Tag Archives: Gregminster

Turns out, with videogames, you can go home again

assassin's creed 2 back to acre gd

I’m not one hundred percent sure who the “they” is, but they often say you can’t go home again. It’s a phrase I think about a lot, with plans to eventually draw a short little comic involving children, forest monsters, and cranky parents about the notion. At 31, with my life going through unexpectedly grand changes and my head occasionally thinking the worst of worst thoughts (a taste), all I truly desire is to go home. For comfort, for repose. My home now, meaning the one where I eat and sleep and sigh and take pictures of my cats, is characteristically cold and full of empty rooms. No, the home I’m talking about is the one I grew up in, the red-bricked, two-story structure that sat square in the middle of a T-cross section in a small, neighborly town. From my bedroom window there, I saw all kinds of traffic: vehicle, foot, animal, love.

The idea of returning somewhere can be both physical and mental. I physically want to go back into that house and sit on my childhood bedroom’s floor, my back against the wall just under the windowsill, the same way I’d sit for hours either on the phone with my high school girlfriend or killing time by playing the guitar and scribbling down mopey song lyrics. This is something my body is calling out for, a hunger pain. I also mentally want that time back, that feeling of safeness and irresponsibility, even if I rarely acted on it, and those voices, the sounds from below. It can’t really be replicated, at least not when it is constructed entirely around emotions and personal experiences, but going back, if I’m to believe A Separate Peace, can be healing.

Turns out, videogames occasionally make a good effort at bringing the player back “home.” I was recently taken aback by this, and the feeling it gave has been stuck in me, just under my skin, for a couple months now, itching to be scratched. I thought I’d write a bit about it, as well as some other games that have attempted to bring things full circle over the years.

Let it be said, and let it be said in red lettering, there be major spoilers ahead for the majority of the listed games. Read at your own risk.

Assassin’s Creed II

Let’s start with the game that gave me this blog post topic to begin with. Again, I’m coming to Assassin’s Creed II late, having only played the bread parts to this meat sandwich of stabbiness. Anyways, after completing some assassination missions and then training in a current day warehouse with Lucy, something goes wonky, and you find yourself back in Acre, the setting for the first game in Ubisoft’s now long-winded series. Not only have you returned to where it all started, you also are in control of Altair, not Ezio. Your mission is to follow a figure running away from you, and that includes climbing up a tall tower and seeing the city for all it is.

I had a moment of hesitation, believing this to be a dream sequence, the sort that you watch unfold, but take no part in. Eventually, I strode ahead, and it was business as usual, but tingling surfaced as I jogged past people from another game, another time period. I wouldn’t say I recognized anyone or any building in particular, but the feeling remained nonetheless–I’ve been here before. Strangely, if I had popped in the game disc for Assassin’s Creed, I might not have felt the same way, and I guess that says something about sleight of hand, of transportation.

Borderlands 2

The ramshackle town of Fyrestone in the original Borderlands is where it all started for your choice of vault hunter. You return there in Borderlands 2 to find it a changed place. Handsome Jack, everyone’s favorite man to hate, has turned Fyrestone into a slag-soaked junkyard since Hyperion moved into the area. At his orders, the town was renamed to Jackville and preserved to mock the original Vault Hunters, although robots were also sent in to kill any remaining inhabitants. The layout remains very much the same, but it’s darker, drearier, and, most importantly, more dangerous.

You don’t approach Fyrestone the same way you did in the first game, only realizing where you are once you are in the main area where you used to shop for shields and new guns and turn in missions on the job board. It certainly took me by surprise, but I didn’t have much time to stand around in awe as angry robots began to occupy my attention.

Suikoden II

Oops, I already wrote about this moment.

BioShock Infinite

It’s a short, but powerful moment. At the very end of BioShock Infinite, Booker finds himself in Rapture, the underwater utopia-gone-to-Hell from the original game in the series. Having recently replayed the game over the Christmas holidays, the moment did not feel as impactful as it first did, but when you don’t know it’s coming, it packs a doozy. There’s not much to explore or see while in Rapture a second time–it is, after all, just another doorway, and the game is over at this point, so no more combat to be had–but after spending a solid number of hours in the clouds, knowing you are deep underwater, in an oh-so-similar world once more is a thrill.

Chrono Cross

Okay. I’m stretching it here with Chrono Cross, considering it all happens within the same game, but visiting the same location in different, alternate timelines still does give off a nostalgic tingle. Like, it’s both the same and changed, a feeling of being out of place somewhere deeply familiar. There’s Home World, and there’s Another World. I love it. Plus, just before you go off to fight the Time Devourer, you do stumble across the Ghost Children, which are the ghosts of Crono, Marle, and Lucca from Chrono Trigger, so it’s a blast from the past, though a bit somber.

