subverted it) while the Lufenians were distracted with Chaos/Jack. Apparently the "resets" were usually based on a timeframe around a single generation, but, this time, Team Chaos reset the world to 2000 years back.

· Now, at this point, Team Chaos Fiends and Chaos Jack are all hanging out at The Temple of Fiends 2,000 years back. For the ending, they all appear pretty human, but they are presumably mostly stuck in Fiend mode. They have sorta achieved their goal, as the Lufenians are scared of crossing Chaos/Jack, lest he tear their dimension a new one.

· But! Either everyone cannot let go of their hatred of Chaos, or they know that having five literal monsters be the protectors of the world is a terrible idea. There is also some lipservice paid to the concept that Final Fantasy 1 World needs to be protected by native Final Fantasy 1 World heroes. Whatever the case, there needs to be a strong presence in Final Fantasy 1 World to keep the Lufenians from re-invading with their crazy tech, and Jack and the gang acknowledge that being Chaos Incarnate for the rest of time is not a viable option.

· So the 2,000 years back plan is concocted so they can get the world to the point where Warriors of Light appear. The SoP timeline created native Cornerian hero Neon, so the same stimuli should create a whole Warriors of Light quartet. Thus, Team Chaos Fiends has to muck up the crystals/planet for 2,000 years to encourage the same environment that produced the "first" Warriors of Light in the time of Princess Sarah.

· At some point, the Remaining-on-Final-Fantasy-1-Earth Lufenians get their town/remote base going in the Air Temple. They are chased out of the fortress by Tiamat, and found a town in the remote wilderness. They try to stop Jack and the Fiends with five warriors and an airship, but the warriors are defeated and transformed into bats. Losers. Chaos Jack basically proves that no remaining "strangers" are going to accomplish anything.

· Presumably, Cornerian royalty birthing Princess Sarah is the inciting incident for the Warriors of Light appearing, so Garland goes human at this point in the timeline to initially be a noble Cornerian knight that goes rogue and kidnaps Sarah. I believe it is now implied that "Good Garland" during this time was actively training The Warriors of Light, or at least getting Corneria ready for their arrival.

· Garland officially kidnaps Sarah at the end of SoP, and the start of FF1. The Warriors of Light appear.

· The Warriors of Light defeat "regular" Jack Garland, and then level up to eventually beat all the fiends in their present. Presumably, all the trials of the crystals and their attendant dungeons were carefully set up by Team Chaos Fiends so as to build up the Warriors of Light to a point where they are a challenge, but not impossible.

· And the whole thing leads to the Warriors of Light gaining the ability to time travel back 2,000 years. In FF1, this is for the purpose of simply defeating Chaos at the source, but now the expanded plot confirms that the secret "trick" to this is that The Warriors of Light can friggen' time travel. If Lufenians attack at any point in history now, the Warriors of Light can handle it.

· And speaking of handling it, thanks to a lovely little time loop, in one dimension, Jack and the Fiends go on to rule/"protect" the world for 2,000 years. In another branch, the Warriors of Light show up at Jack's doorstop about ten seconds after Team Chaos has their little heart-to-heart, and the Warriors of Light slaughter the whole lot of them but good.

· Now the Warriors of Light are strong enough to defeat Chaos, which transitively makes them strong enough to stomp any invading Lufenians. This means a solid 2,000 years of Final Fantasy 1 world are under the protection of native Final Fantasy 1 folks, and the day is saved... or something

· Also, for the record, I do not believe Astos is ever revived. I think the Cornerian royal family, Bikke, and Astos of Final Fantasy 1 are all supposed to be "coincidence" rebirths in the timeline of the new Final Fantasy 1 World. Or Jack literally saw a dark elf prince, and was like "Oh, you should call yourself Astos". Regardless, Astos set up this whole plan with the Strangers, but he did not live to see the finale.

· Though I believe the implication of Ultima Weapon Origin is that Astos's "fiend form" was Ultima Weapon thanks to all the Lufenian engineering and the fact that apparently carrying around lifetimes of sadness and longing turns you into a stronger and stronger "fiend"... And thus every other Ultima Weapon in the franchise is an echo or outright rebirth of this tortured soul. There have been a dozen "this is the real origin of that super boss" explanations across the Final Fantasy franchise. What's one more?

