Monthly Archives: June 2025

Suikoden III (PS2)

Quick note first off — updates may be sporadic this month, but I will be back to weekly updates in August.

As I’ve mentioned, the games I’m playing between SRPGs are a combination of random selection and choice. Basically I first “roll” for the category and then choose the game I will play from that category. In this case the category was a game that I have bought, but not yet played (or else I haven’t finished it). I chose Suikoden III. I bought the whole Suikoden series quite some time ago, but so far have only played the first 2. I played those so long ago that unfortunately I didn’t remember that much about them so a lot of the references in S3 were lost on me.

Probably a lot of you reading this are familiar with this series. It’s inspired by the Chinese novel Shuihuzhuan (“Outlaws of the Marsh”, “Water Margin”, and other translations). In Japanese this novel is called Suikoden, and has been a massive influence on Japanese literature and pop culture for centuries — a surprising number of common tropes in anime and video games can be traced back to Suikoden. In Japan, this game series is actually called 幻想水滸伝, meaning something like “A Fantasy Suikoden”.

A defining feature of the series is that each one has 108 total recruitable characters (based on the 108 “heroes” of the original novel). At least in the first three games, if you manage to get all 108 it unlocks a true ending or something of that nature. I don’t remember exactly how it worked in the first two games, but here they are especially generous in not locking you out of any of the optional characters (with one exception, but it would be hard for someone to make the wrong choice there even if they weren’t using a walkthrough — not only do you have to choose a cowardly option but the game makes you confirm like 3 or 4 times that you really do want to be a coward and leave innocent people to die)

Another common thread of the game are the Runes, that you equip on people to allow them to cast magic. Most of the runes are copies of the 27 “True Runes”, which are much more powerful and are said to control the destiny of the world.

Here’s my thoughts on various aspects of the game:

Graphics

This is the first PS2 entry, so of course the overall graphics are improved…on the other hand, they went for a 3D look that to me just isn’t as good as the old sprites. It’s not as bad as some of the garbage that appeared on the Saturn and PS1, at least.

The movement is also 3D, but without a controllable camera. I never like this, and S3 has some bizarre choices — in particular, there are way too many places where you exit a screen in one direction and then everything is changed around for the next screen so that you have to reorient yourself to avoid just going back to where you came from.

The battles are also way too slow. One nice thing about S1 and 2 was how battles were sped up by having multiple people act at once. This is sort of true in S3 also but too many battles involve very long animations to the point where it can take forever to watch them play out.

Gameplay

Broadly speaking this is the same system as S1 and S2. They added a new skill system.

Juggling all the characters can be rough, though, especially given how difficult it is to change and develop them. In order to upgrade weapons, switch Runes, and level up skills, you have to visit 4 different places, and many towns don’t have all 4. I feel like they should have put in some system where, at least in your main castle, you could manage your whole team from one location, using all the services you’ve gotten in the town. It could even be a recruitable “manager” character or something like that.

One change in this game is that your six characters are divided into three pairs. The pairs can sometimes do a combo attack, or if one of the characters is a mount, the other character could ride it for some extra attacks. You can only use magic for one character, and the other of the pair will have to attack.

There are also a lot of area effect spells, which hurt your characters as well as the enemies. This was a poor decision given that you cannot control the locations of the characters on the battle — if you cast one of those high damage AoE spells, the other member of the pair will run up and attack the enemy, and get caught in the blast with no way to avoid it. Spells also now can take more than one round to cast, and can be cancelled by enemy attacks. However, upgrading the relevant magic skill will also increase the casting speed for the character.

The “war battles” are back, which have some kind of strategic element to them. However, they are very poorly implemented in this game and are a definite low point. One issue is the very slow pace of the unit combats, where you just watch them fight without inputting commands. But also, virtually every one of them is essentially just defending or trying not to die until you reach a certain turn — apparently they can all be won if you know what you are doing, but none of them are set up to make that easy.

Story

The story is fine. It is a lot more developed than the first two games, although it still has the issue that with 108 total characters it’s hard to develop them all. This time they used a chapter system where you play through several chapters with 3 (or 4) main characters. The events occur simultaneously so you will see the same events from different perspectives.

