“I can’t say it was the reaction we were expecting.”

Stranger of Paradise is a funny old thing.

Why choose now to go back to the origins and do this alternate take?

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That makes a lot of sense.

The reception to it has been interesting, especially when it was first announced.

It became a meme of sorts, and all the ‘chaos’ captured people’s imaginations.

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Then the most recent demo had those anachronistic moments like Jack with his iPod.

I thought they were quite funny moments myself.

Did those moments get the kind of reception you anticipated?

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But I suppose that’s just the nature of the way we revealed it.

How did the response to those demos adjust your approach to development?

Fumihiko Yasuda:Let me answer this from our team’s perspective.

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Firstly optimization, including, for example, the frame rate and other points like that.

The second was that multiplayer matching was quite difficult.

It didn’t necessarily work as easily as we’d hoped it would.

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Daisuke Inoue:So yeah, first of all you’re right.

There are quite a lot of those reinterpreted locations in the dungeons and in the levels.

That’s quite exciting.

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Jin Fujiwara:That wasn’t necessarily a consideration from the beginning.

Okay, I’m going to wrap up as time’s running out.

I’m not really into the whole RPG kind of thing.

But then they give this a go.

And they’re like, actually Final Fantasy as a series is quite interesting.

That would just be my own personal dream, though.