Almost 30 years later, Suikoden 1 and 2 are still wonderful adventures that professionally combine supernatural Shenanigans with more global horrors of bloody war and policy behind them, sprinkled with a sufficient number of stupid mini -mini and collector (for bathing) to give them balance.
I need to know
What is this? Two classic RPGs, taking into account inconsistent Poland
Expect for payment: $ 44.99/49.99 USD
Release date: March 6, 2025
Developer: Konami
Publisher: Konami
Reviewed to: Intel Core i7-7700HQ, GTX 1070, 16 GB RAM
Multiplayer? NO
Parma steam: Playable
To combine: Official website
These remasters remain so close to the legendary originals that I can follow elderly instructions without making any regulations, still finding the same items in the same treasury and the same friends in the same places. In Suikoden, people with whom you create can be everything, from age-old vampires to squirrels wearing a cape, and the function defining a series of base encourages me to recruit as many 108 characters available for the game.
Even today, in the world of Final Fantasys and the impossibly dense Falcom building, these stories stand out. Both games flash personal and political together; Sometimes you should fight for a greater good at all costs, and sometimes it is worth throwing it all for a childhood friend. Retro-Blunt the nature of the text, all miniature and to the point, only strengthens these dramatic scenes. Each line must serve the goal, every villain encouraged to go straight to the throat, every heroic victim more poignant, because it is played before I had the chance to process what is happening.
Dozens of allies, which I collect in every game, do not fight only with the main characters in the battle. They can also add fresh functions to my home base: storage of excess items, store configuration, and even providing your own teleportation services. It is equally satisfying vision of the wreck of the castle slowly turns into a fortress filled with heroes, as it has ever been, and the relative conciseness of each game – these are stories comfortably cleaned within 30 hours, and not a detached 300 – means that there is always someone fresh to recruit right around the corner.
Or fight in the battle in the style of play, duel and battles in the style of the army.
Regular fights are shapely and messy, often showing many characters from my handmade team of six jumping to fight. The view is constantly changing when it lasts, offering an electrifying rapprochement of a critical hit or insidious counterattack or backing to give a powerful spell room to boast of a full effect.
A novelty in this collection is the ability to accelerate these (and only these) standard meetings, although because it also accelerates great music, which generally prefer to wait a few seconds longer until he finished than to give up my ears with ruined melodies.
Dramatic duels also appear from time to time, tense challenges related to rock peckers, in which I have to guess what my opponent will do on the basis of their dialogue and react accordingly. At the opposite end of the scale are the battle of the army, with thousands of soldiers mobilized simultaneously. In Suikoden 1 they generally follow the rules of duels, but with the additional ability to order insidious allies will try to find out what the opponent will do, or wise strategists to maximize the next attack. In Suikoden 2, they are more thoughtful strategic matters in the RPG style, in which I move many units around the battlefield based on the mesh and order them to attack, defend or perform some special skills. More than a straightforward variety, these different styles breathe life in the conflicts of both games, some things are simply too large or too significant to cope with the entire RPG event.
Whoever gets a machine in my standard group depends a bit on the result of huge -scale skirmishes. Party members may die in the battles of the size of the army Just In the battles of the army-in both games, the difference between ephemeral failure and constant death nothing more than bad luck. It was a bad idea in the 1990s and it is disappointing that he returns unchanged.
And unfortunately this is not the only obvious, hard place that has not been polished from these remasters.
One semi -modern convenience, which is clearly absent in both matches, is the ability to save anywhere, and even simply suspending matches in Will, so that you can pick them up later. The best that this collection offers is an extremely occasional AutoPave system, which only activates in the rooms where I can save. Seriously. It is so useless that it is almost offensive.
Suikoden 1, in particular, suffers from the lack of contemporary Polish. The menu of this game is still as awkward as for the first time, with such annoying “the most important” as the possibility of rest Or Save, but don’t rest AND Save and the process of equipping freshly purchased armor, and then selling my elderly equipment includes a humorous dance between the seller and my own supply and back. Suikoden 2 determined both these problems at that time and maintains improvements in this remaster. Why could this 2025 collection not expand to the type of improvements that have already been implemented in 1998?
The first match clearly lacks great parts of graphic HD Remaster updates. In Suikoden 2, the burning massacre throws a heated flowering effect on piquant and pristine water when it flows over the stone corridor of the river. The vampire castle is ultimately wrapped in bulky shadows, which he should really have for the first time, and 3D battlefields used for random meetings are full of fresh flowers, which simply did not exist before.
Suikoden 1 was always more graphically basic of two games, but when the treatment was subjected to the remaster (which cannot be disconnected), its interior looks occasional and sterile, without mess and dents, which divert attention from pointed edges and make it seem that the number of stores is the same that are deprived of distinguished, as well as several countries, and all the same copies are the same copies which are themselves, which are themselves in Colfie. Wooden stool in their constantly right houses.
Other fresh functions, fortunately better. For the first time Suikoden 1 and 2 have difficulty levels. Easy and normal can be switched between will, while strenuous mode is a choice in the game in whole or nothing. Remembering what I did and where I have to go, it was never easier, thanks to the conversation journal, which allows me to scroll the last 100 poems, and then save any key information or helpful direction in later reference.
All additions introduced in the Japanese version of the PSP are also contained in some form, and the diagonal movement is the most significant. It is still clear that these games have not been created, but these crazy yoggi are so comfortable that it does not really matter. The extended wide -screen locations of the PSP return (including a strange decision in one area, which makes the castle wall a lean paper and based by the support beam), like the gallery, although the decision to let me hear every song of music from the very beginning, but only allow me to re -observe the events that I have already completed the whole game.
These are fantastic RPG games wrapped in a medium remaster. Many fresh add-ons were simply raised straight from the 19-year-old remake of PSP and rarely deal with nothing, which seriously required greater diligence to improve. Incorrect licking of paint, which in one game emphasizes as many disadvantages as it hides, and some additional levels of difficulty here are the only significant unique functions and certainly not the best konami for these amazing games.