Tag Archives: Liberation Army

The end has arrived for Suikoden’s cruel Imperial regime

suikoden final throughts maxresdefault

Well, I did it. I beat Suikodenagain. I suspect this is probably my third time through as I most likely beat the game back around when my neighbor helped buy it for me from Kay Bee Toys in 1996, stumbling through it blind as Morgan, the eyeless slave swordsman from Falena, and only recruiting two-thirds of the 108 Stars of Destiny. Then a copy of PSM hit my parents’ mailbox, hinting that a certain character called Gremio could be revived before the end fight if you gathered everybody possible first. Well, I just had to try again, and so I did, successful in my endeavors, but never really returning to the troubled political strugglings of the Scarlet Moon Empire since then.

I decided to go back to Suikoden–and hopefully Suikoden II soonish–for a variety of reasons, one of which I’m still not ready to talk about. However, back when I played these games, I was not a writer. Or even an aspiring writer. I was just a goofy kid that listened to way too much ska music and rode his bike around the neighborhood after dark and liked games that seemed to last forever, mostly JRPG juggernauts, like Final Fantasy VII and Chrono Cross. Nowadays, a lot of what I play sits in my brain, swirling this way and that until I put it down here on Grinding Down, really thinking about mechanics and pacing and how effective or non-effective a transition was, etc. I often make the claim that Suikoden and its much more loved sequel are my favorite games, but I always worried that nostalgia played a big part behind that, and so it is healthy and informative to replay your old favorites every now and then, that way you can truly see if they stand the test of time.

Overall, I’d say that Suikoden is still an immensely enjoyable JRPG, if a little kooky and surprisingly easy. The first hour is very slow in terms of action and challenge, though once you get your castle headquarters and can begin traipsing from town to town looking for recruits, the pace picks up tremendously. Almost too fast. My save slot just before the end battle with Emperor Barbarossa is a nick over twenty-two hours, but please remember that at least two of those hours were spent simply grinding for a nameless urn. Once you get the castle, you kind of go from one big story event to another, with no push to take things slow and go do your own thing for a bit. I mean, you totally can, and I did, but many might not realize the importance of growing your army and just charge through every story beat. All you have to do is keep returning to Mathiu and he’ll always have some plan in the works.

Suikoden might be one of the easiest JRPGs out there. There is no difficulty setting, so it is what it is, and you can, more or less, simply press attack on every character in battle without seeing much resistance from the enemy. In truth, you don’t have many options during the turn-based combat: attack, rune (magic spells), and, depending on who is in your six-member party, unite. There are not as many unite attacks as I originally thought, and many force you to use some less than ideal characters to pull them off–no thanks, every blacksmith ever. Eventually, I ended up using “free will” a lot, especially when grinding, and there were only a few moments when things would go really poorly. So long as you are on top of healing, boss fights are straightforward. I can say that I only saw one “game over” screen, and that was during the second fight with Neclord up in his castle, and it was my fault for not having enough “heal all” spells or mega medicines. Not even Emperor Barbarossa in his true three-headed dragon form proved troublesome.

Recruiting men and women for the Liberation Army barely requires any extra legwork, not counting the two you need to grind for an item for. Most will immediately join up after you speak to them once. A few ask you to be a certain level or, such as in the case of Rubi and Kirkis, another character to be higher up before they’ll throw their bag in the fight. Occasionally, you need to bring a specific character with you to convince someone else to join. I’m looking forward to seeing if the requirements in Suikoden II are a bit more trickier. Gathering recruits is twofold: one, it is fun watching them move into the castle and claim a space for themselves, and two, it ups your army count during the larger-scaled battles, so it does have an effect on gameplay.

I ended up using the following characters as my main mission-goers: Cleo, Victor, Pahn, Valeria, Kirkis, Flik, Stallion, and Ronnie Bell, exchanging them when the situation dictated so. While there are 108 Stars of Destiny to recruit, not all of them are able to fight in the turn-based battles. Like pointless, nose-upturned Onil. Not many of the characters end up playing differently from others despite visible stat differences. They all have different weapons, but you can attach any rune you want to them, turning that martial artist into a healer or that pacifist farmer a wielder of fire spells. I made a mild attempt at trying a few peeps out that I normally ignored, but still found that they lacked personality, especially when you consider that Cleo and Victor are involved in story moments and others, like Lotte and Lester, just aren’t.

All right, here are a couple of other small Suikoden points I’d like to comment on. Just like as in Chrono Cross, you can collect new window frames, but all of them are disgusting and hard to actually look at, though I did end up at least changing the color of the transparency part of the text box to a light brown. The music, when not sampling elephant noises and strange banjo-plucking tunes for mini-games, is memorable and moving, especially that one scene at night when Odessa and Tir McDohl are having a little heart-to-heart moment. Here, have a listen. I ended up spending all my bits on sharpening weapons, rarely purchasing armor or items; you gain so many as you scour dungeons anyways, and the armor is not reflected on the character sprites, so whatever.

