Suikoden Tactics Review! (PS2) The Game Collection!

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In this Suikoden Tactics Review, SuperDerek takes a look at Suikoden Tactics for PlayStation 2 and examines the series first, and only Tactical RPG entry.

Welcome back to The Game Collection!
Last week, I talked about Suikoden IV. As I continue to make my way through this year’s Summer of Suikoden, we're going to take a look at the game's direct follow-up and sequel: Suikoden Tactics!
A little over one year after the release of Suikoden IV, Konami released a direct follow-up, Suikoden Tactics for the PlayStation 2. However in Japan, the game is known simply as Rhapsodia. Much like Suikoden IV, Tactics was written and designed by series veteran Junko Kawano, but this time, directing the game was long-time programmer and first-time director Osamu Komuta. Komuta would go on to direct Suikoden Tierkries for Nintendo DS and Genso Suikoden: Tsumugareshi Hyakunen no Toki on PSP, the final Suikoden game, that we never got. For an in-depth look into that game, definitely check out the amazing video by Jimmy Hapa, which I'll link at the end of this video.
As the name would imply, Suikoden Tactics breaks the mold set by each of the Suikoden games that preceded it by borrowing from the likes of Shining Force and Fire Emblem, and implementing a strategic battle system. The game is often called a prequel to Suikoden IV, but while the game does feature events that take place before the events of Suikoden IV, the majority of the game actually takes place after the events of Suikoden IV. And in case you're wondering, based on my experience playing the games, I highly recommend playing through Suikoden IV before Tactics and not the other way around. Especially because importing save data from Suikoden IV unlocks certain powerful characters that can join your party later on.
Suikoden Tactics picks up about 7 years before the events of Suikoden IV, as it follows the story of Kyril, a young boy who is traveling with his father and his father’s companions. The group is apparently searching for something, which takes them across the paths of strange fish-like monsters that seem to be somehow connected. Just as soon as we start to uncover some answers, tragedy strikes as our hero bears witness to the pirate Brandeaux as he acquires the Cursed Rune of Punishment. This event go on to set the events of Suikoden IV into motion. After that, the story jumps to 10 years later, to find Kyril resume the quest that he had once embarked upon all those years ago.
And if that story hook sounded a little vague, unfortunately I had to keep it that way because of the way the story interconnects with Suikoden IV. The story of Suikoden Tactics overall feels a lot simpler than the Suikoden games that preceded it, and is far more objective oriented from start to finish. This feels pretty refreshing right on the heels of the slow start found in Suikoden IV. In fact, much of the story of Tactics feels like it was put together to address some of the criticisms levied against the game's older brother. For instance, far more time was devoted to the development of many favorite characters found within Suikoden IV.
However, the way certain objects from Suikoden IV were retconned into having previously un-described characteristics and capabilities didn't really sit well with me. These objects were effectively turned into this game's evil McGuffins that needed to be destroyed. I understand that it was done in an attempt to further link the two games together, but it really feels like an idea was just tacked on to justify the sequel, rather than something planned from the beginning. Due to the way the plot centers around these evil McGuffins, I just wish that it felt like it fit better with the established lore of Suikoden IV.
The story of Tactics, while simple, still managed to be an emotionally engaging one. The game has random moments of brutal tragedy that feel right at home in a Suikoden game. However, I found that the bright and cartoony visuals juxtaposed against these dark events felt rather jarring. And maybe that was an intended effect? And I'm going to try not to spoil anything, but I need to tell you that the ending of the game glosses over one of the biggest bombshells in video game history that left me feeling a little uncomfortable with its implications. I didn't know whether to laugh or cringe at the revelation. Neither of which were the intended reactions to the heartwarming conclusion the designers were aiming for, I am sure.

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