If a remaster can give it a frame rate and uncouple the party members so you have 6 instead of 3 then it'd be alright.
wait.. Suikoden 3 allowed you to have 6 people in the party, 4 was the one that dropped that party limit to 4 people. Or am I misunderstanding.
Yes but they were paired up. So you chose who to pair up for like combo attacks or riding, then your commands had each pair attack or whatever with the same command.
So like hugo and duck mcduck are a pair, you hit attack and they both attack. Hit magic can choose one guy to cast the other attacks etc.
Suikoden 3 has this problem where it's way more interested in it's Secret Magic Boy Villain than the political goings on. Which is fine but that's not what I come to Suikoden for. Honestly, if they had just made Thomas's plot the main one, it might have ended up my favorite.
Suikoden 3 has this problem where it's way more interested in it's Secret Magic Boy Villain than the political goings on. Which is fine but that's not what I come to Suikoden for. Honestly, if they had just made Thomas's plot the main one, it might have ended up my favorite.
I was on the opposite end of that opinion. The story was already longer than I cared for, and adding a fourth protagonist didn't help. I get why a Suikoden game needs a castle and a custodian, but they could have just tied Thomas into the other three storylines and I don't think much would have been lost. And I was all about the Magic Boy Villain and how his group tied into the Suikoden story up to that point.
Just got my backer reward for this today. Waiting for the actual release date in case there's a patch, but I'm curious if anyone else here will be playing.
Ill be playing it on steam when its out, this was the last thing I kickstarted way back when. I've kept myself largely in the dark about how it has been developing and all that. Shame that Murayama isn't around to see it release.
Suikoden 3 has this problem where it's way more interested in it's Secret Magic Boy Villain than the political goings on. Which is fine but that's not what I come to Suikoden for. Honestly, if they had just made Thomas's plot the main one, it might have ended up my favorite.
I was on the opposite end of that opinion. The story was already longer than I cared for, and adding a fourth protagonist didn't help. I get why a Suikoden game needs a castle and a custodian, but they could have just tied Thomas into the other three storylines and I don't think much would have been lost. And I was all about the Magic Boy Villain and how his group tied into the Suikoden story up to that point.
I agree with both of you
I don't like the Secret Magic Boy Villain story, and I also think the Thomas stuff was handled incredibly clumsily
There's bits of Suikoden 3 I do really enjoy, but man that I think huge chunks of that game are kind of a turd
Don't even get me started on their shitty board game large scale battles
+1
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
There's aoe spells with friendly fire but you can't control where people move! Agh!
I like how 1-3 are... ok "trilogy" isn't exactly the right word. 1 and 2 may as well be one whole narrative, given how much they dovetail into each other. And 3 tries to keep a lot of that momentum going. So they all feel connected.
I don't even remember the quality of 4. But as soon as they went into deep prequel territory, I kind of stopped giving a shit.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
4 is turrible
4 person party, very little connective tissue in the setting, the ship battles could have been neat but they end up being so trivially easy that they're literally just a waste of time, the entire world map is basically empty (on account of being water) and it's just basically islands with a dungeon on each, and like one town in the entire game.
Started up Hundred Heroes yesterday after knocking out Rising over the last week. It's pretty good so far, still pretty early in, only like 3 hours or so. There are definitely a lot of minor things that feel kinda jank, you can definitely tell this is a game made on a budget. Some minor grievances so far:
- Menus aren't as snappy as I'd like. There's like a small delay when swapping between them and there's like 7 or so different tabs (items, equipment, magic, party, battle formation, help, and I think one other?) so getting to one of the middle tabs is surprisingly annoying.
- You can't save on the world map.
- Not always, but sometimes there's like a weird shadow pop-in on the side of the screen, especially when moving left to right or right to left.
- The loading between like, going into a building or different room in a dungeon is just a tiny bit longer than it feels like it should be on modern consoles. I think the fact that there's a full now loading screen kinda emphasizes it in a way that probably would've been less noticeable if it was just a black screen.
- That menu snappiness also applies to the battle screen. There's a slight delay when the initial battle/auto/flee menu pops up or between character menus when setting up your turn.
- The blur effect is either too strong or the distance doesn't feel calibrated properly. Trying to see stuff in mid-distance, just a bit beyond your character, is kinda rough. It feels especially weird with some of the cutscene framing, where they're like pointing the camera at a distant feature but it's just all blurred up.
- There's no bestiary (though maybe that'll be a base feature?). Not particularly necessary, but I do like seeing them.