Got any other examples of returning to locations from previous games? If so, shout ’em out in the comments below. These were all I could think of and have actually experienced thus far, but there’s gotta be more. I can’t be the only one that wants to go home again.

The Young Master and Dunan Unification Army leader join forces

meeting mcdohl in suikoden 2 gd

When you start Suikoden II for the first time, the game checks to see if you’ve previously played Suikoden. If you’re a good l’il gamer and still got save data on your PlayStation 1 memory card, you’re in luck. Well, maybe. Not that Konami tells you why, but there are plenty of bonuses to reap from already playing the previous game, the greatest being that you can actually get Tir McDohl’s son to join your side and fight along Hodor, Nanami, and friends. It’s a little tricky and troublesome, but totally worth the effort, as well as the short stroll down memory lane.

First off, here’s a really good breakdown about what changes can happen for characters from the first game that do appear in Suikoden II. It all depends on how far you leveled them up during your time fighting Barbarossa, but only if they were level 60 or above. There are other perks for starting equipment, runes, and weapons, too. Hmm. Given that I ran through Suikoden in twenty-ish hours and focused on only a small, select bunch of fighters, I really don’t think anyone got that high up. Sure, I could check, but that would mean removing Suikoden II‘s disc from my PlayStation 2, something I’m not yet ready to do.

Those stat bonuses aside, the real reason to let Konami know you played Suikoden is for the chance to “recruit” Tir McDohl’s son, aka the Young Master, aka Pauly (as I named him). And I say “recruit” in quotation marks because he does not actually count as a Star of Destiny, nor does he take up residence in your castle headquarters, but more on that shortly.

So, the soonest you can find McDohl is right after the big, multi-tiered battle with Luca Blight. In Banner Village, you can speak to a young kid called Ko who is dressed to the nines like some doe-eyed Hodor cosplayer, and this kid will inform the gang that someone named “McDohl” is staying at the inn, spending most of the day fishing. Well, except, in my case, McDohl is called PcDohl due to Konami’s extremely poor translation job. Basically, for each capital letter you have in your original McDohl’s name, those capital letters will be transferred into McDohl’s name in Suikoden II, replacing the original letters one by one. Much like I did with Suikoden‘s bad grammar, I’ve been taking a lot of pictures of wonky writing and translation problems for a big post after I’ve beaten Suikoden II. Stay tuned, grammar gurus.

Anyways, since I recruited all 107 Stars of Destiny before Suikoden‘s final battle and got Gremio revived (spoilerz!!!1!1!), both Pauly McDohl and Gremio appear in Banner Village. You then go on a short side quest to save Ko who got kidnapped by bandits, eventually ending back up in Gregminster and Tir McDohl’s household for supper. Now, I’ve written about what Gregminster means to me before, so returning to it was such a delight, as well as a swirl of emotions and desires. You’ll find Gregminster has changed, though not too much, and many familiar characters pop up, though it saddened me that former stars like Cleo and Pahn did not get new portrait artwork–or any portrait artwork, for that matter. The birds remain as skittish as ever.

From this point forward, you can add McDohl to your team for turn-based battling purposes. But only him; sorry Gremio, you drew the short straw once again. And you should add him. His unite attack with Suikoden II‘s main hero is impressively deadly, able to hit all enemies in one go, not causing either to become unbalanced either. It’s essential for survival in some of the tougher parts where monsters roam. But here’s the rub–if McDohl is removed from your party, you have to travel all the way back to Gregminster to ask him to rejoin you. It’s not a simple fast travel hop with the Blinking Mirror; first you travel to Banner Village, then have to go through the forest, then get to Gregminster, then back to through the forest, Banner Village, take a boat to Radat, and lastly fast travel back to HQ. It’s lengthy and annoying, and the game automatically removes party members at various points during the plot, so you can’t rely on McDohl being there all the time, when you need him most.

Still, it’s a special slice of the game, one to pursue when not waging war and very rewarding for those that put in the time and effort to get the best results in the original Suikoden. Since Suikoden III is on the PlayStation 2, and memory cards only work for their respective consoles, I don’t think any data or secrets from Suikoden II will carry over, but we’ll see. Imagine if they eventually make Suikoden VI (unlikely, I know) and you can have a six-character team made up entirely of the series’ heroes? Imagine that!

Suikoden’s opening hour is more goofy than I remembered

suikoden 1-Image00254

I’m going to be replaying both Suikoden and Suikoden IIfor reasons. You don’t need to know the reasons right now, and truth be told, I’d happily replay both of these games just because I can since I still own them as physical copies, but also to keep me in check, because I do like to tout them as some of my favorite games, if not my absolute favorite RPGs. That said, I’ve not touched them since my high school days, and I’m beginning to worry that maybe I’m relying a bit too much on nostalgia.