And that's that. This is the truth! This is my belief!...At least for now
 

Peklo

Oh! Create!
(they/them, she/her)
I played this game. Played it for a hundred hours, in fact; played it until I noticed I had gotten every trophy it had in it through just interacting with it outside of specifically targeting that goal structure. For the commentary to follow, you have to understand: I was always going to play this game when I had the hardware that permitted it, but the other reason that I played it now was that I needed something to wash out and counteract Final Fantasy XVI--an action game, RPG, and a Final Fantasy that I disliked in almost every conceivable way there was. Stranger of Paradise was deliberately positioned by myself as a potential alleviating draught to everything I found lacking or absent there to what I would like a Final Fantasy action game to be--a progression that is of course reversed in how these games came into the world, and I wonder how many others will view and experience the two in this way, from this perspective. The only thing Stranger needed to do was build a case for itself as meriting that kind of tentative faith in whatever it ended up being, beyond the surface... and happily, I feel energized and rekindled in my enthusiasm for the series it's part of, instead of frustrated and disillusioned.

Part of why this game clicks for me stems from the lineage it's part of on multiple ends of itself. It is Team Ninja-developed, who'd previously done (the maligned and mistreated, but great) Dissidia NT, a game through which multiple pleasing expressions of this branch of the series shine on and filter outward despite its sordid individual reputation. For one, there is that developer pedigree; Team Ninja whether in the old days or their current string of works know action design, and thrive on fast-paced high-execution brands of it. For Dissidia itself, there can be no doubt that Stranger is a direct continuation of those themes, narrative stylings, and other signifiers; it is all over this game and incorporated beautifully to a shifted genre occupation, but also importantly: Dissidia as a series represents the best, most overwhelmingly granular and dense self-tribute that any game series has engaged in--frequently ingenious in its application of series material, and always painstakingly thorough in the range of elements drawn from. The series that it ushered in 2009 in a sense codified the style guide for Final Fantasy spinoffs to follow, especially the works that engage in the practice of "talking about themselves" as metafiction or serial referentialism, from Theatrhythm to World of Final Fantasy, and I think the larger series is better for it if the homages are compartmentalized and contained in their own self-perpetuating niches like this, instead of infesting ostensible new works and creations through contextless, arbitrarily reflexive referentiality to the detriment of new stories being told--a major point of criticality I have towards FFXVI.

Stranger then has its established bonafides; its textual story is pulled from a whim of Tetsuya Nomura's and fashioned into a legible narrative by Kazushige Nojima and Tomoco Kanemaki, the latter of whom is mostly known, if at all, for Kingdom Hearts novelizations, and this collaboration "makes sense" in the tonality reached for: Nomura's fascination with and respect toward his predecessors' and seniors' work is what powered much of Dissidia in the syncretic adaptations of his own work and those of Amano's, and it's where the prominence of Garland as something more than a fond memory of a childhood speedbump really kicked into gear; the loud gravitas of the ultimate bodyguard to his own, chaotically ascended self lounging on his throne. Nojima for his extensive career is also not a boring writer no matter what other opinions of his work you may have, and that kind of superficially convoluted but ultimately emotionally resonant touch needed to be applied to the story Stranger tells, because it is extremely authentic to the sensibilities of an 8-bit RPG in a way, with slight archetypes instead of greatly shaded characters occupying its cast... and yet, it is that very light touch that allows it to grasp at party-driven RPG narrative greatness because these people, Jack and the Four Friends, are always together for the duration of their adventure, and have to be understood as a unit bouncing off each other as they go about torture-racking sahagin and powerbombing robots. It is "Jack's story," but the emotions that eventually come into play are seeded by the jovial camaraderie between a very angry but supportive man and his compatriots that accept him with his self-admitted foibles and have his back no matter what may transpire in their weird travelogue through a patchwork world.