- There's no dialog log. Also not necessarily something that should be expected, but coming from Unicorn Overlord, it does feel missed. Especially since there's like, minor scene dialog that pops up in the bottom right corner that feels super easy to miss, especially if it pops when you're in a building and you don't notice it before leaving, which just completely cuts it off.
- The music hasn't been particularly memorable so far. Kinda surprised after how good the music in Rising was. There's a red canyon area you visit early on and the music there feels like, weirdly subdued, especially since there's not like, any serious story stuff going on there, just random adventure stuff.
- I think a lot of the mechanics could use some additional tutorializing. It's almost as if the game expects you to have played Suikoden before, which, fair enough, it's a spiritual successor game, but anyone coming into this fresh is likely going to be confused by stuff. Didn't see anything mentioning like, combat range (S/M/L) for example, though perhaps I missed it somewhere. Still not entirely sure how the rune system works so far, either. Seems like some of them are locked to characters and some can be swapped out. I'll probably figure it out as I continue. Edit: S/M/L thing was in the help section, just a bit obscured
- I guess it makes sense since it also restores MP, but the Inn prices seem kind of wild. You can buy a potion equivalent for like 20 currency, but an inn costs like 300 at minimum outside of the one free one so far. You can easily heal your party to full just buying items for significantly less than an Inn cost, which seems backwards.
Can't remember if there's more off the top off my head. Anyway, other than that, I think the game's actually pretty neat so far. It's like, extremely Suikoden, between the different item shops, runes, weapon upgrades, combat, etc. I know they were setting out to do that, but it's still crazy how much it just feels like another one of those. Story hasn't really popped off yet, but I'm interested in seeing where it goes.
Stabbity Style on
0
ShadowfireVermont, in the middle of nowhereRegistered Userregular
All of the towns have save points and there's (almost?) always a save point at the start of any dungeon/whatever you access from the world map, but yeah, it's a very weird choice.
4 person party, very little connective tissue in the setting, the ship battles could have been neat but they end up being so trivially easy that they're literally just a waste of time, the entire world map is basically empty (on account of being water) and it's just basically islands with a dungeon on each, and like one town in the entire game.
I wish I could play 5 again. It was such a return to form after 3 and 4.
Just made it to where you get your headquarters in Hundred Heroes. Despite all those little nitpicks up there, I'm definitely enjoying it so far. Also, found a character I'm almost certainly keeping in my party thoughout the entire game.
Gigina, he's the best. Lil cat kid with a dragon mask who's gonna be the strongest around. Has great combat/victory animations, too.
Edit: Why's it embedding so big? I reduced the size... Oh, forum bug apparently. Better link to it: https://imgur.com/yZkNRuS
Also, unfortunately it seems there's a bug that can block recruitment of a character late in the game. If you know about it, you can avoid it, but it's still a bummer it hasn't been patched yet. I'm not far enough in to have encountered it yet.
To avoid the bug just don't go into an area called Daphan Village until you've recruited a character named Riufan and talked to him at the castle
Edit: Oh also, didn't mention this before, but the imports from Eiyuden Chronicles Rising are pretty fun. It's just the name of the town specialty and the weapon names you gave the characters. So I'm getting Weird Round Thing, Tanuki Outlaw, Galaxy Buster, and Light Speed Demon.
Edit yet again: Also, did my first big battle thing and they did a neat thing for the backer rewards. They put the backer names in as misc grunts from your big units that die in a feed on the side of the screen. Thought it was kind of a fun way to do the backer name reward tier thing, as opposed to like, a big graveyard with a bunch of backer names/messages or whatever like a bunch of other games do.
The second boss fight (really the first, after the prologue) took me four tries to beat. The kill order and gimmick are very easy to figure out; the bosses just had a ton of health and a certain move that did a ton of damage, and I had to get lucky about when that attack occurred. Which makes me think I was just underleveled...in which case the very low random encounter rate which initially pleased me might be a bit of a problem.
The story and characters so far are keeping my attention and certainly feeling like Suikoden, though it's a bit of an adjustment to get used to voice acting. The animations and backdrops are very pretty. I'm looking forward to the Rising characters showing up because they all grew on me a lot during that game.
The second boss fight (really the first, after the prologue) took me four tries to beat. The kill order and gimmick are very easy to figure out; the bosses just had a ton of health and a certain move that did a ton of damage, and I had to get lucky about when that attack occurred. Which makes me think I was just underleveled...in which case the very low random encounter rate which initially pleased me might be a bit of a problem.
The story and characters so far are keeping my attention and certainly feeling like Suikoden, though it's a bit of an adjustment to get used to voice acting. The animations and backdrops are very pretty. I'm looking forward to the Rising characters showing up because they all grew on me a lot during that game.