This system comes with some of the same issues I’ve had with other games of this type — first, you often find yourself going through the same locations over and over again with different characters (this is exacerbated by the large amount of backtracking in the game). Second, developing multiple parties at once is not necessarily as satisfying as a single one for me, although I suppose it combines well with the large number of recruitable characters in general.

My impression is that the story overall is more satisfying for people who remember S1 and S2 better than I do, but it was serviceable. (Although I really am sick of the “destroy the world to save it” motivation of villains)

Endgame

I made it to the final dungeon, but I have not cleared it yet.

Before this, there is one final war battle. This is the only war battle in the game that you are actually required to win by defeating the enemies, and it’s rather difficult — it’s especially annoying because up to this point, you can clear all the war battles without really getting into the system that much because you aren’t required to beat many enemies (or even any at all) to win. And to require you to come to grips with the battle system for just this one battle near the end of the game is a bit annoying.

I was telling someone this on discord, but I think these kind of difficulty spikes at the end of the game can be good or bad depending on how you are feeling about the game as a whole. If you like the system and game overall, then having these final difficult battles provides a good conclusion, forcing you to use your characters to their full potential (or at least more than usual) to win. On the other hand, if you are merely tolerating the system and are looking forward to the game being over, it’s frustrating to be suddenly faced with battles right at the end of the game that are considerably more difficult than anything else. I don’t think it’s ever good game design for the majority of the game to be pretty easy but then suddenly have one hard battle at the end, but it’s especially annoying if you aren’t liking the game that much.

So for now I’ve put this aside to play Puyo Wars; I don’t know if I will come back to it. I might not.

Overall I agree with the general feeling that this is not as good as the first two entries. It’s by no means a bad game, but I think I would have had more fun if I had been able to speed up everything on an emulator!

Update

I’m working on Suikoden III now, which is one of my games that I bought a while back and have not played yet. I tried to do it on the PS2 emulator but my laptop could not handle the emulation when it got to parts where there were a bunch of people moving on the screen in a town. This is the trusty laptop I got in 2017 when I started the Super Famicom project but it can’t run Windows 11 so I was going to have to do something about it this fall in any case. I may see about getting a gaming laptop with a video card since I’m going to be encountering PS2 SRPGs fairly soon. For now, I am playing Suikoden III on my PS2, which runs surprisingly well given that it’s 22 years old.

This is a list of the next few games I’ll be doing after S3:

  • SRPG: Puyo Puyo Gaiden (Puyo Wars) for Game Boy Color
  • DS: Sigma Harmonics (thanks for the recommendation)
  • SRPG: Fire Emblem 5! (SFC)
  • Famicom: Indra no Hikari (Light of Indra)
  • SRPG: Front Mission 3rd (PS1)
  • SFC: Card Master: Seal of Rimsalia (i.e. Arcana)

SRPG 113 – Nadesico: The Mission (DC)

機動戦艦ナデシコ NADESICO THE MISSION, released 8/26/1999, developed and released (I think) by Sega

I don’t know how well people remember it now, but Nadesico was a big deal in the 90s and 2000s — I remember people being fans of the anime. I have never seen it but I am familiar with the series through its many appearances in Super Robot Taisen. The series was praised for its offbeat style that mixed comedy and drama in a way that was going against the usual “horrors of war” mech series (while still having some of that content).

Unfortunately, after the TV anime, the series faltered and never regained its footing. There was a movie, but it was widely criticized for the drastic change in tone and what happened to the main characters from the TV series. It also required a Sega Saturn game to fill in the gap between the TV series and the movie, a game that was never released in English.

Apparently the movie was intended to be the first in a trilogy that would conclude the storyline, but the other two movies were never made. I was not able to find out definitively if this was because of the negative reaction to the movie (I am also not sure if the reaction in Japan was as negative as in the US).

