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Suikoden IV

Developer: Konami
Publisher: Konami
Genre: Role-Playing Game
Players: 1
Similar To: Suikoden III
Rating: Teen
Published: 02 :11 : 05
Reviewed By: Jayson Napolitano

Overall: 6.5 = Fair

 

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It was nine years ago that the original Suikoden slid under the radar of RPG fans awaiting "bigger and better" things. Since then, seven years and two sequels later, the series has finally earned some well-deserved recognition with Suikoden III and, hoping to capitalize on the newfound interest, Konami tapped members of the original development team in order to recapture the magic of the original. This approach worked, but only to a certain point, as traits inherited from III do not mesh well with the style of the previous releases and some of the new elements, like the revamped battle system, are more of a regression than a step forward. Still, even though Suikoden IV is deeply flawed, and the worst entry in the series thus far, I think long-time fans will love it, if only for the nostalgia alone.

As has been the case throughout the series, the grandiose story is the core of the game; and, despite being a little trite and cliché at times, the plot in IV manages to remain engaging throughout. Beginning over 100 years before the events in the original Suikoden, in the region known as the Island Nations, the noble Gaien nation and the dastardly Kooluk Empire (if you recall, empire is synonymous with evil) have been locked in a battle for dominance for an untold amount of time. Players will start on an island linked to the Gaien nation called Razril, which is home to the academy of the Gaien Knights. Here, the hero and his knight trainee companions learn the ropes of knighthood, from swordplay to naval warfare. Fulfilling another RPG archetype, nothing is known about the mysterious hero's background except that he washed ashore on Razril at a young age. Sympathy from the locals leads to his placement in the knight academy, where he is to be trained to fight for the Gaien cause. Players will naturally discover more of the hero's background as they progress, but some of the dialogue along the way makes his identity obvious. Aside from the few weak attempts at subtle foreshadowing, the character development is well done. The main character's best friend Snowe, who grows envious of the hero's aptitude for leadership and other knightly abilities, is particularly well-developed. There












 

is a heated rivlary between the two, and the development of their relationship was far better than anything seen in the previous installments.

In keeping with tradition, various elements make use of a system of magical runes. Runes enable characters to cast spells or perform other special abilities, and they also play a key role in the plot: it's typical for the lead character to get saddled with some particularly special rune. In IV, the hero has to deal with the burden of the Rune of Punishment. This is a "true rune," of which there are only twenty-seven, and from which all other runes originate. This sets the stage for an epic struggle for not only dominance of the region, but also for possession of this powerful true rune. As is also series tradition, the hero will once again (or, since it's a prequel, once before?) gather 108 characters known as the stars of destiny to defeat evil and bring peace to this region of the world. Despite the large gap in time between the events here and those in the first Suikoden, Konami manages to squeeze in a lot of familiar faces, which I enjoyed.

Unfortunately, while I found the story engrossing, I found the gameplay annoying. It's difficult to know where to begin, as there's so much frustration to articulate. The world map, which was absent from Suikoden III, has returned, but in the worst way possible, especially given how poorly the new sailing feature was implemented. The game apparently strives to provide a taste of realism by making the mighty vessel players operate clunky, slow, and unresponsive. While this grants players the feeling that they are truly navigating this massive ship across a tumultuous sea, it's not fun. To make things easier (at least in theory), Konami implemented an auto-pilot feature which enables players to select their island of choice on the map and then watch the ship slowly crawl toward its destination. This slow, but appreciated, feature is then rendered a tedious chore by the much-too-frequent enemy encounter rate, and is also somewhat negated by the fact that ports are usually found only on one side of an island, requiring the disengagement of autopilot in order to steer a course that would avoid as many of the boring encounters as possible. Worse, players cannot circle the island too closely, or imaginary walls will push their ship off in random directions; I can only assume this is supposed to simulate the shallow waters around the islands, but as it's already a pain to operate ships (not to mention a fleet of ships) to begin with, this all just makes traveling on the world map that much more irritating.

Thankfully, players eventually acquire a teleportation device which allows them to travel to any area they have previously painstakingly sailed to. However, even this gadget is riddled with bugs, as certain events will not trigger if players teleport to the location instead of manually sailing to the island.

Much like managing the world map, other aspects of play also lack speed and grace. Load times are horrendous, and the time interval it takes to enter and exit enemy encounters (which occur every few steps) make moving anywhere a chore. Konami also added a much needed run feature for on-foot exploration, but, again, it was rendered useless by the high enemy encounter rate, keeping players from enjoying things as much as they ought to.

On the topic of enemy encounters, the entire battle system has been overhauled, severing all resemblance to its predecessors. I'm not so sure I'd call it an overhaul, though, as it's more like a complete gutting of the system. Gone are the two row, six-member formations of previous Suikodens in favor of a much more typical four-man, single row formation. Reducing the number of characters is certainly a mistake, as it was already difficult to choose only six, much less four, to form a party out of the 108.

Gone also is the strategy of moving on the battlefield, which was introduced in Suikoden III, and the pairing of members in the front and back rows to obtain bonuses. Basically, the only remaining options are to attack, defend, use runes, or do special combo attacks which only specific pairs of characters are capable of performing. This does not sound bad initially, but it is definitely a step backwards from the level of control in previous releases. Making encounters even blander, many of the enemies encountered later on are just palette-swaps of the ones fought earlier on. Worse, the battles seem pointless because players can continue at the beginning of any encounter they've lost.