I swapped to the JP voice acting, wasn't really vibing with the English voices. It definitely is a bit of an adjustment to like, the dialog flow compared to just reading, though.
I'm hearing that it's still pretty buggy on the switch, what system you folks playing on? Was looking forward to this, but I may wait a bit for them to work the jank out.
No issues so far on Steam. Still unclear whether the "day one patch" has already been implemented or not, so I'm going to be cautious when I get to the "recruit character" bug, which is the major one I've been hearing about.
Switch version is not great… I turned it off after the very first scene, the stutter on the opening animation of the birds silently fighting (I think that’s what that was?) was just really off-putting, almost nauseating for me.
I’ll probably buy the PC version at some point, but gonna hold off for a few months on the off chance the Switch version gets miraculously patched into acceptability.
Feeling pretty thankful I opted for PC over Switch for this. Likely won't have much time to play this for the next week or so, but I am glad that it's finally a reality after backing it what feels like forever ago.
The gamepass version defaulted to Japanese which took me some trial and error to figure out how to set to English in the options but other than that it's running pretty good on my ally.
I'm seeing people say the encounter rate is tied to FPS and that it's better to lower refresh rate so you get a normal number of encounters. Normally a low random encounter rate would be a perk, but it's very, very low and I think it's causing my party to fall behind in experience. I'll have to see if there are in-game options to change the FPS on the Steam version.
I'm seeing people say the encounter rate is tied to FPS and that it's better to lower refresh rate so you get a normal number of encounters. Normally a low random encounter rate would be a perk, but it's very, very low and I think it's causing my party to fall behind in experience. I'll have to see if there are in-game options to change the FPS on the Steam version.
Yikes thanks for this . Limited my fps to 60 and encounters have noticeably increased. There are fps limit settings in the options but they don't seem to work
I've been enjoying this so far. It's definitely a little rough around the edges, but it's as close to more Suikoden as we'll ever get. The combat doesn't feel quite as smooth as the old series, though, and I think it's because of the turn order gauge for gimmicks. I liked how party members with different ranges would attack at the same time in the old games. It draws out the auto battles here a lot more.
I know this is one of the problems with Suikoden III, but I've definitely noticed a problem with EC that that game didn't have, and it's that it takes too long to select everyone's actions. I find myself hitting "auto" very frequently in battle to save time even when the battle isn't particularly trivial. Suikoden III's pair system meant that you only had to select three actions per turn, which dramatically speeds things up.
Ultimately still enjoying the game a fair bit, up to the point where I can fast travel around. It definitely has some issues that I can't ignore, but it's delivering what I need it to.
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
The UI feels bad all around, not nearly snappy enough, it's really my only major complaint with the game
0
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Has the Switch version gotten any updates yet? (Also, III was my favorite of the Suikoden trilogy, rare as that take is)
Has the Switch version gotten any updates yet? (Also, III was my favorite of the Suikoden trilogy, rare as that take is)
Oh, I should say. I can acknowledge some flaws, but Suikoden III is absolutely my favorite game in the series, and is somewhere among my favorite games of all time. As far as relatively long RPGs go, it's the single one I've played through and finished the most times, beating FF6 and 7. I do also love Suikoden V quite a bit, though. And I did like II, but I think I just played it way too late. This game definitely gives me Suikoden II vibes more than anything, which isn't a bad thing. And at least the MC isn't silent.
Don't know about the Switch version, but I would definitely love to hear when/if it gets improved.
The story so far is great and I'm enjoying running around grinding or collecting characters in between. Definitely some dated design choices...things its shares in common with Suikoden 2 but which I was hoping it would have learned from the past decade of gaming.
The game wants you to utilize elemental/weapon type weaknesses, but only provides you with the list of what it weak to what once. More importantly, it doesn't indicate what element/weapon weakness any enemies have, or inform you when a hit you landed is doing extra or reduced damage. Given that you would still have to tailor your party at base to actually adapt to damage resistances, I don't think it would be overgenerous to just tell you a monster's elements before you even hit them. Maybe a support character does this later; we'll see. Again, the game provides more of that kind of information than S2 did, but less than one would expect from a modern game. I also wish it was clearer what potential given characters have for melee damage/magic affinity/ elemental affinity, etc, because there's just a lot of hidden information there.
Though even if the game told me Mio was trash, which she certainly seems to be, she's permanently in my party and you can't stop me.
