Suikoden III Journal – Chapters 2

Disclaimer for these chapters: This is a project I wanted to pursue in-line with playing. But it’s been a couple months, so by the time I got to it (now), I’ve long since finished replaying Suikoden 3.
I’m not sure I’ll continue these. We’ll see!

Hugo Ch. 2
There’s really not that much to this chapter. Having discovered the Karaya village burned to the ground, Hugo and Sgt. Joe move on to the Duck village. There they encounter Lilly, an impulsive and sometimes delusional princess-analogue from Tinto. After some negotiation they decide to travel together to the Great Hollow via an old tunnel. So there’s only really one area to navigate here. On reaching the Great Hollow, Hugo discovers its entrance under attack by the Zexen Knights – who shortly retreat, not wanting to risk fighting inside the Hollow itself.
The optional battle in the tunnel is worth mentioning – it’s one of many times you can choose to fight in Suikoden III, and it’s probably the hardest one that isn’t a “sink or swim in the first round” affair like later ones.
Yuber is probably the most visible villain in III, or at least the most straightforward “definitely a villain” as Sarah makes several ambiguous appearances. While it’s unclear what exactly Yuber is, he’s consistently menacing and makes for a good recurring villain.

Chris Ch. 2
In Chris’ chapter, she moves on to Brass Castle, planning to assault the Great Hollow. She can make a brief detour to Lake Castle, but otherwise moves on to one of the game’s Strategy battles – in which characters have the same stats/abilities from regular combat, but form into 4-character units and are AI-driven instead with only broad control.
Generally I think Suikoden 3’s strategy mechanics are one of the more interesting in the series. Unfortunately there are only a couple of strategy battles that are not fully plot-driven – and they can be mostly made trivial by keeping up with equipment/weapons.
After the strategy battle, Chris learns some more detail of the reasons behind Zexen’s war with the Grasslands. She plans to confront the council, but falls ill due to overwork. After a brief rest, she goes on an impromptu holiday to Iksay, Percival’s rustic hometown, for a harvest festival.

I think this screenshot I took is actually from Chapter 3, but Chris wears this outfit in the Iksay scene in the intro movie, and the coincidence amuses me so I’m putting it here.

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Suikoden III Journal – Chapters 1

I enjoyed journaling progress through Strange Journey in 2022-23 and wanted to do a similar project, but didn’t really think of writing down thoughts as I go until now. These posts will likely contain some spoilers for Suikoden III but I will try to obscure them behind the “more” section where possible. Suikoden III is one of my favorite games (as evidenced by the favicon I’ve had for over a decade). Since this is my 4th or 5th play-through, I wanted to do a longer-form

I’ll apologize in advance if anyone is offended by the black bars in screenshots in this series.

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Suikoden I & II Remaster

It’s no secret that I’m a big fan of the Suikoden games. When Eiyuden Chronicles: Hundred Heroes went on Kickstarter, I enthusiastically dove in. It was disappointing in some ways, but I still really enjoyed the game’s actual release. ECHH is a supplement, though, not a replacement for the original series (in particular the first three entries, although V is an excellent entry as well).

While the Suikoden 1&2 remaster doesn’t completely overhaul these games, it does add re-done portrait art for 1 (by the original artist) and fixes some major bugs and an exploit in 2. It also adds a fast-forward feature for 1 as well as the ability to run. Having the game simply available on modern platforms alone, for me, is worth the price of entry.

The redrawn portraits generally look great, aside from a few downgrades. Lepant even wears clothes!

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Metaphor: ReFantazio

Hey, so I actually played a game a while back and never wrote anything about it. It’s a little game called Metaphor Re:Fantazio.

One reason I didn’t feel like writing about it all that much is that plenty of others have already. I feel like a lot of the things I’d say have already been said dozens of times. It’s also more mainstream than what I typically write about here.

I’ll say at least that it’s good. Great, even. It’s a little more iterative than I was expecting – even if its setting and story are somewhat different from Persona 5, you can really feel where features are lifted or repurposed without much in the way of change. But the overall thrust of the game works really well with the schedule system of P5, and I appreciate that Metaphor finally feels like a more mature story, with fewer of the staple anime tropes that the series has been riddled with since Persona 3. The companions are generally pretty good, too.

One of the main themes of Metaphor is really one that resonates with me. The idea that fantasy is not mere escapism, but a powerful force that fuels the imagination in a way that can change the world is, at the very least, a good premise for a fantasy game. And the irony that it is the fantasy world itself that is in need of that inspiration (and our world provides that fantasy) adds to the fun. I think it is maybe a little self-indulgent but eh, suspension of disbelief and all that. Most of your party treats the protagonist as a hopeless dreamer to start off, so it does have a bit of nuance.

I will say as a bit of caution that the art style for the “human” enemies is pretty out-there. It’s fairly disturbing, some bosses in particular. Metaphor focuses less on them after about the mid-point (…30 hours) though. Another word of caution, too – it IS a long game. My play-through took 60 hours, and it sounds like that is on the low end of the spectrum. Its pace isn’t bad, generally, though some side quests are a little tedious.

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Horizon’s Gate

I’ve been playing sandbox-style strategy games for a long time. One of the games instrumental to my fondness for sandboxy games is Uncharted Waters: New Horizons which I’ve written about a fair bit elsewhere. Horizon’s Gate puts Uncharted Waters style exploration front and center – simplifying some of the simulation/strategy elements while fleshing out exploration by adding land combat and classic tactical RPG elements.

The skill tree organization is particularly helpful in making skill investment decisions.

Sailing Era went one way with its inspiration from UW – focusing less on role-playing elements and more on storyline, trading, and ship management (like the Uncharted Waters sequels unreleased in the West). Horizon’s Gate goes the opposite route, substantially simplifying trading (each port only sells one trade good) and ship customization (more limited ship selections, but they have accessory slots). While the net result is less relaxing than Uncharted Waters, it feels like a more complete and interesting game – and one that offers a more engaging use of the player’s time. By taking place in a fantasy world, it also removes one potential mental disconnect in Uncharted Waters: as long as the player knows some geography, they really can’t get into too much trouble exploring. You’re typically “exploring” for something you know or suspect is there. Exploration in Horizon’s Gate, on the other hand, can be surprisingly risky as the further you get from the core areas, the fewer and farther between towns are. Likewise, the on-land exploration segments get harder. Thankfully the map supports annotating locations with icons so you can track which ones are dangerous or unexplored.

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