So yeah, Suikoden. Still a charming, enjoyable adventure of a boy who unknowingly takes up the call to fight back against an evil empire with the help of an assortment of characters of all different relationships, colors, and races. I wonder what George Lucas thinks of it. It’s perhaps a bit too easy of a game from beginning to end, making things like Costume Quest seem like a hardcore gamer’s nightmare, and the story is not as epic or deep as I remember–or grammatically correct–but it plants all the right seeds for the series to grow from, and I’m looking forward to seeing how Suikoden II plays in 2014. All I remember from it is the cooking mini-game.

Suikoden’s rock, paper, scissors take on war

Blog Suikoden Army Battle

All right, I know I teased you last time I covered Suikoden about forthcoming elves and kobolds, so let’s get right to it–I met some elves and kobolds.

After a mighty banquet and stealth ninja assassination attempt (how rude!), Pauly McDohl and his friends tried to leave Castle Castle in hopes of pursuing new recruits, but stumbled upon an elf, exhausted and drenched, right on their front doorstep. Evidently he was so desperate to speak with Lady Odessa that he swam all the way over. Hmm, well, Kirkis, we have some bad news for you, as does he for all of us. The pointy-eared fella who could probably pass for a rebellious teenager from Lothlorien based on his ginger hair says that the Great Imperial General Kwanda Rosman is planning to exterminate all the elves.

Well, we simply can’t allow that, and so the gang is off, first through the woods, which are unnavigable without Kirkis’ help, then through an empty kobold village, and off to visit the mighty elves, who live high up in the trees and just think the snootiest of thoughts when it comes to humans. Long story short, things go awry, and the gang is tossed into jail, though Kirkis’ girlfriend helps set everyone free shortly after. We then visit the home of the dwarves, where we learn that Kwanda Rosman was able to build a Burning Mirror after stealing the blueprint from one of their mines. The dwarven leader doesn’t believe this, so he tasks us with stealing something to prove such a feat is possible. I won’t go into more detail there as it is a pretty straightforward dungeon crawl, though I must comment on the “telephone puzzle” to open the boss door, another nugget of strangeness I forgot over time.

Upon returning to the village of the elves, we find it burnt to the ground. We were too late, and now Kwanda Rosman must pay, taking us into Suikoden‘s first large-scale army battle, which, much like the castle and 108 Stars of Destiny, is to become a trademark of the series. In these, it’s all about scope, with your army of tiny pixelated soldiers versus another, and the army count actually does reflect the number of people you’ve recruited, so even if Onil and Krin serve little purpose once in your castle, they at least participate in war. Basically, you select from four options: charge, bow, magic, and others. Your opponent is also making a choice, and the outcome is determined in a rocks, paper, scissors fashion that I’m sure Fire Emblem: Awakening could appreciate. Let me break it down:

  • Charge beats bow
  • Magic beats charge
  • Bow beats magic

If both players pick the same attack, the damage is reduced for both, but still accounted for. The “others” option allows thieves to sneak in to the opposing army’s camp and steal gold or get a hint as to what attack they’ll do next. It’s really just a guessing game, and I got creamed on my first two attempts, even ending up losing Eileen. See, for many of the non-vital story-related characters in your army, death can come quite easy during these army battles, and this is permadeath, so you best be careful with who you send out. Since I’m ultimately going for 108 total Stars of Destiny, this was an instant “reload my save” scenario, something I’m usually against. Finally, with a little luck and a good streak of my army casting magic against Kwanda’s charge attack, the fight was over. Now it was time to storm the stronghold.

Once you get through all the random encounters, open all the hidden treasure chests, and take care of that dragon miniboss, which was a bit hard since I still don’t have much in the “heal the entire party” option, you fight Kwanda, one on one. Mano-a-mano. And just like the army battle, it’s a game of choices. Here, let me break it down one more time:

  • Attack (damages opponent, even a little damage through defend)
  • Defend (blocks opponent, counters if against desperate attack)
  • Desperate attack (deals big damage, but can be countered)

Once again, it’s the whole rock, paper, scissors thing, but at least this time, so long as you read the dialogue carefully, your opponent’s attacks are televised. Like, when Kwanda is ready to do a desperate attack, he says something aggressive so you know to hit defend. I beat him on the first try, so it’s a much easier way to fight, going for something more cinematic than strategic. Anyways, because Pauly McDohl has an obsession with recruiting characters, he let Kwanda live and join the Liberation Army since he was clearly acting under a magic rune spell.

I’m hoping to progress further in the game and not need to stop and comment about every single section I encounter. However, when I last played this game, I wasn’t even a writer, just some mopey teenage kid who thought ska was the gratest music ever, that khakis were more comfortable than jeans, and that George Constanza had a way of looking at the world that I totally grokked. Yeaaah. I think, at this point, I’ve seen all the big component parts of Suikoden–if I remember right, that is–so all that should be left is story stuff and more turn-based fights, army battles, and one-on-one combat scenarios. Plus more recruiting. Gotta grow that castle, after all. As soon as the Kwanda stuff was done, I went right back out to grab a few more friends for the fight before seeing what Viktor and the recently returned Flik were talking about. I guess I’ll be back if something strange or interesting pops up and I’m compelled to write about it. Until then.