This game came out about a year after the movie, and takes place after it. However, it does little to advance the plot, and I assume the developers were constrained in what they could do because they had to fit their game into the (possibly unknown) remainder of the storyline. Despite the ending of the movie, Akito does not appear at all in the game (I did not even see a mention of him), and the main character is a faceless player self-insert that accidentally becomes the temporary captain of the Nadesico C. The plot involves some elements of the movie but does nothing really to advance on anything that was covered there. Fans of the franchise who are looking to this as the “last” Nadesico offering will be disappointed if they are hoping to get any clues for how the story would have unfolded in the remaining movies.

The game begins with the main character (you) doing a training exercise on the Nadesico C, which requires putting you in as the captain. But then some real stuff starts going down when Jovians attack, and for some vague reason the control can’t be switched back to Ruri. You soon have to pick whether you want the captain to also go out in the Aestevalises (the mechs); I chose to do this and I think that makes Ruri captain again, perhaps if you choose the other option the main character will remain captain in the battles? I’m not sure.

After the opening battles you get drawn into a plot by the Martian Successors and the Crimson Group to kidnap Ines and plunder more of the ruins of Mars, and you have to stop their plans.

The battles take place on maps like this (they are only two dimensions). Each units’ turn, they can take as many actions as they have available. Which actions are available depend on the strategy you chose for the battle — in most missions, several crew members will offer their own strategies. For instance, Prospector might suggest going around the enemies and coming at them from behind. Ruri will suggest waiting outside their range until Gravity Blast is ready. Ryoko will suggest charging in from the front. The goal of the mission tends to be the same, and you don’t necessarily have to follow the strategy you chose, but it will affect the commands you can use.

So in this case, for instance, I have four commands — raise defense (distortion field), lauch Aestevalis, Repair, and Attack. Depending on the mission you might also have Dodge, and you may have multiple of the same thing (for instance, you could have three Attack and one Launch and that’s it). You can use a “change” command to switch out commands during battle, although you won’t be able to use a command the same turn you switch it.

Each command also has little boxes with it — I’m not entirely clear on how these boxes fill up, but you can use them to do greater effects, like use more powerful weapons or launch more than one unit at a time.

In the first couple of missions you only get to use the Nadesico C, but you will soon get to use the Aestevalises as well.

The Aestevalises have to stay within a certain range of the Nadesico to recharge their batteries, otherwise they will only have a limited number of turns before they power down. They also have hissatsuwaza (strong attacks), that use up the IFS percentage you can see above. This is one aspect of the game I never figured out — I don’t have the manual and there is no walkthrough site I could find, and I never figured out how you actually build up a pilot’s IFS value to use the attacks. For the most part the game isn’t very hard, but on the final couple of bosses I had a rough time not being able to more freely use those attacks.

Moving is always an action you can do.

You can see how you are moving on the inset map at the bottom plus the top. There are two annoyances I found with it — if you put in an illegal move you lose your turn; for the most part you can see when you can’t move somewhere but you have to be careful. Second is that it’s not always clear whether you are moving into melee range for the Aestevalises or not. I had a number of times where I thought I had gotten into melee range but actually did not.

When attacked, you can choose to dodge, counter, or put up shields (if you have the necessary power).

The graphics on the whole are pretty good, as you can see.

After a battle you get this reward money screen with Prospector, but I don’t think there is any way to actually spend the money, it’s just a joke (unless there is something I missed).

Sometimes between battles there will just be a story sequence, other times you can move around on a map like the above. As you move forward, you may encounter hidden enemy ships. Periodically you can also use the “rest” function. The first couple of times you use this there are some side stories, but after that you just get a limited number of actions to teach your pilots new moves or upgrade the Aestevalises.

You can upgrade your pilots with points you get from post battles, and you can also switch Aestevalises as well as equip different weapons and items.

The story sequences are done through a combination of animated sequences, voiced dialogue sections, and unvoiced text.

Overall this is an OK game. As I said above, while the storyline isn’t bad, it’s not especially good either and I think it will be particularly unsatisfying for Nadesico fans who are hoping to see the (unplanned) final entry in the storyline. As a game, there’s enough to do in the game that it’s fun, but the difficulty level is quite low — this may be because they wanted to make sure that Nadesico fans who weren’t strategy game players wouldn’t get stuck, but it does mean that a lot of the customization and upgrading options aren’t all that necessary.

