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108 HD Doodles in the Water Margin: They're Remastering Suikoden!

Issun

Chumpy
(He/Him)
It was probably a purposeful slowdown. Combat in the first two Suikoden games is some of the zippiest you'll ever find in an RPG.
 

Peklo

Oh! Create!
(they/them, she/her)
The first two Suikodens are generally famed for their blazing fast battle systems, which coalesce into such a pace through multiple factors, like lack of loading times for battle transitions, general downplaying of elaborate attack animations, use of auto-battle, and in group combat individual animations being able to play out and resolve simultaneously so long as the targets for them don't overlap. Single-target boss battles such as the one in the preview aren't encounters where these elements will manifest all at once and don't really reflect the general structure of the battles at large, as they don't in most RPGs. I still wouldn't call them slow by most measures.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
However the new translation shakes out, there are some lines that had better be left untouched.

suikott.png
 
there was another video I saw where a party was fighting a vampire looking guy in a church. The combat seemed super slow to me, which is a negative. Maybe it was purposely slow to show menu choices to players.
The battle system in Suikoden I&II are, as other people have noted, lightning fast. This evaluation mostly applies to regular encounters you'll fight against mobs in the overworld or in dungeons. There is literally an auto-battle button that the cursor defaults onto at the beginning of fights where your characters will just auto-attack, and it's completely viable to just smash that the entire game because of the nature of how the battle system works. Battle is fast not just because of the lack of loading times or the speed of attack animations, but every character that can attack at the same time due to the attack order will. So you don't have to wait for characters to attack one-by-one, when like three of your dudes immediately jump, assault, and kill at the same time in the opening salvo of battle.

But in general, auto-battling/free-willing will only be viable for common battles. There's a whole magic system and skill system in the game, and that system becomes quintessential during boss battles. Boss battles themselves can last quite a while and be very involved. There's attack patterns, weaknesses, gambits, etc. And Bosses will have elaborate attack animations as well. The video you watched was an early boss battle in S2 (that's actually a reoccurring villain from the first game) and the elaborate animations are more event-oriented in nature, meant to shock and awe the player that this baddie has returned. It's not the last time you'll fight him either, so this battle is more of an interactive cutscene than a true boss battle.
 

Pajaro Pete

(He/Himbo)
Thanks for the information. It makes sense to have the bosses feel more special with extra animation.

Spell effects and special attacks tend to be pretty slow (and Neclord's special attacks especially), but the remasters are supposed to have a fast forward. Anyway here's an official comparison clip of a random encounters, whose intended purpose is to show off the (slow) spell animations, but you can see how more standard enemies attack
 

Pajaro Pete

(He/Himbo)
hrmmm these seem to be varying tremendously in quality - to be expected on account of the number of portraits that are in the game i guess. the core starter group looks good, but then you have mandatory characters like kirkis and tai ho that feel a little rough.
0N2Ez9v.jpeg
 
That’s just the original character art for those characters, before they were Rastorized for the game. Even the rough ones in S1 looks leagues better than the ones for S2 I’ve seen for the remaster. They should have brought the artist back to redraw the portraits, or gotten S1’s artist to draw new ones. They look BAD
 

Peklo

Oh! Create!
(they/them, she/her)
Yeah, it's all new work, and moreover, it's still by Kawano--compare to her other modern work in Eiyuden, for example. Konami puts it like this:

  • New Character Drawings
    • All character portraits have been updated in HD. Junko Kawano, who designed the characters for the original version of Suikoden released in 1995, has newly re-drawn all the character portraits for Suikoden I HD Remaster: Gate Rune War.

The first game's new opening shown in the collection's announcement trailer is basically the Saturn opening, but it too contains new art for its respective character portraits and frames, with them having been redone too (unless what shivam said earlier is accurate and they're from some older revisions Kawano did). Suikoden II meanwhile does use Fumi Ishikawa's original art--if it looks different, it's because it's no longer digitized for low-res displays and may have been otherwise filtered or upscaled in the process, but the base artwork is identical.
 

