My Favorite Games: Suikoden 2

Featured image is from a post about Suikoden 2 on VG247.com

None of the main-line Final Fantasy games will show up in my list of favorite games, because I haven’t loved any of them as much as I loved Suikoden 2. (Final Fantasy 9 comes close, though). It’s my favorite JRPG, and it showed me why people like JRPGs so much. And I probably wouldn’t have heard about it at all, if I hadn’t worked at Infinite Machine.

Final Fantasy 7 was my first introduction to JRPGs, and I was every bit swept up in the hype as every other video game player at the time. I thought that not only was that game representative of the entire genre, but that it was the best possible example of the genre. Did you see those cut-scenes, after all? That epic story that just seemed to keep growing and growing? The absurd production value? I was stunned that they’d drawn or rendered a different combat background for every single environment you could fight in!

By that standard, the Suikoden games seemed like unambitious throwbacks. Why were my coworkers so obsessed with this game? You want me to play a sprite-based game after I’ve just finished this huge adventure with fully-3D characters?1 More than that, though: Final Fantasy 7 genuinely pushed video game storytelling forward, both with its more cinematic presentation and also its more complex world-building. Suikoden 2, on the other hand, starts with the most cliched premise for a video game RPG: the main character is a boy whose quiet home town is destroyed in the game’s opening.

As it turns out, that feeling of “old-school JRPG” is a huge part of Suikoden 2‘s charm. And the appeal of a somewhat simpler and more straightforward story, where more focus was put on the game mechanics than a linear storyline, felt like comfort gaming even to those of us who’d never actually played the old-school JRPGs. (There’s a reason Final Fantasy 9 went back to the basics, combining all of the aesthetics of its roots with the series’s newfound focus on more linear and cinematic storytelling: it felt like welcome fan service for people who’d loved the earlier games).

But for being “somewhat simpler,” Suikoden 2 is still enormous. Its basic premise is the same as the other games in the series: the main character must recruit the “107 Stars of Destiny,” characters who will combine to summon some divine power to defeat a great enemy. That means finding each character and completing some type of quest — sometimes simple, but often surprisingly involved — to convince them to join your side. At a certain point in the story, you unlock an abandoned castle as your base of operations, and you can return to the castle and have conversations with all of the characters you’ve recruited.

More than that: an absurd number of those characters can join your adventuring party, using their unique skills in combat. You have a party of six, cleverly split into a front row and back row based on close-up and long-range fighting. There’s a version of Yojimbo, whose animations even include Toshiro Mifune’s mannerisms from that movie, with devastating sword skills. There’s a chef who fights with his frying pan and ladle. There’s a makeshift robot made from a barrel. There’s a squirrel, as well as a noble Kobold warrior and the Kobold puppy who idolizes him.

Many of the characters who don’t join you in combat will instead open up shops in your home base. Meaning that as your team grows, you can buy and craft better items and equipment. Some of the characters will continue their storylines after they’ve been recruited — for example, the chef will frequently be visited by people challenging him to an Iron Chef-style battle mini-game, using the ingredients you’ve found during combat.

And the characters combine in interesting ways. Having similar characters in your party, or in specific placement within your party, will unlock special combination attacks. The two kobolds can unite to unleash a pack of hundreds of dogs onto your enemies, for example.

In terms of game design, it’s just an immensely satisfying combination of systems, all building on top of each other and feeding into each other. But in terms of experience design, it perfectly captures the appeal of the first adventure game or the first RPG that you truly loved: the feeling that the story allowed for limitless exploration, and it would just keep growing and surprising you without end. To be clear, none of the characters’ stories in Suikoden 2 are particularly deep. But they’re all appealing, and there’s so many of them!

I’ve forgotten many of the details about the game, but I can remember the point where it really hit me that this was going to be one of my favorite games.2 I was exploring the castle that was serving as my home base, and I was surprised that it seemed to keep going and going. It felt as if it’d been clearly set up with areas where a character was obviously going to set up shop, but it also felt as if there were a lot of wasted space. Then I found a cave with an underground lake. What was going to be there? I had no idea, but I couldn’t wait to find out. It struck me like a moment from a Hardy Boys novel. It occurred to me that the real appeal of this game for me wasn’t depth, but delight.

1
Cloud Strife alone must’ve had at least a dozen polygons!

2
I’d already fallen in love with Gabocha the Kobold puppy at that point, but I was still thinking of the game overall as “basically charming.”

1 Cloud Strife alone must’ve had at least a dozen polygons!

2 I’d already fallen in love with Gabocha the Kobold puppy at that point, but I was still thinking of the game overall as “basically charming.”