And with that, after completing another comic about Dan Ryckert’s food stories over at Giant Bomb, I popped in the disc for Suikoden, turned on my, as of late, dormant PlayStation 2, and sifted through my memory cards to find one with space for a save slot. I also discovered at this point that I’m missing Suikoden‘s instruction manual, ugh. Not sure where–and when–that thing vanished. Anyways, after checking all my PS1 memory cards to make sure I didn’t already have a game in progress, I selected “New Game”, rightfully named Tir McDohl to Pauly, and began old-school JRPGing.

Real quick: I’m going to be talking pretty specifically about mostly everything that unfolds in Suikoden‘s first hour, which is actually a lot of different events, so if you’ve not yet gotten to experience it and don’t want to be spoiled, I suggest y’all close this browser right now and move on to something else. All right, let’s go. Let’s show my nostalgia just where it is all truly at.

So, the main thing that surprised me about playing Suikoden again for the first time in over ten years is that…it’s actually quite goofy. Like, if the technology to include a studio audience laugh-track existed at the time for the PlayStation 1, Konami totally would’ve done it. Sure, sure, most people think about the heavy politics and twisted betrayals for both this game and later ones in the series, and they are right to do so. Besides the recruiting of 108 Stars of Destiny and upgrading your castle, the extremely adult tone and direction of the plot is where Suikoden stands miles above its competitors. However, almost right from the get-go, things are goofy and light-hearted and a bit juvenile, and maybe that is really only for now, before the shitstorm truly hits Teo McDohl’s son and friends.

Anyways, check this out. After returning home from meeting the Emperor and getting assigned to work with Commander Kraze Miles (just look at that name), Gremio announces that he’ll be serving dinner soon. You now get the freedom to explore the house and talk to everyone. If you go into the kitchen and try to talk to Gremio, you are given the selectable option to either A) scare him or B) tickle him, both of which result in a lot of stuttering. You can also scare Pahn, who is busy napping. Again, you can probably chalk this up to kids being kids, but I honestly didn’t remember any of this.

Your first mission sends you off to Lady Leknaat’s castle, to acquire some astral projections or something. To get there, you must meet with a spunky young Dragon Knight called Futch and get flown over on his dragon Black, which, I kid you not, sounds like an elephant. Oh, and speaking of sound, when you are in the menus and click on something you can’t interact with, it sounds a bit like a duck. Yeah, maybe Konami was limited for audio samples, but it’s pretty bizarre nonetheless.

On your way up to the castle, you’ll get a small taste of the combat system. It’s pretty standard turn-based action, with some characters able to unite for a joint attack or use magic spells/attacks via attached runes. The combat goes pretty fast, actually, and I like when multiple things happen at once. Strangely, there’s no fanfare when you level; you simply watch numbers increase. We’ve been spoiled over the years with games–both RPGs and not–making you glow, playing a tune, doing something special when you increase in level. I’ve also gone from level 1 to 7, gaining experience fast and not even coming close to falling in battle, save for the boss fight with the Ant Queen, where it’s mandatory, but I’m getting ahead of myself.

After speaking with Lady Leknaat, the next mission has you going to Rockland and then up a mountain path to beat up some bandits that are causing trouble for Rockland, a small town of impoverished and suffering smallfolk unable to pay the Emperor’s taxes. I spoke with one of the kids there and he flat out said that the guards hit him. Heavy stuff, not a lick of goofiness, so long as you ignore the cup minigame. Anyways, during an unbeatable battle with the Ant Queen, Pauly McDohl’s good friend Ted reveals he has some crazy dark magic up his sleeve to save the day. When you get back to Rockland, the mayor pays you, but then your helpless escort Kanaan takes the money, seeing as it belongs to Kraze; that small wah-wah-waaah jingle plays. Um. At least it wasn’t a dragonphant trumpeting.

Upon returning to Gregminster, Ted is requested to go to the castle while everyone else returns home to rest. A little later, just as it begins to storm, Ted shows up at the front door, beaten and nearly unconscious. Cleo suspects it might be “thugs,” a term I did not remember her saying or ever expected to come out of her mouth, but there it is. Turns out, the Emperor wants Ted’s magic rune and he risked everything to get away, so that he could pass the rune–one of the 27 True Runes, mind you–over to his good friend Pauly. We’re now hiding out in the local inn, looking for some way to sneak out of Gregminster without alerting the guards.

And that’s more or less the first hour of the game. I think my save slot says an hour and fourteen minutes. Some talk, some battle, some plot development, and a bunch of hard turns when it comes to tone and material. Either way, I’m excited to keep playing Suikoden, to remember what I remember, and to learn about the moments I clearly missed my first few times through it.