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However the new translation shakes out, there are some lines that had better be left untouched.
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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.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.
Thanks for the information. It makes sense to have the bosses feel more special with extra animation.
- 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.
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.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.