TGS: Suikoden III hands-on impressions

[10.14.01] » One step forward, two steps back.

   One of the most disappointing titles at the recent Fall 2001 Tokyo Game Show was Konami's Suikoden III. The first game was an original, if short, RPG in the early days of the PlayStation; the sequel expanded on the first's success with strong characterizations and a realistic portrayal of the many sides of war. The third game takes the series into 3D and onto the PlayStation 2. Unfortunately, if the TGS demo is any indication, significant problems seem to have come along for the ride. These sorts of issues are not at all uncommon for games that are works-in-progress; unfortunately, with an imminent release date of Winter 2001, it is unlikely that Konami can fix such significant issues in such a few short months.

   The major issue with the game is one of aesthetics. The game engine in its current state is seriously incomplete; the frame rate is low whenever more than three characters are on screen, and the automatic camera angles are frequently awkward and make navigation difficult. When running, the characters resemble jerky marionettes; when speaking, they look like vacant dolls. "Speech" is just an animated, two-frame lip texture that has been awkwardly pasted onto the expressionless faces. In the face of aesthetically stunning RPGs like Star Ocean 3 and Xenosaga, this awkward presentation is all the more apparent. All of these issues are relatively minor and can be easily fixed with a bit more time; hopefully, in the face of such stiff competition, Konami will delay the release and repair some of the more serious concerns.

   It is important to note, however, that previous Suikoden games have not been graphically impressive, either, focusing instead of expansive gameplay, sharp characterization, and epic narratives. Though not in display at TGS, the third game's "Trinitysite system" system looks to continue this tradition. Under the Trinitysite system, gamers play towards a meeting of two major characters from each character's perspective, thus seeing the same event from both sides. The example given in Konami's literature was military leader Chris' decision to raze Hugo's hometown. Both sides seek a truce, but errors in timing and communication lead to the destruction of Hugo's home. By playing the events leading up to the razing from both characters' perspectives, the complex motivations and limited understanding of each side is more clear.

   The battle system appears mostly unchanged from previous Suikoden games: a party of six characters versus a group of several opponents. Players enter a series of commands for their party, and then the attacks and counterattacks play out nearly at once. Suikoden III's battles seem generally slower than the lightning-quick encounters of the first two games, but not egregiously so. It was difficult to ascertain details about the magic system in the brief TGS demo, but it will likely be another iteration of the series' Rune system.

   Above all, it should be stressed that Suikoden III was not bad; there were certainly worse titles on display for the PlayStation 2. It was merely disappointing, especially in the face of other titles in the PlayStation 2's increasingly strong RPG lineup. Often overlooked during its original release, the Suikoden series has benefited from the passage of time, earning retroactive respect from both gamers and critics alike, and a place on the "A-list" of PlayStation RPGs. Hopefully, Konami will find the necessary patience to polish the game before its release. Otherwise, Suikoden III may find itself a victim of the unforgiving holiday sales war.

   See a small movie of a Suikoden III battle in action.


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