Suikoden Tactics: a reunion with an old friend

This entry is part 1 of 1 in the series Suikoden Tactics

2013 05 25 SuikodenTactics_screen02

 

Oops.

 

When I made my last move, I thought I’d seized an opening. The pirate had his back turned; and when I saw I could take him down with one attack from Kyril, the game’s young hero, I couldn’t resist. But now the shoe is on the other foot. In my haste to push Kyril forward, I’ve left him standing alone on the deck of the pirate ship. And before any backup can reach him, several pirates have their turns coming up…

 

The first pirate attacks. Kyril’s health plummets. Next pirate’s turn. I grit my teeth – only to watch, impressed, as the boy’s father leaps in to protect him from the blow. Kyril took only half damage from that hit, and the pirates’ opportunity has passed. It’s Andarc the mage’s turn next, and he opens up with a barrage from his Lightning rune, killing one pirate and wounding another. Then it’s the turn of more and more of my characters, and as they run up to join Kyril, the danger is past.

 

I’m several hours into Suikoden Tactics, a 2005 spinoff from one of my favourite RPG series, Suikoden. As its name suggests, it’s a grid- and turn-based tactical RPG in the vein of Final Fantasy Tactics, Tactics Ogre, and Disgaea (in other words, in my classification scheme, it’s a Type III game).  From a mechanical standpoint, it is reasonably straightforward: different characters have different strengths and weaknesses, and while characters’ classes appear to be effectively preset – for instance, Kyril will always be a melee fighter – there is some scope to customise them by choosing which skills to prioritise. The actual combat is standard TRPG fare, though with a couple of quirks: characters have elemental affinities with particular tiles on the map, and tile elements can be changed by items and spells. That said, so far this seems to be good standard TRPG fare. Combat feels intuitively fluid in the way that the best tactical RPGs do: characters go down in just the right number of hits (too many would lead to tedium; too few would be frustrating), move far enough for squishy characters to be vulnerable, but not too vulnerable; and so on. Aesthetics are a mixed bag; the in-game sprites have not aged well, but character portraits are crisp and attractive. Storywise, no spoilers, but I’m definitely intrigued.

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