Yea also enjoying it so far, not too far in yet. I agree with Dashing about it feels like S2 (which is my favorite) but I feel there was a few steps backwards. Battle speed for example is slow... the auto attack options are interesting but at least right now I have everyone set to just attack and that works just fine.. some things could be better explained too. MP system I get.. but I don't truly get the SP system.. sometimes a guy starts with an SP, other times no.. some folks dont seem to get SP fast etc etc. As for elemental or attack resistances/weaknesses I havent even bothered looked too into that..
but yea.. happy with it and I am also surprised that Konami (well not that surprised) still haven't got the remakes out for sale yet... though I am sure they have Suikoden 1 and 2 Pachinko ready to go.
1.SP in the character's status screen is their base SP going into any battle.
2.When entering battle, a pool of SP is distributed randomly amongst the team. This pool equals the number of characters in your party, and each character will only be given between 0 and 2 SP.
After each turn, each character gains 1 SP, with some exceptions (a martial artist will not gain SP in a transformed state). There are a few late game accessories and runes that can increase the character's starting SP as well as how much SP is gained per turn.
"2.When entering battle, a pool of SP is distributed randomly amongst the team. This pool equals the number of characters in your party, and each character will only be given between 0 and 2 SP."
“Performance Mode”, “Graphics Mode”, and “Balanced Mode” added under Graphics Settings in Options.
Fixed an issue in which party members disappear (when the playable character is either Seign or Marisa, party members disappear if the playable character is switched to Nowa and the battle event with Riufan begins).
Fixed an issue where the game soft locks (when the player attempts to switch characters while changing Runes at the Rune Shop with only one battle member in the party).
Fixed progression issue that occurs in the main story event if your HQ’s development level is 2 or up.
Fixed score calculations in Cook Battles.
Fixed accessory item UI.
Fixed an issue in which the game occasionally softlocks when you are playing as Marisa and drop out from the giant cogs in the Castle Harganthia.
Fixed an issue in which players can access Norristar area earlier than intended in the 2nd playthrough.
Fixed minor loc issues.
Nintendo Console Codes
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Posts
Yes but they were paired up. So you chose who to pair up for like combo attacks or riding, then your commands had each pair attack or whatever with the same command.
So like hugo and duck mcduck are a pair, you hit attack and they both attack. Hit magic can choose one guy to cast the other attacks etc.
I was on the opposite end of that opinion. The story was already longer than I cared for, and adding a fourth protagonist didn't help. I get why a Suikoden game needs a castle and a custodian, but they could have just tied Thomas into the other three storylines and I don't think much would have been lost. And I was all about the Magic Boy Villain and how his group tied into the Suikoden story up to that point.
I agree with both of you
I don't like the Secret Magic Boy Villain story, and I also think the Thomas stuff was handled incredibly clumsily
There's bits of Suikoden 3 I do really enjoy, but man that I think huge chunks of that game are kind of a turd
Don't even get me started on their shitty board game large scale battles
Okay, I'll stop
At least it's not Suikoden 4
I don't even remember the quality of 4. But as soon as they went into deep prequel territory, I kind of stopped giving a shit.
4 person party, very little connective tissue in the setting, the ship battles could have been neat but they end up being so trivially easy that they're literally just a waste of time, the entire world map is basically empty (on account of being water) and it's just basically islands with a dungeon on each, and like one town in the entire game.
- Menus aren't as snappy as I'd like. There's like a small delay when swapping between them and there's like 7 or so different tabs (items, equipment, magic, party, battle formation, help, and I think one other?) so getting to one of the middle tabs is surprisingly annoying.
- You can't save on the world map.
- Not always, but sometimes there's like a weird shadow pop-in on the side of the screen, especially when moving left to right or right to left.
- The loading between like, going into a building or different room in a dungeon is just a tiny bit longer than it feels like it should be on modern consoles. I think the fact that there's a full now loading screen kinda emphasizes it in a way that probably would've been less noticeable if it was just a black screen.
- That menu snappiness also applies to the battle screen. There's a slight delay when the initial battle/auto/flee menu pops up or between character menus when setting up your turn.
- The blur effect is either too strong or the distance doesn't feel calibrated properly. Trying to see stuff in mid-distance, just a bit beyond your character, is kinda rough. It feels especially weird with some of the cutscene framing, where they're like pointing the camera at a distant feature but it's just all blurred up.
- There's no bestiary (though maybe that'll be a base feature?). Not particularly necessary, but I do like seeing them.
- There's no dialog log. Also not necessarily something that should be expected, but coming from Unicorn Overlord, it does feel missed. Especially since there's like, minor scene dialog that pops up in the bottom right corner that feels super easy to miss, especially if it pops when you're in a building and you don't notice it before leaving, which just completely cuts it off.