While there are quite a few more mechanical flaws, there are only a handful that really stuck out. First, the seemingly random distribution of the 108 characters, many of whom join up simply after a bit of conversation, means players have to check each island several times during their adventure. To make things easier the only thing required to recruit all 108 characters is time, but this removes any challenge or sense of achievement in accomplishing this feat. Second, there is a scarcity of money in Suikoden IV, which is important to buy new equipment and upgrade weapons. Lastly, the long, uninspired corridors characteristic of almost every dungeon in the game makes exploration a nightmare.

However, the experience is not entirely without charm. For one, it is interesting talking to and learning about the 108 characters once they are recruited, even if finding them is easy and fairly boring. They often discuss their backgrounds and their reasons for joining the hero's party, which serves to flesh out the story more. Suikoden is also known for its three types of battles: random encounters (mentioned above), wars, and one-on-one duels. These each return, and the wars and duels are actually a treat, especially compared to the random encounters. The war sequences, which are naval battles, are easy to master but enjoyable all the same. They are basically an advanced rock-paper-scissors game: ships are equipped with rune cannons of different elements, and each element defeats another. For example, earth beats lightning, wind beats earth, fire beats wind, water beats fire, etc. If opponents fire the same shell, they crash into one another and cancel out, causing no damage. If players fire a superior shell (like shooting wind at an opponent's earth), the wind shell will plow through the earth shell, destroying it, and continuing on to hit the enemy ship. Ships can also be customized by designating a four member crew from the 108 characters, each adding mobility, hit points, or cannon range. The duels remain mostly unchanged from the previous installments and follow a similar rock-paper-scissors formula: players can defend, attack, or perform a special attack, each toping one of the others. A new addition, however, gives players the option to perform a normal or powered-up mode of each one of these commands. Opponents usually have tells, like taunts, that reveal what move they'll be using next. It's a simplistic system, but I found it enjoyable.

Although it is possible to complete the game in about 30 hours, the wide variety of side quests in can keep players busy for at least another 10-15 hours, should they want to pursue them. These quests range from treasure hunting (which is similar to treasure hunting in Final Fantasy IX), growing mushrooms and mints, to finding outfits and treasure from the wreckage of ships buried beneath the waves. Personally, I found most of the side quests to be too time-consuming and frustrating. A much appreciated extra, however, is the newly added training room, which allows players to take their party through a series of five rounds of progressively harder bouts against randomized teammates. There is a prize for winning, and a large amount of experience is obtained each time a player completes the training. This makes it easier for die-hards to reach high levels.

The overall appearance of Suikoden IV was handled by Junka Kawano, who was responsible for the character design and production of the original. Her return after an eight year hiatus was requested to resurrect the look and feel of the first game. Her return paid off as Suikoden IV appears visually fantastic, save for the boring monsters. I can compare the transition from III to IV to the transition from Final Fantasy VII to Final Fantasy VIII. The graphics are once again three dimensional, but literally everything looks more realistic. Characters appear full height, textures are more vibrant and less grainy, and the attention to detail in character outfitting and props littered across the maps are much to be applauded. Another neat improvement in the look is found in battle as weapons visibly change in appearance after they are upgraded by blacksmiths. Although a few areas in are a bit drab (a couple towns appear either entirely dirt-brown or stone-gray), the visuals do tend to be more fitting of the tropical setting. The characters look great, and close-up anime-style photos of each can be admired from the status menu. In battle, instead of characters simply leaping forward to attack and leaping back into their original positions (typical of the first two games), more fluid animations have been added to make their movements more interesting and character-specific. Also, enemies limp or stagger as they are weakened, and keel over onto the ground when they are defeated. These little details reveal a level of care and commitment to the aesthetics that wasn't there before, which is appreciated.

The melodies are also highly reminiscent of the previous installments in the series. Masahiko Kimura and Michiru Yamane (of Castlevania fame) team up once again to create some pleasant, but mostly uninspired music. Due to the clunky navigation system, players will learn to hate the world map music whether they initially like it or not. On a positive note, however, a revamped "Name Entry" song is present, along with an arranged after-battle victory tune, both heard in every installment of the series. As the story takes place prior to the first game, and in a relatively similar setting, Konami's aim was to create a similar atmosphere with the graphics and audio. However, despite a few returning melodies, they were definitely off target, musically. The music fits the sea theme and the tropical climate, but the style is too reminiscent of part III, which took place in The Grasslands in the farthest future that has been explored in the series. A lot of the sound effects are nice, and several are very nostalgic: the series-standard jingle sound plays when members are recruited to the party or when players browse their status and battle menus. The voice acting is also spectacular. There are a handful of characters that have intolerable voices, but, cutesy feline and kiddy voices aside, most of the characters sound realistic and appropriate. The voice acting is most impressive when large crowds are present, such as in battle events or during speeches that various characters give to the crew, as I felt truly immersed in the crowd and I could hear individual shouts that were suitable for the situation.

Overall: 6.5/10
If I had to break it down, I'd say 90% of the appeal is story-driven. Where gameplay is concerned, Suikoden IV leaves much to be desired. After two years of waiting, I expected more than a game that is clunky, tedious, and downright infuriating. Fans of the series should enjoy the nostalgic elements, as I did, but even those fail to elevate the game to the level of its predecessors. My personal biases as a fan of the series lead me to recommend the game, overall, but I can't see it being a worthwhile purchase for anyone not taken with the previous three. Hopefully, Konami will pick up the pieces and return the series to its former glory in the inevitable sequel.

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