It is Jack who comes to embody so much of what makes this game exceptional. Everyone made fun of him at first blush: who was this nü-metal blasting, rude and abrasive asshole mumbling about Chaos? The memes progressed--or ossified--as they did, and for many that's where it stopped; the idea of Jack as he was presented and perceived from second one and no further. This isn't lead-up to a contrary treatise that people were somehow hoodwinked into believing untruths about Jack through promotional material and their own interpretive lenses--no, Jack remains what he appears as, but the difference is that the easy laughs at the ridiculous over-the-topness only tell a partial story. Because Jack is at such maximum intensity all the time, and because the game's narrative is set up as an amnesiac, interiority-degrading recursive time loop, the premise of Jack calling bullshit at exposition and trying to sucker punch bosses during their villainous monologues was taken as indication that Stranger was engaging in genre parody or skewering of conventions--that it was ashamed or condescending of them in a way that mirrored some of the audience's views. It's not, in my understanding, something the game ever intends or even suggests it might be doing, because it becomes clear that this is an exceedingly sincere game in its emotional content and the character interiority it grants Jack and his friends. It veils itself in a layer of exploding ultraviolence (which isn't very gore-driven or lingered-upon... just very fantastically explosive) and intimations of a false "maturity" because the cast leans older and sometimes there's blood splatter, and so invites a narrative that it's Final Fantasy gone hardcore... but it remains idealistic at its core and absent of a cynical streak in what it strives to communicate through Jack as the narrative's fulcrum. Jack Garland's story is "dark" in the sense of where the cyclical nature of his destiny will take him, but it is mature in my eyes because it leaves those aspects as the marginal letter of the text, while its spirit remains hopeful and heroic throughout. There is a startling line encountered at one point in the game, in which a character describes Jack as "pure and innocent," and the kneejerk reaction is to dismiss the read... but the more you invest in the narrative, the more earned and insightful the assessment comes off as, and is as ridiculous an encapsulation of his appeal as everything else about his vicious, violent self.

Jack is then a protagonist who is superficially anathema to my preferences for being an angry white guy, but who I grew to love to inhabit for how his story was told and how he expresses himself during the course of it, much of what transpires during play and battles. Jack is the most serious person in the room most of the time, which by the law of comedy renders most things he does inherently comedic, and his frequent battles are part of that. This is significant to me because video game violence, while not usually enough to deter my interaction with media, is however something I'm always cognizant of and which does end up colouring my read on a game in how it's handled. Stranger is a hardcore action game from a studio that made its name on exploitative, glitzy ultraviolence, and that throughline maintains in how it depicts Jack's violence upon the FF critters and denizens with each receiving their customized deathblow animation as a coup de grace... but it is difficult to be unsettled by the act as it is so performatively extreme in each case, and elaborately choreographed for the boss finishes. Importantly, Jack is not cruel in these bursts of violence, but depicted as overwhelmingly efficient even in his more fanciful moments; his enemies do not have time to suffer because he does not allow it--the "thirst for Chaos" that powers the character's initial motivations is resonant in how he behaves throughout his journeys where everything else is an unwelcome distraction from the obsessive, solitary goal, and so obstacles are dispatched in the most practical and quickest ways possible, using whatever tools are present.

The Jack-of-All-Jobs aspect of the character is as important as anything else about him, and in the game's mechanical design I especially want to draw in the "unlike FFXVI, Stranger does this" comparative context which filtered much of my understanding and appreciation of the game through contrast, and particularly in how it goes about things as an action RPG. To list some things: unlike FFXVI, there are different weapon types--ten of them in all, with completely different, distinct movesets in both the primary strings and their own MP-using combo abilities; said movesets are completely customizable depending on learned job skills, the weapon-granted unique abilities, and such. A Job may and will have influence on the modifiers certain weapon attacks enjoy, but you can just as well play whatever weapon a particular Job allows for according to preference--after an extended period of leveling and enjoying the diversity of all the weapons, what I eventually settled into was a gun-toting Gambler, who spent meter on rolling roulette wheels, often striking out, but frequently layering on successive buffs and blessings, and occasionally lucking out through an encounter or even boss-deleting Ultima or The End cast. The gun and luck fundamentals were supported by castings of Teleport, transforming the useful and satisfying dash-dodge and spacing roll into a forever-continuing string of rapid teleports, aiding in spacing. I played this game like a human-sized, strafe-boosting Armored Core mech up to its meanest (and they are absolutely vicious) challenges, and that such an approach was not only feasible but shockingly effective and, importantly, some of the most absurd fun I've ever had in action RPGs, speaks volumes about the kind of breadth and diversity that exists in Stranger's fundamental character-building options. It is not a game where I ever tried something and could not see a practical use for it, despite the niche and indirect applications of the singular tools--everything in it feels like you could build a play strategy around with enough dedication.

