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!


