DS RPGs

One of the things I can “roll” to play between SRPGs is a DS game. Any suggestions? It can be something that’s good or something that’s only in Japanese that you are curious about.

I’ve played Tales of Innocence and Hearts, KH 356/2 days, the FF remakes, Xenosaga I&II, Etrian Odyssey 1, Dragon Quest IV, and the Super Robot Wars games for the system.







SFC Game 130 – Kawa no Nushi Tsuri 2 (Legend of the River King)

Kawa no Nushi Tsuri 2 (川のぬし釣り2), released 4/28/1995, developed and released by Pack In Video

This is the first post where I revisit the Super Famicom to pick up some games that I skipped in my initial runthrough. This game was skipped because it’s not really an RPG.

Fishing games are a (somewhat?) popular genre of video games; they’ve been around since at least the NES era and many games have fishing minigames as well. I’ve never really liked them that much. I don’t know if the River King series was the first one to have a storyline and some RPG-like elements in it, but I think it’s certainly the best known. The Japanese name includes the concept of the “nushi”, which is like an old, big fish that lives in a certain lake or stream that everyone wants to catch to prove their fishing skill. I have no idea where this idea originated — whether it has some basis in actual fishing or is just a concept for games and shows. In any case, the “River King” (as it was known in English) has around 8 games along with 3 “sea king” games; some of these were brought out in English but not this one. The first game was for Famicom (with a PC Engine remake).

At the beginning you choose which character you want to play as in the family. I don’t know for sure what this affects, perhaps it’s just cosmetic. Then you begin the game.

The graphics are pretty good, which is maybe not surprising given the 1995 release date. You can walk around and talk to people to get information, buy bait, sell fish you’ve caught, and such. Going down to the river is what lets you fish.

The fishing part is pretty familiar if you’ve played fishing minigames in other RPGs. You choose a bait, then let the rod loose. When a fish picks up on it, you have to alternate between holding down a button to reel the fish in, and letting go when it starts struggling. If you mess up it will run away. What fish you can catch depends on the bait you use as well as the rod.

The RPG element comes in when you meet random encounters wandering around. They are various animals like bats and squirrels.

The combat system is rather interesting. When you attack, a white dot will start moving around on the animal. You want to hit the button when it’s on the spot that will do the most damage (which is different from animal to animal). However, the longer you wait, the faster the dot will go and the more it will move into the “miss” areas of the picture so you can’t just sit and wait as long as you want.

The unfortunate thing about the combat is that I believe the only effect it has on the game is to increase your HP when you gain EXP. It has absolutely no effect on your fishing ability. So the only real purpose of fighting is to increase your HP so you can survive longer when you need to walk to other rivers.

There also aren’t any weapons, armor, or anything like that. Perhaps the developers were assuming that the primary audience of the game would be fishing game fans rather than RPG fans, so they intentionally kept the system simple and streamlined so it would add something to the gameplay without overshadowing the fishing.

The game doesn’t really have a developing storyline; the goal is just to fish the 4 “kings” (nushi) of rivers to win. Talking to people can give you hints about how to best catch the fish, but you also have to do a lot of experimenting.

I’m not a big fan of this kind of fishing game so I didn’t play it all that much. It seems like about half of the games were localized so it must have had some degree of popularity in the US. The last game was released in 2007 for the DS (in both Japan and the US); I’m not sure why no more games were released after that.

SRPG 112 – Real Robot Sensen (PS1)

Real Robot Battle Line (リアルロボット戦線), released 8/12/1999, developed by Winkysoft, published by Banpresto

This is a side game in the long running Super Robot Taisen franchise, and is the last game that Winkysoft developed (until they rejoined to work on the later Masou Kishin games in the 2010s). When I played Battle Robot Retsuden I said at the time that I remembered people talking about the game, but I actually think it is this game that I was remembering. Unlike BRR it’s very closely based on the Super Robot Taisen gameplay. This is a good thing because I generally like the SRT gameplay whereas I found the BRR system boring because of its heavy reliance on auto battle.