Fyonn

did their best!
Re: battle animations, I've been playing the PS1 version of Suikoden and the auto-battle option seems to prioritize getting as many attack animations playing simultaneously as possible, even when it will lead to less efficient victories.
 
It is far from being the most efficient way to mete out maximum damage, but it is the most expedient way to battle. And because of the nature of the exp system and how characters gain their stats, you very quickly get to the point where your entourage can destroy whatever common adversaries you encounter with swiftness no matter how they choose to attack. So long as your entourage has a stout frontline and enough physical damage.
 

Fyonn

did their best!
Oh yeah, my number one impression of Suikoden 1 so far has been "oh wow, in exactly one of these battles (zombie dragon) has my approach mattered whatsoever." For context, I think I'm approaching the first army battle.
 
That battle is indeed the first real confrontation where you have to be careful, use tactics, observe attack patterns, and also have your party leveled up and decently equipped. It's not gonna be the last one, but it might actually be the hardest in the game since it's a crash course in battle mechanics that you'll be better prepared for later on.
Kind word of advice: any army battle you enter, make sure you create a save file before starting. Army battles in S1 are generally pretty easy (at their heart, it's simple rock-paper-scissors going on) but if you mess up, you can potentially get a party member permanently killed and removed from the game. And if that happens, you can kiss the best possible ending goodbye. Which, to be honest, isn't that big of a deal. You can always just watch the short clip of the ending on youtube.
 

Issun

Chumpy
(He/Him)
HeB310x.jpg


This sucks, but better delayed and good than rushed and bad. I've seen speculation that the endgame is to release it as close to Eiyuden Chronicle as possible, which would be a Konami-ass move, but no one knows for sure when that's coming out, either, so that would be kind of a gamble, and Konami's feelings about gambling are...

Oh.
 

WildcatJF

Let's Pock (Art @szk_tencho)
(he / his / him)
I'm glad they're holding it, even if the reasoning could be assholery. More time is going to help, I feel.
 
As much as people stress the grand shared scope of the series as far as what makes it significant and dear to them, those estimations also all inevitably tend to revolve around II as the centerpiece, to a degree that it can feel like a black hole consuming all else through the gravity of its perceived virtuosity. Collecting the two most fundamental games together like this can be nothing but a good and necessary move in reintroducing the material, but the rhetoric of treating the first game as a stopgap one is obligated to play--or queries whether it should be played at all--on the way to the main course have already begun, based on the reputation II holds. The fan-cultivated hype across a couple of decades has honed far too much on that solitary game as the ideal form the series should only exist in for my tastes, and seems to be informing the shape Eiyuden will eventually take as a reactionary work on the creator end as well. Even in the agreed-to-matter Murayama-helmed stretch of the series, all three of the games are very distinct works and portray different strengths and weaknesses of the overarching concept and evolving writing voice.
Tbqh I don't think either Suikoden 1 or 2 are particularly good stories, 1 kinda falls too much into a generic "good rebellion defeats evil empire" story without much to make it stand out, 2 meanwhile has some interesting ideas, like showing how killing the big bad guy doesn't necessarily stop a war, but the overall storytelling still comes out as rather haphazard, with a few strong moments barely saving it. I would say the most memorable thing about both games is their unique blend of faux Middle Ages Europe with faux Song dynasty China in their setting, and some of the small arcs, like the party setting off to defuse tensions between elves and dwarves.

Honestly, I wish these stories took more from Water Margin. I really miss my dark comedy doubling up as a satire of society, complete with questionable "heroes" lol.
 

Sarcasmorator

Same as I ever was
(He/him)
The best parts of the Suikoden I and II stories are interpersonal. Riou and Jowy and their differing approaches and tragic frenemy status, etc. The way the games link into a larger story in spots is neat, but the core of the narrative's appeal is in the characters and subplots involving them more than the larger tale.
 
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