Wednesday, December 19, 2012

Daily Review: Suikoden IV

System: PS2 (Played on PS3)
Status: Unfinished
Currently: Just allied with Middleport.

I was still in the mood to play more Suikoden after I finished III, and since this was the only standard Suikoden game I haven't finished yet (and I couldn't find I to do a full completion at the moment), this one went in. I had tried playing it before...twice in fact, and both times I had been driven away by the noticeable and obvious flaws with the game. I actually have a bit more will to finish it now, since Suikosource has great star lists that make it nigh impossible to miss stars, and make completion (and only having to play the game once), so much easier.

This is easily the weakest game in the entire series, which is sad because they had some good ideas. The naval theme to the game is unique and was what got me really excited about it at first, sailing around and fighting naval battles is a nice change of pace. The game returns to the more 'standard' combat and storytelling from the first two in the series, in that its turn based, and your main character is more of a blank slate, and doesn't speak except in choices you make. The runes have been changed back, so you no longer nuke your party with fire runes and the like, and everything is more reliable and standardized.

The problem is, in changing it back...well, the three heroes of Suikoden III were interesting and unique, and you could reliably relate to at least one of them. The rest of the cast was pretty interesting, though the optional stars were limited and optional for a reason. This game has far more pure optional stars to pick from, but most end up being standard 'after this point in the story, go back to this place, talk to this guy', and the characterization beyond that is nonexistent. Without the skill system from III, which was one of the best features, there is nothing to differentiate the characters beyond their stats, unique runes, and sometimes combos. Most of the characters I do quick upgrades to their weapons, take them to a few random encounters to get them to a decent level, then let them sit while I use a more standard team of reliably strong characters.

The main character is the worst offender in the entire lineup....he's dull, he's boring, there's no reason for him to be in the story beyond the rune he gets, which other than being the Macguffin the bad dudes are looking for, really has nothing to do with the story. Being a blank slate doesn't help, in a voiced game, it just makes him seem utterly dull and a passive person in all thats going on. Far more interesting and sensible characters, like the king of Obel, will step aside and state you should be leading...but why? The character was a knight trainee who got framed for murder...that's it. That's a similar plot-line to the first two games, but it doesn't work here. In I, you were the son of a famous general, inherit a rune that gets you hunted by your own country. Your character was defined by the people who worked for your father and stuck by you, and that drive to save yourself and fight back. In II, you were betrayed by your own country in a false flag operation, nearly killed with your best friend, and end up joining and leading the resistance against them. There, you were defined by your sister, best friend, and other major characters you picked up. In this game, the blank slate really has no characters that help to define him. You can choose two other recruits who accompany you through the first part of the game, but they give no reason for being so attached to you, and after the opening part is over, they really have nothing to do with the story. This lack of grounding makes the main character feel entirely out of place, as others come up with weak excuses as to why you matter.

The worst offense in the entire game though, is the random battles. To be fair, I've played games with horrendously difficult and common random battles. This game however, makes the triple offense of random encounters so common you could get in two or three just turning your ship around, the random encounters themselves rarely being of note beyond hitting the auto command or a set few commands to kill them quickly, and lastly...the world map being bare of any detail. Yes, the ocean is vast and mostly empty, but this is supposed to be an archipelago. In the entire game, there are 13 places to go. Only thirteen islands to visit, and several of them have nothing beyond a treasure hunting minigame or a few characters to recruit. Sailing to a new location means about a solid hour of sailing over featureless blue water, holding down R1 to go a little bit faster, and reading a book. Occasionally, you have to put down anchor and rest, but the encounters really provide no challenge, or add anything to the game. They just take up lots, and lots of time.

Gah.

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