Monday, August 8, 2022

The Suikoden Series's Night Before the Final Battle

The Suikoden series has several positive, stand-out signatures.  They can be larger, broad-reaching narrative qualities, such as its ability, for example, to effectively walk the line between a very personal adventure of the individual, and a grand story of the conflict and community of entire cultural groups.  And they can also be smaller, endearing quirks, such as the feature and dynamics of the Castle HQ and its community.  It’s 1 of the latter traits that I want to laud today: Suikoden’s signature night before the final battle.

Basically, it goes like this.  Eventually there comes a time in each Suikoden title, at which the final major conflict of the game is clearly set to take place the next day.  This means the final boss battle, of course, but that battle is also inevitably preceded by the last major military battle between the protagonist’s army and that of the enemy’s.  This essentially means that everyone in the heroes’ castle (or mansion, or stupid crappy slow ugly ship) is preparing for the next day’s warfare, and their own role in it, not just the main party combatants.  And at this point, during this evening before the final conflict, wherein every character and NPC is engaged in preparation both practical and mental, the game allows the player to make rounds about the castle (or manor or dumb clunky unwieldy awkward boat) to speak to each and every 1 of those characters, and several non-named NPCs representing the whole of the army.

I love this moment in the game.  I love it each and every time.  Yes, even for Suikoden 4.  This is such a good narrative device, and Suikoden just does it so well!  In this moment, every character in the game gets a chance to weigh in 1 last time upon this grand venture that they’ve been a part of, assert their personality and character development arc 1 last time, and remind you through their preparatory work of their value and contribution to the army and story.  It’s an opportunity to have the characters you love best in the cast say their final farewells to the player, and an opportunity for the player to feel that he or she has paid the same respect back.  It’s a great illustration of the scope and community of the war effort, an additional characterization of the nation as a unified entity of individuals, which is a major part of Suikoden’s storytelling approach.  And it’s a great example of a poignant, heavy moment in the narrative that reiterates the weight of the events that have transpired, and those about to come, drawing the player in with its gravity while (thanks to the late hour and the great staple musical piece that always plays over it) instilling a calm, hopeful tranquility.

Don’t get me wrong: this is not fully unique to Suikoden.  A lot of RPGs contain a similar moment of significance before the final battle is engaged, in which the protagonist has a chance to speak to her/his companions who have been along all the way for this adventure, and are ready to stand with her/him to the very end of this last fight.  Sometimes it’s in a similar night-before scenario, as with Marine’s final conversation with Jeanne on the night before the tournament in Millennium 5, while at other times, it’s a last-minute heart-to-heart that occurs directly before heading into the fated combat, such as Shepard’s final rallying speech within the Collectors’ base in Mass Effect 2, or your conversation with your teammates in Dragon Age 1 as you launch your counterattack on the Darkspawn who have invaded Denerim.  Either way, it’s almost always a good moment in the game, so long as your audience has any emotional investment in your cast and/or the adventure as a whole.

Hell, even when a game is completely inept at providing this final party pow-wow, it still usually winds up being a pretty decent moment.  Dragon Age 2, always a shining beacon of clumsy writing, pulls 1 of these final parting words things that doesn’t actually make any logical sense, in-game.  Because, yeah, from the player’s perspective, the story is about to conclude as Hawke and her/his friends prepare to face the final battle, but the nature of DA2’s story is such that, from the characters’ own perspectives, this isn’t the conclusion of some long conflict or grand quest.  It’s a major battle they’re facing, and to some degree a culmination of many past events, but by and large DA2’s last battle isn’t, to the game’s heroes, some pivotal and long-awaited moment of destiny and resolution. So I dunno why everyone’s suddenly caught up in a shared urge to spill their emotional guts to Hawke as if it is.  And yet, in spite of this--and in spite of how awful a pile of dogshit Dragon Age 2’s finale is as a whole--it still manages to be a positive moment of touching closure.  So yeah, this is just a generally effective narrative tool to employ as a whole.

