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ULTIMATE Suikoden

Retro Gamer

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Issue 274

A VANGUARD FOR THE FIRST ERA OF 32-BIT RPGS, YOSHITAKA MURAYAMA AND JUNKO KAWANO'S SUIKODEN PROVED THE STRONG FOUNDATION ESTABLISHED BY POPULAR 16-BIT CONSOLE RPGS AND BOLSTERED IT WITH NEW METHODS OF COMBAT, A STRIKING POLITICALLY DRIVEN NARRATIVE, AND AN ARMY'S WORTH OF RECRUITABLE CHARACTERS

- AIDAN MOHER

ULTIMATE Suikoden

When young game designer Yoshitaka Murayama walked into his boss's office at Konami in the early Nineties, he planned to pitch a game inspired by popular football manga, Captain Tsubasa. He loved the way that series used its huge, memorable cast of supporting characters to create depth and breadth beyond what a single character can accomplish. Murayama knew, however, that his boss disliked manga, so, instead, he conjured a more palatable comparable for the game he wanted to make: Shi Nai’an’s classic Ming Dynasty novel Water Margin. Or, as it's known in Japanese, Suikoden.

imageMurayama charged into the meeting full of enthusiasm, but, to his chagrin, pitched the idea too well. “[My boss] asked me what kind of story it was going to be,” Murayama explained in a 1999 interview featured in the Gensou Suikoden II 108 Stars Character Guide. He explained that “it's going to have a lot of characters” and likened it to Water Margin. His boss replied, “Well, let's do that,” to the concept of a Suikoden game, complete with a huge cast of outlaws and a rebellious storyline. It wasn’t what Murayama had in mind, but his boss was convinced. “So we decided to make it,” Murayama laughed. “It turned out to be a challenging task."

A couple years before Suikoden, Squaresoft's classic Final Fantasy VI wowed players with its 14 main party members, and a handful of other playable characters. Compared to contemporaries like Chrono Trigger (seven), Final Fantasy V (five), and Lufia II: Rise Of The Sinistrals (four), 14 was an impressive number that allowed for great player agency and unique multiparty dungeon designs. Suikoden, on the other hand, hit 14 recruitable characters before breakfast.

Retro Gamer'den DAHA FAZLA HİKAYE

Retro Gamer

Retro Gamer

007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

Retro Gamer

Retro Gamer

Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

Retro Gamer

Retro Gamer

OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

Retro Gamer

FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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