The setting is basically the same as BRR. People living on Planet Urs have used machines called “Duplicators”, which they unearthed from some past civilization, to bring in people from alternate dimensions — in this case from Gundam (first through Char’s Counterattack), Dunbine, Xabungle, and L-Gaim. Ryuusei (SRX) also appears as a hidden character. The people come into the world as perfect copies of their original selves, and the indication is that each person has been duplicated multiple times to fight in the wars between Azronia and Northern Bright. Unlike in the previous game, they don’t set it up so that all the heroes are duplicated by one kingdom and all the villains by another, so you often find yourself with people like Jerrid on your team, while you fight against Kamille and Shou.

One feature of the game is the expansive scenario chart. There are a total of 125 stages in the game, very few of which are just variations of each other. A typical playthrough will be in the 25-30 stage range, and there are at least five different story routes that focus on various mechs or series. While this is nice for replayability, it comes with the disadvantage that your team is constantly changing, making it hard to tell who you should be spending money on or giving the XP to.

The balance is similar to the old SRWs where you have a few units that are your aces, and then a bunch of people that can barely hit anything. Some of them have useful seishin like Love (which still restores all HP of the entire group), but mostly you rely on Amuro, Kamille, etc. One unusual aspect is that I never got any good mech upgrade for the original main character. I had her in the Hyakushiki for most of the game.

The main character is Mujika Fareden, whose father is a high official in Northern Bright. At the beginning of the game she’s doing some training when the place is attacked, and they are forced to use the nearby Duplicator to create some dudes to help — these turn out to be Gundam characters, including Char. Although Mujika is a big Char fan, duplicating Char has become illegal because the past 3 times he was Duplicated, he fomented a rebellion.

The only real change from the standard SRW gameplay of this era is that facing matters, so you want to attack people from behind.

Mujika has a warm feeling (and pity) for the Branches (the duplicated people), although it’s more common to look down on them and treat them as sacrificial grunts. This eventually causes issues with other people in Northern Bright and is the cause of several of the story branches.

The storyline doesn’t involve the original characters all that much — it’s mostly about the conflict between Northern Bright and Azronia, and the question of how to treat the Branches. The path I took ended up with the Char’s Counterattack storyline, where Char wants to drop one of the moons onto Earth so that they will have to go into space and evolve instead of relying on Branches so much. The last fight is challenging and I had to use up most of my resources to beat Char.

Once you beat any of the routes, you can wait until the credits, and then you play 2 bonus stages to conclude the storyline and find out the mystery of the Duplicators and the origin of the world. Unfortunately, the final stage is really difficult. The first of the two bonus stages is not that bad; the grunts are boss-class and there are two actual bosses but I was able to beat it with heavy use of Map weapons.

The second of the two battles, though, has more grunts, the same 2 bosses again, plus another Nightingale (Char’s unit), and then after those there’s another boss that uses map attacks and can only be attacked by a few characters — although it will lose its energy after a few rounds. The real problems are not just the strength of the enemies, but two big changes in the way they act. First, all of the enemies come at your characters from the beginning. This can actually be enabled on all stages as a hard mode once you beat the game. The second problem is that they will freely ignore your strong characters and go out of their way to take out your weaker units, meaning that your characters with the Love and Resupply seishin (etc) will be quickly killed. I tried this stage 5 times and was barely even able to take out a few enemies before getting a game over.

To see what happened, I put in a code for everyone to be at level 99. At this level, even people like Fa had 100% chance to hit everyone and 0% chance to be hit. I think to beat this stage you would have to do a few things:

  • Make sure that you get any optional units that are good (I wasn’t able to do this; there is no walkthrough I can find that has this detail)
  • Know in advance who will be in the final party on the route you are going on — this is a problem because units are constantly leaving and joining depending on the route splits.
  • Make sure that you are spending the majority of your money on the units you will be using.

I assume if you do this right you can beat the battle, but it seems difficult even so.

I didn’t legitimately beat the game, in other words. With the exception of that final stage, the game as a whole was enjoyable and I thought the story was decent. The multiple routes give a lot of replayability, and there are even secret stages that you can only access on a clear file.