Unlike FFXVI, Stranger is not hesitant to embrace its RPG pedigree in the numerical stat-cruncher part of itself. It may in fact be the most systems-fixated action RPG I've ever played; up to the end of all the DLC it had, it was unlocking and introducing new wrinkles on the play modifiers and mechanics. It's overwhelming in the sense that options exist, but in practice the laser focus of play helps ameliorate any analysis paralysis; you are in effect doing stat housekeeping to support your reflexive and reactive skill and not depending on your build choices outright. There is great responsibility placed on the player to make their own decisions, but only in the moment: almost no choices are irreversible and the game thrives on cycling the options for test drives and perusal to play around in its toybox. The numbers-game can largely be left to automation and optimization for the bulk of the game, until it cannot be, mainly for the DLC--and should you be committed to that, you are delving into spaces where the game demands engagement with its full systems to survive, so it's just as well. The "walls" I hit in play otherwise were such that instead of labbing perfect reactive dodge rolls and pattern-learning, preparatory play was often more decisive and efficient. It can happen that some boss fights turn into endurance bouts, but it's not where the game's balance lies: it is tuned for bosses to dismantle the unprepared in seconds, and happily you can often do the same to them; some encounters were over before they really began just because of how I'd set up Jack and the others beforehand, making my own execution threshold a triviality. It's an anomaly in this branch of self-professed "masocore" action game subgenre in that it's not afraid at all to let players trample over parts of the reflexively demanding designwork if they're more interested in optimizing the RPG systems on the other end, and treats those approaches not as "cheese" or systems abuse but equally valid and facilitated options for players to pursue. It's simultaneously one of the fiercest, most merciless action games of its type, and one of the most accommodating and diversely mutable, to an almost infinitely variable degree that never stops being a joy to experiment with, and undeniably one of the apexes the concept of the Job system has found in any game.

Unlike FFXVI, this is a game about an RPG party. Jack's story doesn't mean anything without Ash, Jed, Neon, Sophia and Astos being there, and it is both narrative conceit and mechanical relevance. That you can dress up Jack and the others through equipment is a degree of stylized ownership on its own, but they are constantly present in every way throughout the game. They pace each dungeon excursion through scripted conversations and pre-packaged exclamations both, they are always part of the main narrative cinematics and interactions which are undertaken as a group, and they certainly affect play through their presence. Kitting out Jack's allies with their own respective Jobs is not as granular as it is with him, but you are still party-building toward a cohesive united front and which makes an impact in how you approach battles... which unlike FFXVI, can just as quickly signal your end as any major boss fight should you approach them carelessly. Every enemy is dangerous, and the group dynamics of your people versus the enemy crowd result in melees that are chaotic and in their own way, as fun to parse as fights against solitary bosses. The party members are supportive in impact instead of members of equal parity in the party makeup, but crucially their effects are legible in a way that you can determine and appreciate when they happen, and lament their unavailability when they're not possible. Bosses are not won through party members alone, but they make a significant difference when utilized to their fullest... and the bosses are just as interesting to fight with Jack going it solo, the design being able to support either permutation of the scale of battles.

Whatever mitigating factors you apply to keep the fighting edge and advantage in Stranger, there's no denying that it is a hard game. It is intended to be, but not punitively so: there are hardly any penalties for failure, even psychologically attritional ones, and instant retries are the game's lingua franca. Because it exudes a demanding baseline, I was motivated to learn how to play it, in a process that never really stopped until I simply ran out of game to realistically play (rest assured this is a grinder's heaven if so desired), and I kept making new discoveries up to that end of my time with it. It's an almost embarrassingly packed whole in what it does, but depth in its case does not invite dilution--there's hardly any filling for time in the game, because all it knows are its interweaving core systems, the spaces to place them in, and the narrative to contextualize them with. Even the DLC components, which are more mechanically driven than anything, always take care to narratively integrate their ultra-demanding stage modifiers or roguelite floor-based dungeons as part of Jack's ongoing narrative and its eventual finale in a way that never falters. And in all this cornucopia of content, there's levity and humour that never feels out of place because Jack Garland from the outset is a comedically attuned figure should you find his schtick funny or endearing--only over time it may shift into a "laughing with, not at" dynamic between character and audience. Some of the game's strongest writing happens in the Rift Labyrinth DLC, through a subsystem of conjuring FF monsters through summonstones and witnessing their individual interactions with Jack and the Friends as you fulfill their tasks as side objectives of play; a perspective of Chaos and its monstrous subjects interacting from a protagonist perspective, a rarity in itself. It is an unexpected vehicle for the game to pursue, but then what has Jack Garland's story been but unexpected and heartfelt commitment to a bit? This game has a tone that it never breaks away from, whether it's what defines it mechanically or as a narrative experience, and its fragmented, recursive self keeps it anchored to straightforward sincerity that is almost entirely lacking in pretense.