- The music hasn't been particularly memorable so far. Kinda surprised after how good the music in Rising was. There's a red canyon area you visit early on and the music there feels like, weirdly subdued, especially since there's not like, any serious story stuff going on there, just random adventure stuff.
- I think a lot of the mechanics could use some additional tutorializing. It's almost as if the game expects you to have played Suikoden before, which, fair enough, it's a spiritual successor game, but anyone coming into this fresh is likely going to be confused by stuff. Didn't see anything mentioning like, combat range (S/M/L) for example, though perhaps I missed it somewhere. Still not entirely sure how the rune system works so far, either. Seems like some of them are locked to characters and some can be swapped out. I'll probably figure it out as I continue. Edit: S/M/L thing was in the help section, just a bit obscured
- I guess it makes sense since it also restores MP, but the Inn prices seem kind of wild. You can buy a potion equivalent for like 20 currency, but an inn costs like 300 at minimum outside of the one free one so far. You can easily heal your party to full just buying items for significantly less than an Inn cost, which seems backwards.
Can't remember if there's more off the top off my head. Anyway, other than that, I think the game's actually pretty neat so far. It's like, extremely Suikoden, between the different item shops, runes, weapon upgrades, combat, etc. I know they were setting out to do that, but it's still crazy how much it just feels like another one of those. Story hasn't really popped off yet, but I'm interested in seeing where it goes.
Ugggghhh
https://steamcommunity.com/profiles/76561197970666737/
All of the towns have save points and there's (almost?) always a save point at the start of any dungeon/whatever you access from the world map, but yeah, it's a very weird choice.
I wish I could play 5 again. It was such a return to form after 3 and 4.
Edit: Why's it embedding so big? I reduced the size... Oh, forum bug apparently. Better link to it:
https://imgur.com/yZkNRuS
Also, unfortunately it seems there's a bug that can block recruitment of a character late in the game. If you know about it, you can avoid it, but it's still a bummer it hasn't been patched yet. I'm not far enough in to have encountered it yet.
Edit: Oh also, didn't mention this before, but the imports from Eiyuden Chronicles Rising are pretty fun. It's just the name of the town specialty and the weapon names you gave the characters. So I'm getting Weird Round Thing, Tanuki Outlaw, Galaxy Buster, and Light Speed Demon.
Edit yet again: Also, did my first big battle thing and they did a neat thing for the backer rewards. They put the backer names in as misc grunts from your big units that die in a feed on the side of the screen. Thought it was kind of a fun way to do the backer name reward tier thing, as opposed to like, a big graveyard with a bunch of backer names/messages or whatever like a bunch of other games do.
The story and characters so far are keeping my attention and certainly feeling like Suikoden, though it's a bit of an adjustment to get used to voice acting. The animations and backdrops are very pretty. I'm looking forward to the Rising characters showing up because they all grew on me a lot during that game.
I swapped to the JP voice acting, wasn't really vibing with the English voices. It definitely is a bit of an adjustment to like, the dialog flow compared to just reading, though.
I’ll probably buy the PC version at some point, but gonna hold off for a few months on the off chance the Switch version gets miraculously patched into acceptability.
Yikes thanks for this . Limited my fps to 60 and encounters have noticeably increased. There are fps limit settings in the options but they don't seem to work
Ultimately still enjoying the game a fair bit, up to the point where I can fast travel around. It definitely has some issues that I can't ignore, but it's delivering what I need it to.
Don't know about the Switch version, but I would definitely love to hear when/if it gets improved.
The game wants you to utilize elemental/weapon type weaknesses, but only provides you with the list of what it weak to what once. More importantly, it doesn't indicate what element/weapon weakness any enemies have, or inform you when a hit you landed is doing extra or reduced damage. Given that you would still have to tailor your party at base to actually adapt to damage resistances, I don't think it would be overgenerous to just tell you a monster's elements before you even hit them. Maybe a support character does this later; we'll see. Again, the game provides more of that kind of information than S2 did, but less than one would expect from a modern game. I also wish it was clearer what potential given characters have for melee damage/magic affinity/ elemental affinity, etc, because there's just a lot of hidden information there.
Though even if the game told me Mio was trash, which she certainly seems to be, she's permanently in my party and you can't stop me.
but yea.. happy with it and I am also surprised that Konami (well not that surprised) still haven't got the remakes out for sale yet... though I am sure they have Suikoden 1 and 2 Pachinko ready to go.
https://suikosource.com/phpBB3/viewtopic.php?t=15181
Well I guess that explains what I was seeing.
Switch version was updated to 1.0.4, though not sure how much of an actual improvement it is.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!