Initial impressions and rankings for Suikoden V

Sep 24, 2006 13:17



The triad of games (Chrono Trigger, Gensou Suikoden II, and Xenogears)
might not remain a triad, depending on where my feelings for Gensou Suikoden
V finally settle. The music is imprinting nicely, and in case I haven't
dropped enough hints about this so far, the soundtrack is absolutely
beautiful -- with a couple of glaring blemishes, but it's hard to find
a soundtrack that spans four discs that is perfect. Which reminds me:



  1. Thank you, Konami, for releasing the soundtrack in full glory on
    four CDs! Aaaaand...


  2. Curse you, Konami! All that space, and you still truncated
    Snow and Ice to a single iteration! Gah, time to break out my
    waveform editor...




At the moment it's proving difficult to rank GS5 overall with respect to
the other (mainline) Suikodens, but I'm getting a sense of how specific
aspects rank; for those who are interested, they're listed below. I don't
think there's anything particularly spoilery for Suikoden V in the
listings. This ordering is still subject to change...

I should note that these ranks are absolute -- many of the attributes
that make GS5 so strongly appealing for me were present, indeed inherited,
from either GS1 or GS2, and a "credit where credit due" style of ranking
might rate the ancestor higher accordingly. In my mind though, absolutes
are what count -- if a later game is largely derivative and the differences
are improvements, the later game wins.


  • Battle mechanics

    GS5 > GS2 = GS1 > GS4 > GS3

    GS5 inherits largely from GS1/GS2 and adds the switch command (switch
    characters during battle); because the entourage is limited in size, switch
    isn't as overpowering as one might suspect. But it is enough to give me the
    level of control and challenge I want in a game. As a result, GS5 wins.

    GS3 is last because of the way it groups characters in battle. The
    system is innovative and has its strengths, but I prefer the historic
    (GS1-based) battle system.



  • Artwork

    GS2 > GS1 > GS5 = GS3 > GS4

    Sprite-based art has always been more appealing to me for fantasy
    settings; all the advances in graphics so far have failed to sway my opinion
    on this one. Sprites always come across as more expressive to me, and
    sprite designers seem to enjoy more creative leeway than 3D artists -- I
    can't imagine a 3D designer getting away with the mid-battle Nanami picnic
    sequence :)



  • Music

    GS2 =? GS5 > GS1 > GS3 = GS4

    One word for GS2: Currents.

    GS5 has a couple of blemishes on its soundtrack (and no, I'm not counting
    Haud here), but also some very effective themes. At the momen
    I'm partial to Sealed
    Room, Purification, Snow and Ice, and
    the two City That Forgot
    themes. I'm also strangely drawn to a late-game battle theme used in the
    central plot battles, and I even like the Dragon Horse minigame theme.
    Almost all of the town themes feel right, as well -- but that's something
    this series has always been very good at, in my opinion.

    Don't know how this one will turn out.



  • Character design (major plot characters)

    GS2 = GS1 > GS5 > GS4 > GS3

    The Hero/Nanami/Jowy character group is easily my favourite in all of
    Suikoden. Silverbergs are a close second, and GS1 captured them the best in
    my opinion. I think GS5 has strong lead characters, but not quite as strong
    as in the original games. From there it's a blur; I wasn't terribly
    attached to most of the characters in GS4, and character design problems
    (ahem, Hugo) in GS3 work against the entire game.



  • Character design (secondary characters)

    GS5 > GS1 = GS2 > GS3 > GS4

    Here is where GS5 shines for character design and in-game development. I
    really like how they handled the Oboro Detective Agency group (could you
    tell?), and I'm rather fond of the beavers as well. Character interactions
    for the Nirva group were excellent, and random townsperson development is
    pretty good (but it still seems like GS3 handled townspeople the best).



  • Plot/Story design

    ?

    This one's still completely up in the air. Also, I cannot rank GS4's
    story without including Rhapsodia.



  • Explorability (how much fun is it to wander)

    GS2 = GS5 > GS3 > GS1 > GS4

    I loved to wander aimlessly in towns in GS2 and GS5, and my game clock is
    so high in GS3 because of all the time I spent visiting towns to see what
    the townspeople were currently saying (they updated their scripts
    frequently). I spent less time wandering in GS1 for some reason, and I was
    less than thrilled with navigation-by-ship in GS4.



  • Clear time on game clock

    GS3 (119 main, 123 Luc) > GS5 (96) > GS2 (67?) = GS4 (66) > GS1 (~30)

    Most of GS3's time was spent in random wandering. I feel like I was
    wandering a lot of the time in GS5 as well, but I felt more productive at it
    (maybe because I was more aggressive with investigations, trading, etc). I
    wish I could say I was wandering aimlessly in GS4, but no -- it took me 20
    hours to realize the plot trigger for endgame was on the deck of the
    Arcalath. I wish I were kidding -- I made it to 108/108 in that game by
    accident.



  • Replayable

    GS2 = GS5 (partial replays on both) > GS1 (plan to replay) > GS3 > GS4

    I want to replay 1 and 2 soon, and I'm half-inclined to go through New
    Game+ in GS5 now (but FF7 is on the queue...).



  • Game bugs

    GS2 > GS5 > GS1 > GS4 > GS3

    GS2 has the only unrecoverable, repeatable hard crash I've experienced in
    the series (the Banner
    Village crash
    ). GS5 has a number of minor annoyances and state glitches
    that put it in second place. GS1 has the warehouse duplication bug and some
    other minor glitches. GS4 has the "wanna play ping pong between the coast
    and Razril?" error that is nearly impossible to recover from (but
    is recoverable). I'm failing to recall any serious problems with
    GS3 at the moment...




And because it's no fun to complete the game without creating a list of
bugs and annoyances, I present to all of you my spoilerific list of the bugs
that I recall encountering (not terribly spoilerific, but there are some
plot trigger hints in here):



  • Reflective surface framerate/render bug
  • Base of Tower elevator hang (recoverable and unpredictable)
  • Raftfleet battle bug (state reset repeats battle)
  • Taylor recruit bug (state reset repeats recruit sequence)
  • Other minor inn reset state bugs (presumably related to legitimate inn resets on certain recruits)
  • Unexplained disappearing/reappearing characters (Egbert in particular)
  • Slow scroll
  • Lunas trigger overlap
  • Waterfall Basin trigger overlap
  • Isabel/Mathias and Alhazred quest conflict
  • Hazuki/Marina bug


games, music

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