Who really thought this game would be made, or that it would pull off half the things it does half as well as it manages to? "Jack Garland, the tragic hero-villain of Final Fantasy" is not in itself an unique proposition--the series has tried similar with its villains several times over, and some may have their favourites from the lot, but Jack has something the others frequently don't: a group identity despite being the star of the show, and the "power of friendship" that the series is so fond of extolling the virtues of. It's entirely up to the depiction of those relationships that dictates whether I can emotionally buy into the ostensible message; games like FFIV, FFXV and FFXVI utterly fail it in my eyes because they loathe and exclude women or elevate their protagonists to messianic proportions at the cost of everyone else around them. Stranger of Paradise doesn't do either: Neon and Sophia are treated with shocking parity and context within the group, where fears of machismo on Jack's part turn entirely unfounded; he will include them in his ritualistic, affectionate fist-bumps the same as anyone else, and they reciprocate his clumsy means of expressing himself in turn. If the game has any "villain behind the curtain" it is the Lufenian Nil, who is not discarded as Anabella was in FFXVI, but is fought as one of the last challenges Jack ever faces on his journey, the instigator and perpetuator of many of his ills, and she is dealt with it in the same way Jack always does at the culmination of boss fights: exploded into crystal, quickly and with finality. Whatever catharsis exists in this game doesn't come at the expense of the rest of its cast and its chronologically repeating story structure means it never has to treat any character death as the end, and instead utilizes them as elements of the stories told about those characters. Who would've thought Astos--Astos, who so haunted FUKT's ever-dying existence--would or could be refashioned into an emotionally resonant character, or a character at all--but here he is, the star of basically his own love story with the man who would kill and become Chaos. For that reason and others, I place Stranger of Paradise in the realm of FF games and stories I value the most in what is narratively achieved with them, through their casts and otherwise--the FFVs, the FFVIIIs and the FFXIIIs of the world--because it's almost entirely absent of the kind of thematic caveats that would pull the rug from under my sense of investment, and instead dedicates its entirety to a recontextualization of a formative RPG narrative that even in its time was an overachiever in the narrative contexts of its time, and that maintained sensibility is what makes this the best possible prequel, sequel or spin-off to Final Fantasy, the first of its name, that could be realized in the form that it settled into. Jack Garland is here to kill Chaos, and in so doing he has kept Final Fantasy alive.

🤜🤛
 

Sarcasmorator

Same as I ever was
(He/him)
I don't want to get deep into the relative merits of this vs. FFXVI (suffice to say I have quibbles with the game but enjoyed it a great deal overall), but I will say that playing through FFXVI has helped me grok the way SoP is supposed to work, which I wasn't quite getting when I tried it a few months ago. Will probably play through it now.
 

spines

cyber true color
(she/her, or something)
i got the steam version and played for about 50 hours and took a break near the end of my..."pre-endgame" setup/grinding, as i felt the part where i would "have" to start engaging with the mechanics directly again approaching. that wasn't out of a sense of dread or anything, although i know the game is going to start beating me down pretty seriously again, but a more optimistic feeling that after i let my previous thoughts and experiences fade back a bit before returning i'll discover something new and exciting to try out of the numerous options in the game. it's easy for me to let myself get into a rut with things like this, just because it feels so comfortable to keep rolling with the same stuff when i want to just keep hitting things.