The great wheel of discovery turns again in Suikoden

suikoden lepant mansion wheel

Let’s see, let’s see. Where did I last leave off with my Suikoden progress?

Oh, right. Pauly McDohl and the gang had had their fill of playing Chinchirorin and were preparing to storm a gloomy castle in the middle of an ocean, one evidently guarded by fog, snails with long necks, and a mighty fire-spewing dragon. Don’t worry. We won, though Pauly and Gremio both fell unconscious during the fight and missed out on a largely sweet EXP boost, now a bit behind everyone else in terms of leveling. And so, with all the monsters cleared out of the castle, every treasure chest opened, and it given a proper name, the real meat of Suikoden can start. I’m talking about recruiting members into the Liberation Army and watching your castle expand as people move on in and call it home.

Before continuing on with the next story section, I immediately headed back out to all the towns I could visit to see who I could instantly recruit to the Liberation Army. Some Stars of Destiny are more eager or easily swayed than others; take for instance Onil, a gossip-monger living in Seika. She’s already heard about Pauly looking for recruits and is ready to go, and I think that’s the extent of Onil’s usefulness, but at least she can be ticked off of Luc’s recruit-tracking stone slabs. Other people you can recruit are more useful gameplay-wise, such as Marie–you remember her, the stuck-between-a-rock-and-a-hard-place innkeeper from way back in Gregminster, yes?–who now operates a free inn inside your castle, as well as Sergei who puts in an elevator, which will grow in importance as your castle itself grows in importance. And then there are the fighters you recruit who you can actually add to your party’s formation and see what kind of neat runes they have or special unite attacks, such as Varkas and Sydonia.

After getting all that I could–sorry Lorelai, you’ll have to wait until I’m a higher level–I jumped back on the plot wagon and went to Kouan to speak with Lepant, a wealthy merchant, at Mathiu’s request. This took the gang inside a mansion brimming with robotic enemies, evidently created by Juppo the trickster. Fine, fine. I can fight mimic treasure chests all day long. However, I was once again completely surprised to enter a room featuring Juppo’s masterpiece: a giant roulette wheel of chance, backed by that jaunty, somewhat jarring banjo-lead tune previously heard during, I think, the cups game in Rockland. See above. Anyways, you step on the wheel, it spins you round and round, and you get what you land on. Strangely, there are slices for +10 EXP and -10 EXP, which is an amount so minor that you’d have to land on them five thousand times to really feel any kind of impact. It took me maybe seven or eights go-arounds to land safely on the other side. Again, a strange part of Suikoden that I completely forgot about, but one I have to imagine the developers were excited to see implemented at the time, in a JRPG of all things.

In the room after that, you meet Rock, a man eager to open up a warehouse in your castle. I recruited him as fast as I could hit the button because I’m beginning to struggle with Suikoden‘s old-school take on inventory slots. It’s quite limited, and with Rock’s warehouse, I can now at least store rune pieces, armor, and ? ornaments to my heart’s content until I’ve decided what to do with them. See, each party member can hold nine items, but this includes armor they are wearing, which can take up a maximum of five slots if you have something on from head to toes. I generally try to keep a Medicine 6 on everybody too, which leaves little room for much else, and when you are trying to share equipment with someone but they are full on inventory it can be quite maddening to shuffle things to and fro. It’s definitely an aspect I wish was stronger, but I don’t know if a shared inventory would work either, as sometimes deciding who to carry that Needle or Mega Medicine 3 is a strategic decision for sure.

Right, so, there are some big story moments in Lepant’s mansion. First, you learn that your old Gregminster boss Kraze is in control of Kouan and ends up kidnapping Eileen, Lepant’s wife. Secondly, there is the great return of Pahn, and Pauly McDohl’s previous bodyguard redeems himself, physically placing his body between Kraze and Eileen. Then there is a choice: kill or let Kraze go. All I could do is think of Ted, and so Pauly’s hands ran red that day. Digitally red. Well, no–not really. All that happens is the screen fades to black and you hear a “hitting” sound effect; when the scene comes back up, Kraze is gone, so we’ll never really know what happened there, just like we’ll never know what went down in the Tower of Joy unless Howland Reed decides to stand up and speak. Yup, I’m comparing Suikoden with A Song of Ice and Fire. Pony up.

I never intended for me to be covering my replay of Suikoden in a “let’s play” fashion, but I just keep finding interesting moments to talk about. Again, I haven’t touched this game in over a decade, so there’s a lot I’ve forgotten, as well as many memories tinted by nostalgia. Some of the mechanics are still extremely enjoyable–recruiting dudes–while others I’m finding frustrating–equipping dudes–but I’m glad to be back in this colorful 16-bit world, even if it feels a little less epic and more to the point than I previously remembered. Up next, I guess…elves and kobolds.