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Platform: PlayStation 2
Genre: Strategy RPG
Publisher: Konami
Developer: Konami
ETA: November 2005

 

 

 

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Suikoden Tactics

 

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So, you’re a game studio, and you have a popular series that has been getting sequels for a number of years now.  There’s a solid fan base, but at the same time there’s always that nagging concern that maybe they’ll eventually grow tired of your game.  What do you do?  You spin the series off into a new genre, of course.  We’ve seen it happen with Final Fantasy, Onimusha, and even Dynasty Warriors, and now Konami is getting in on the act by taking their long-running Suikoden RPG series, and putting it into a turn-based strategy RPG setting with Suikoden Tactics.

 

While other games going this route have made more or less standalone games with a bunch of familiar faces, Suikoden Tactics will actually re-visit the same world seen in Suikoden IV.  Taking place during a timeline that starts slightly before part four in the RPG series, and ends shortly after the events of that game, the game stars an adventurer named Kyril who is leading his merry band of do-gooders on a campaign to expel the scores of monsters who have been over-running the Island Nations as of late.  If that wasn’t enough, the group is also trying to unlock the mystery of the Rune Cannons, weapons that have the potential to rid the islands of these beasts in short order.

 

As to how battles will play out in this game, it looks like Suikoden Tactics is adopting a battlefield layout very similar to what we have seen in games like Final Fantasy Tactics, Ogre Tactics, and the various Nippon Ichi strategy games to hit the market in the last year or so.  

But while the methods of movement, and general presentation of this game may look familiar to fans of the genre, Konami is making quite a few tweaks to Suikoden Tactics that will help it be considerably more accessible that other console strategy games to hit the market as of late.

 

The first thing players will notice is that the menu system is simplified quite a bit, so that one needn’t dig through sub-category after sub-category to find the command that they need.  Another nice thing that has been tackled here is that players won’t be in a continual guessing game 

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when they move their characters around the battlefield.  In these sorts of games, usually one has to move their character to a desired area, and hope that the enemy that they wish to fight is in range when they click on the attack command.  However, much of the time when this happens it becomes quite apparent that the bad guy is slightly out of range, forcing players to back pedal, and move their character again, so as to get into attack range.  To help curtail this, Konami has added a simple icon system to let players know when an enemy is coming into attack range, and when players are coming into range to be attacked by enemies.  This is done by having a small tear appear over the head of an enemy when a player brings a character close enough to take a swing at the guy, and a sword showing up over a player’s character when enemies are close enough to attack players.  The game will even incorporates a quasi-Aristotelian elemental system where players can take advantage of the powers of fire, earth, wind, air, light, and dark as damage modifiers during battle.  Even more interesting is that players can manipulate squares on the battlefield grid so that they can act as damaging booby traps to enemies, or beneficial power boosting squares for the good guys by infusing the square with the powers of these elements.  Players will also see a number of the battle techniques from the Suikoden RPGs make their way into this game, as party members can still team up to do special attacks.

 

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Taking the Suikoden series into the realm of strategy gaming is going to require a delicate balancing act for Konami in order to get the game exactly how they want it.  They’re trying to make the game accessible without becoming overly easy at the same time, and they’re trying to insert a number of elements from the other Suikoden games that long-time fans of the series will appreciate, while not alienating newcomers.  It’s no mean feat what Konami is trying to do, and we’ll get to see the finished result of their effort in about a month from now.

 

Mr. Nash

October 5, 2005

 

 

 

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