i've been thinking about playing dragoon. there's lots of stuff i haven't touched much, i focused a lot on punching with classes like assassin, tyrant and thief on my initial pass, though near the end when i got blue mage i became really fond of it too. the description of the gunner moveset having mech controls feels extremely accurate, even if i haven't played another game that felt quite the same to me. haha

i think it's also worth noting that there are some really powerful assist mode options that you can use to manage your experience even into the postgame. you certainly can't experience everything the combat mechanics and some minor parts of the dlc have to offer without turning them off, but the options are flexible and powerful enough to let you slide along the scale between fighting hard every step of the way to activating what's essentially a full-on god mode to finish the story. the base version of "extra mode" is something i've used a lot, since it's pretty nice as a sort of training ground where you can experiment on offense and defense and learn about new weapons, abilities, and jobs without actually having to directly worry about the resource part of the system right away. and definitely, seeing some people's maxed out builds...this is definitely a game where you can use the RPG elements to mostly outpower bosses. i agree that that's an admirable design outcome in an action rpg, especially one based on this series

the story's really enjoyable. i feel like, with a lot of writers i can tell what they think about a lot really easily. thinking about stuff like this and 13, i really start to wonder what nojima's view of life is...there's a theme of "having a divine destiny to fight against the world, and fighting against that destiny" in both, but it's spun through lenses i really can't quite see through. it's really exciting, the kind of thing that i find weirdly compelling even when some of the reactions that come up to individual parts are inevitably, "well that was a bit silly". jack's ultimate destination doesn't stem from him being someone antiheroic, or existing in a world that might require him to act in the sort of common "morally gray" ways; i think the game does suggest he enjoys the violence a bit more than a true hero might (the smirk he gives when you defeat the boss either in the chaos shrine or the keep, i forgot which one, really made an impression on me), but it's not really the reason he can't become an unambiguous Warrior of Light in the end. he just can't, and instead comes to relish both his role as someone who's a villain and hero at once, and the friends who chose to join him on his path. there's silliness, and the game doesn't try to pretend it's not there. but it's really earnest

i love the fanservice elements of the game, and even the ones from entries i'm not so familiar with (particularly the keep stage and FFXI tower) stand out as really loving renditions and memorable locations in the game. and the stages themselves, though a bit more arcadey than a souls game, likewise bring a solid variety of mazelike structures and little interactive mechanics or routes to puzzle through that allow each one to distinguish themselves enjoyably. the ff5 stage was the only one i wasn't sure i liked after the first time, but when i got around to replaying it i thought it was also great. and
Some of the game's strongest writing happens in the Rift Labyrinth DLC, through a subsystem of conjuring FF monsters through summonstones and witnessing their individual interactions with Jack and the Friends as you fulfill their tasks as side objectives of play; a perspective of Chaos and its monstrous subjects interacting from a protagonist perspective, a rarity in itself. It is an unexpected vehicle for the game to pursue, but then what has Jack Garland's story been but unexpected and heartfelt commitment to a bit?
i'm really glad you mentioned this, because to me this was likewise the point where the game took me from "this is a bit strange but i'm definitely enjoying it" to winning me over completely. even with all of the direct references in the game, this is the part that slots most clearly into the modern FF lineage, with the monster raising obviously being a major mechanic in other "secondary" ff sequel-type games like X2 and XIII-2, and even if you aren't building them up to literally "fight with" in the same way their role and narrative interactions are really interesting and bring the unique flavor to garnish the narrative to leave a lasting, wonderful impression in my mind. stranger of paradise has love and sympathy for the monsters, even with its blood-crystal explosions and insistence that it's right for all of them, even jack, to eventually be knocked down in the end. it's something wonderful
 
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Peklo

Oh! Create!
(they/them, she/her)
It's the hardest content in the game and necessitates a different kind of interaction with it, as you start needing to optimize for its challenges, all of which are far beyond what the main game does. They are more about enjoying the surrounding play systems to their fullest, but if you can hang with the demands asked of you, I found all of it an excellent coda for the game with some of its best fights, and additional narrative closure to events and characters that felt meaningful.
 

spines

cyber true color
(she/her, or something)
Is the season pass worth it? It's on sale.
i ended up editing a section about this into my post even before i saw this, but in short, even if you end up finding it overly difficult there's some stuff you can use to mash through it without having to overcome the gameplay mechanics. i think many people are likely to not consider doing so the most satisfying outcome, but this does mean that you don't really have to worry about buying the dlc and then not actually being able to see the unique fights, areas, and story aspects of it (which, even if there's a lot fewer than the main game, i think are very good)
 
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