Suikoden I&II HD Remaster rekindled my appreciation for random encounters.

Suikoden I&II HD Remaster rekindled my appreciation for random encounters.

      I'm no longer enthusiastic about random encounters in RPGs. As someone balancing adult responsibilities while reviewing video games, I value my time far more than I did at 13. I understand their purpose; in the past, random encounters were a solution to hardware limitations, making it too challenging to render multiple enemies simultaneously. Sometimes, they were also creative choices meant to replicate the unpredictability of RPGs like Dungeons & Dragons. Nowadays, many games have eliminated random encounters, opting instead for visible enemies in the field, allowing players to choose whether to engage in combat.

      While playing an RPG, I prefer to conserve my resources for boss battles and want to experience the story quickly, so random encounters can be incredibly frustrating. Being forced into battle means I might lose valuable HP and waste MP on minor enemies when I need to be prepared for tougher opponents. Consequently, this makes random encounters tedious as I end up using basic attacks instead of more exciting ones that consume MP. However, there are alternatives. Games like Tales of Graces feature visible enemies and don't have MP at all. These modern mechanics suit my gaming preferences and lifestyle well.

      Thus, as I prepared to play Suikoden I&II HD Remaster Gate Rune and Dunan Unification Wars, I was anxious about having to endure the random encounters typical of retro RPGs. To my surprise, I actually enjoyed them, thanks to the game's enduring dungeon design and pacing, which make these remasters worth revisiting— even for those usually lacking patience for classic RPGs.

      ### Revisiting the Past

      The Suikoden series is filled with political intrigue and thrilling turn-based battles, loosely based on the Chinese novel Shui Hu Zhuan, where 108 outlaws unite against a common foe. Consequently, each mainline Suikoden game features 108 recruitable characters. While not all are playable, keeping the large cast up to par with each character's level and equipment can be a grind, necessitating random encounters.

      What really distinguishes Suikoden is its superb dungeon design, which effectively considers the random encounters. Dungeons are brief, mostly comprised of a few large rooms with one or two branching paths leading to treasure. Shorter dungeons result in fewer random encounters before a boss fight, allowing me to conserve vital resources like HP and healing items.

      One new feature in these remasters that I initially overlooked is the Dash ability—essentially allowing my character to run faster. In the original Suikoden, the protagonist had to equip the Holy Orb to use Dash. Now, in the remasters, this ability is available from the start, freeing up an Orb slot for other abilities and enabling me to traverse dungeons even more quickly.

      A notable combat feature that set Suikoden apart was its auto-battle option. During turn-based combat, you had to input commands like attack or defend for all six characters. This could slow down the battle's flow, especially during random encounters. Auto-battle allows characters to execute basic attacks automatically, eliminating the need for manual command input. The remasters also introduce a speed-up feature that swiftly advances battles, enhancing the quality of life and making it easier to get through random encounters.

      These enhancements not only bring an old game up to date but surpass some new retro-inspired titles. For example, Eiyuden Chronicle: Hundred Heroes, an RPG promoted as a spiritual successor to Suikoden, lacks a fast-forward feature. Eiyuden serves as a contrasting example to the remakes, showcasing the mistakes made in trying to merge modern game design with retro mechanics.

      For instance, Eiyuden’s dungeons felt excessively long compared to Suikoden’s. This seemed like a result of Eiyuden’s attempt to modernize dungeon design, clashing with its old-school random encounters. Longer dungeons meant more encounters, which wouldn’t be an issue except that I disliked wasting MP against regular enemies when I should conserve it for the upcoming bosses. This issue is compounded by the fact that save points do not restore HP or MP.

      Although save points in Suikoden also lack HP restoration, the key difference is the significantly shorter dungeons, making the journey to the boss much less tedious. The pacing of healing item upgrades also plays a crucial role. In Eiyuden, the basic healing potion heals only 40 HP, which is inadequate. In contrast, Suikoden's basic medicine heals 100 HP, a much more suitable amount. Early in both games, that healing capacity is vital since enemies can hit hard. It’s not until later in Eiyuden that you gain access to a second-tier healing potion that restores 100 HP.

      ### Drawing Inspiration from Others

      Both Eiyuden and Suikoden feature a Rune system, but their approach to MP usage differs significantly. Eiyuden's MP system is similar to many RPGs, allowing allies to cast spells for damage, buffs, or healing. However, MP restoration items are rare and typically only found in treasure chests

Suikoden I&II HD Remaster rekindled my appreciation for random encounters. Suikoden I&II HD Remaster rekindled my appreciation for random encounters. Suikoden I&II HD Remaster rekindled my appreciation for random encounters.

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Suikoden I&II HD Remaster rekindled my appreciation for random encounters.

The remasters of Suikoden 1 and 2 feature random encounters, yet they do not come across as outdated by today's standards.