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Dive into multiplayer in the Stranger of Paradise Final Fantasy Origin Demo, launching now – PlayStation.Blog

The release of Stranger of Paradise Final Fantasy Origin’s (SOPFFO) is coming on March 18th. For those who have been waiting too eagerly, we are happy to announce that the free demo is available to download right now. hour. Your save data will be carried over to the full game once it’s out, but even better, this demo supports three-player co-op, so there’s no excuse for you and two friends. Don’t start into action-packed battles to come.

To help get your blood pumping, we wanted to shed some new light on how we deal with multiplayer in our game.

Multiplayer overview

Kumabe-san: In SOPFFO, the host player controls Jack, and the guest player controls two companion NPCs the server has chosen ahead of time (between Ash, Jed, Neon, and Sophia). Jobs and equipment will not be limited by character to your companions in multiplayer, allowing you and your friends the freedom to define your ideal team composition.

To make multiplayer fun for all involved, quest progress will be made for all players. Furthermore, MP from performing Soul Burst on enemies, equipment dropped by enemies, and experience points earned will be transferred to each player individually, ensuring that after the multiplayer session is over, everyone Everyone feels rewarded for their efforts.

Inoue-san: Our in-world interpretation for the multiplayer system is your friends is like the thinking of Garland from a parallel world, who are coming to save Jack in the host player’s world. Teamwork is a big theme for SOPFFO, so even with more handy systems like multiplayer, we wanted a lore-based approach.

About multiplayer balance

Kumabe-san: We’ve worked towards balancing both single-player and multiplayer in parallel to ensure that both gameplay experiences will be enjoyable for players. Even during solo play, players have NPC companions, so we aim for a balance that provides the thrill that awaits in multiplayer. At the same time, we aimed for a balance that made sure the difficulty wasn’t reduced too much in multiplayer, so we made some adjustments while having various staff test the game.

Multiplayer development and team inspiration

Inoue-san: From the very beginning of development, we knew we wanted to bring multiplayer into the game. I’ve worked on previous games that also incorporate multiplayer, so from the start I was motivated to create something fun to play with friends. However, at the beginning we considered the idea of ​​a four-player co-op because we saw a four-player party in the original Final Fantasy and it was fun to roam in multiplayer, but we realized found that the space can also be chaotic when there are too many players. We also considered co-op two players at a time, but felt that players would feel it was a high risk to participate as the responsibility for failing the quest would be unilaterally on the guest to join, as So in the end, we decided that three players would be the best.

Kumabe-san: The team drew inspiration from various sources for SOPFFO’s multiplayer, including Nioh, where the high difficulty in single player can be mitigated through multiplayer. Personally, I’m a core Final Fantasy XI player, so it’s been a big reference for me, in terms of the synergy between companions and the work to deal with villains. formidable enemy. The team is really happy with the system we’ve created, where players can progress with friends in multiplayer through trial and error without fear of the team disintegrating, even in the event of a wipeout. .

Development challenges overcome

Inoue-san: As we mentioned above, optimizing multiplayer in SOPFFO is not an easy thing to do. Possibly the most challenging aspect of building our multiplayer experience is having our work system in place. In single player, the companions basically have a job and those controls can be imagined by the developer to some extent. In multiplayer, however, each player has two jobs, so it’s likely that we have a total of six jobs in a single space, which can make it quite difficult for players to keep up.

Despite the difficulty (or chaos) having six jobs in one space would create, we felt it was important to create a space for players to enjoy the game and express different jobs according to their needs. their own way. We also want to give players the freedom to consider the full range of work components and team synergies, and not be limited in their choice of work. The NINJA team took great care in tuning the system to ensure that all of this was possible in the final product.

Create the perfect party

Kumabe-san: Since the game is not as balanced as an MMORPG, where certain content can be significantly more difficult unless you accept the challenge with a specific job, there is really no ideal layout where the player need to follow every time they form a group with their friends.

Inoue-san: That said… the player maybe It would be beneficial to use superior jobs in terms of ranged attack and support abilities, if they were struggling. Support type jobs like White Mage and Red Mage will suit players who don’t feel very confident with action games and they will support their team members and shut down. As you get used to the action, you can also start to think more about the job composition, such as switching one job into one that excels in close combat so you can attack a target. right time.

Kumabe-san: As for any personal recommendations to try, I’ve always taken on the tank role in Final Fantasy XI, so I’d rather suck up enemy fire as a Knight or Void Knight while mastering Runic. That frees up my companions to use whatever work they love.

Inoue-san: I find pairing the Knight (which makes it easier to build a party for active hand-to-hand combat) with the Dark Knight (true strength is revealed when the player is running low on breath) really enjoyable. Perhaps a side that has an enemy-controlled Knight to attack first, and then when their mana runs low, they have a Berserker to attack might as well be fun.

Kumabe-san: Party composition aside, we’d like to emphasize that the best approach is probably to just dive in without thinking too much. If it looks like enemies are getting a little stronger, or if you have a job you want to advance or equipment you want to collect, it could be the perfect time to play multiplayer.

So now that we’ve talked a bit about the multiplayer feature in SOPFFO… why don’t you try it out for yourself? Demo players will be matched with other players of the demo, so even after the game launches on March 18, demo players will be able to team up with others of the same level and had a similar experience with the game. You can download the demo right now by going here.

As a reminder, Stranger of Paradise Final Fantasy Origin launches on March 18. By pre-ordering the Digital Standard or Digital Deluxe editions, you’ll enjoy various perks, including early access to the game. on March 15th. We may’ not have to wait for everyone to fully experience the game in just the next few days – and maybe we’ll see you in the game again!

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