Suikoden Test V

    Suikoden Test VChronologically unstructured, this episode V takes place more than a hundred years after Suikoden Tactics et Suicide IV, but long before the first trilogy. Aficionados will also be delighted thanks to the abundance of references to other opuses, which ensures a solid coherence to the legend of Suikoden. In accordance with the venerable ancient novel from which it is inspired, Konami's game once again tells the tale of the rebellion of an entire people against the tyranny of the power in place. Son of a general like Teel Mc Dol (Suikoden) or simple soldier like Lazlo (Suicide IV), social status hardly matters since a hero's destiny is guided by his star. Numbering 108, there are as many stars as there are corresponding souls that can join you. But nothing is ever acquired in advance, and you will still have to lead your life in the right direction and direct your decisions so that as many of these talents as possible join your cause. The frame of Suikoden V is particularly complex insofar as the character led by the player, informal and mute as always, is none other than the Prince of the Matriarchal Kingdom of Falena, whose Rune of the Sun symbolizes omnipotence. A very long series of events, which easily spans 10 hours of play, will obviously lead you to become the leader of a rebel army following a very Machiavellian coup by a family of nobles.



     

    Wanted: Miki Higashino

     

    Suikoden Test VTechnically Suikoden V shows its limits surprisingly quickly and brutally. It has a fixed camera unlike the free 3D of an episode IV, considered very dull and generally too sober. Far from being resplendent, Suikoden V does a little better thanks to colorful characters, and whose facial animation, although simplistic, manages to communicate a beautiful range of feeling and a palpable charisma. But the decorations, especially interiors, are frankly disappointing both technically and aesthetically. 



    The sound report is identical to that of Suicide IV : occasional reuse of some cult themes from the beginning (the moving Theme of a Full Moon Night to name but one) but the rest of the game is very far from the unforgettable work of Miki Higashino on Suikoden et Suicide II. Which clearly does not help to reinforce its lack of charisma compared to 2D games. The only thing that really remains constant is the quality of the Character Design. The tour de force of Suikoden is to succeed in renewing each episode a bastion of more than a hundred characters and to assign them a specific role. As good as that of the IV, although perhaps less inspired for the secondary characters, this Character Design does not weaken.

     

    "I will kill you until you are dead"

     

    Suikoden Test VThe cogs of Suikoden V do not betray its origins in any way: one-on-one battles and large-scale battles obviously answer the call. Unchanged on the principle, the duels are still as captivating as they put forward the intuition of the player, who must react according to the words of the opponent. If his words and his defiant tone indicate a special attack, it is imperative to defend oneself. Conversely, if the opponent gives the feeling of retreating in defense, it is the adjuvant who will have to moderate and split with a simple attack. Large-scale battles return to a more classic form, following the naval trip of Suicide IV. Unfortunately, these phases are always a bit slow and lack consistency. It's a rule of three, with strengths and weaknesses for each type of troop. Falsely strategic, you just have to think about enlisting the services of a healer whose curative spells are triggered in a nearby area.



     

    Suikoden Test VBut beyond all the little material details, Suikoden V gives off a strangely inconsistent aftertaste. The construction of the game, terribly linear, lacks spontaneity. After the longest set-up ever seen in an RPG, we pass the second to the next level, that of the housewarming of his HQ, around the 20th hour. From there, even if the prosperity of his huge residence is still as motivating and constructive undermining, the plot progresses by "missions" in a more linear and gloomy way than usual. The loading times, after each fight and during each change of zone, are not the worst that we have seen, but are part of this kind of generalized softness. We console ourselves with the quest for 108 stars, but even there, it seems less demanding and above all less justified than in previous episodes. It must be said that in Suikoden V, owning all the stars without having a rigorous guide is pure and simple fantasy. And if there is an RPG that we will not repeat twice in a row, it is probably this one. 

    With the overall slowness of its movement and its random fights, the frequency of the latter being far too high, even if the length of the dungeons is intended to be quite short as a result, Suikoden V will not be the vaccine for allergic to Japanese RPG as it brings together almost everything that repels neophytes. So obviously the lifespan is there, more than ever there, especially compared to an episode IV which turned out to be too fair in this area. Corn Suikoden V seems self-contained. The map of the world is abstruse, the topography also seems so.



     

    Blues

     

    Suikoden Test VSuikoden V also features six-character fights, which immediately earned it a reputation as a somewhat overused, back-to-basics episode. I actually did not have for a single second the impression of playing a Suikoden more authentic than with the IV. However, six-man fights require attention to turn order. It is better for example that the healer, generally carrying a Water rune, is fast in order to play before someone falls under the blows of a more agile enemy. The many formations offered are interesting, but it is still tempting to leave half of the team behind, it is thus safe from short attacks. In addition to natural status enhancement, as well as manual personal skill enhancement, a character of Suikoden V is optimized by its equipment, of which only the weapon remains ineradicable. This is where the good blacksmith comes in who shapes the tool for you to improve its level, for an exponential sum. Here again, it is better to optimize this detail before finding yourself forced to play with characters whose weapon is at level 1. Because it is useless to have six players if it is only to cause damage with the Prince and its protective shadow, Lyon. In the end, the six-man fight is above all synonymous with a certain organization and sixfold attention.

     

    Suikoden Test VWe told you about Runes above. For newcomers, this magic system remains unchanged. Simple as pie, a character has a Rune implanted by a professional, and can use its power a limited number of times, but which increases over time. Healing magics are also affected by this limitation, so it is necessary to leave with a medicine bag filled to the brim with medicines. Because in Suikoden V, HP stays quite low and enemies hit hard. More complicated, the staggering number of fighters makes it pernicious to optimize the equipment of each. The plot of a Suikoden is subject to many twists, so don't imagine being able to carry around the same half-dozen warriors throughout the adventure. It is therefore better to carry out enough fights and optimize your income in order to obtain a homogeneous and coherent group.



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