But Suikoden’s night before the final battle is a real cut above.  First of all, the atmosphere in general is just perfectly suited for this kind of moment.  As much as I like these last-moment character heart-to-hearts in general, the fact that they usually take place right outside the final dungeon, or just minutes before the final battle is engaged, etc., is a slight detriment.  The impact of a scene of loyal, heartfelt comrades saluting one another and finalizing their place in the story and your heart is one of sentimental, unhurried connection, and so it meshes better with a scenario like Suikoden’s, where these exchanges occur during the dead of night, when the final conflict is still many hours away, than they do just moments before the last fight, which is usually an instance in which time is running out, or at least quite precious.  There’s no rush, just the natural expression of the characters’ hearts and thoughts.  So Suikoden’s at the top of the game because it’s framing these final conversations correctly--and the mood is only set all the better by the quiet, emotive signature music for this moment.

Also, I think it’s cool with Suikoden’s night before that the protagonist generally isn’t the focus of the attention.  In most other titles, these final conversation moments are very clearly, directly protagonist-focused--the rest of the cast are deliberately, transparently making the effort to speak their final piece to the game’s main character (and no one else, regardless of how close they may also be to their other companions).  Hell, in Dragon Age 1, it felt like these folks were just lining up at Senpai’s Grey Warden Con table for free glomps.  And don’t get me wrong, again, there’s nothing wrong with this approach--but even if it doesn’t hurt the moment, it feels put on just enough not to really help it, either.

Suikoden, on the other hand, doesn’t make the protagonist’s presence the central factor of the night before’s cast interactions and preparations.  When Riou, Chris, Freyjadour, or whatever other protagonist you’re controlling wanders around the headquarters and meets with allies, he or she is, sensibly enough, the outsider approaching a character who’s occupied.  Some individuals are getting in a little last-minute training, others are finalizing the gear and supplies the army will be taking with it, still others are found mentally preparing themselves for the life-and-death combat they will engage in the next day.  Doctors prepare their clinics, tavern owners serve soldiers what may be the last spirits they ever imbibe, strategists and generals review battle plans 1 final time, cooks work through the night to prepare the provisions whose energy might be the difference between life and death for some of tomorrow’s warriors.  And of course, a myriad number of these allies and comrades are engaged in these preparations with each other, or simply spending time in friendship together through the night, reflecting appropriately their personal lives and relationships.  The protagonist is always met and received as an important presence, but it’s clear that the characters of the cast all have their own duties, interests, and preoccupations on this fateful night, as an army and a force of friends, and there’s a refreshing realism to that.  Speaking their final, lasting thoughts to the game’s protagonist is important to them, but it’s not the end-all be-all of their night.*  And that feels authentic, helps to further individualize the men and women of the army as their own personalities, and deepens the realism of the whole night before scenario.

A couple final merits to Suikoden’s handling of this narrative tool?  Point 1: it’s laudable that the writers and developers are dedicated enough to do this at all in the first place.  They’re not just plotting out the placement and dialogue of a standard 5 - 8 member RPG party.  Suikoden’s night before the final battle allows you to do a final check-in with the entire cast of 108-or-more individuals!  And there’s usually a few NPCs thrown in there, too.  While this is a level of commitment that the games demonstrate throughout their course, that doesn’t make it less of a feat of effort and persistence on their part.  And second, the night before scene is beneficial to the game in that it encourages the player to explore the entirety of the army’s HQ 1 final time if he/she wants to engage with every possible character.  This final stroll through the castle isn’t just a great way to capture the feeling of belonging and affection for the cast--it also creates and utilizes these same feelings for the setting itself.  The Suikoden castle (even when it’s a mansion or a sluggish horrible lousy boring canoe) is a major, sentimental feature of the series, and itself represents and embodies the culture of cooperation and unity that the Suikoden army inevitably is built upon.  As much like saying a fond farewell to your family as Suikoden’s night before the final battle is, it’s also like saying a fond farewell to your home, too.

A relic of the days when Konami knew how and cared to make a video game,**** the Suikoden series has a narrative sack full of notable virtues and beloved signature elements, and its night before the final battle tradition is definitely 1 of the shinier ones.  The final dialogue exchange with allies is a great trope, and RPGs rightly make regular use of it--but the golden standard to which they should all aspire is definitely Suikoden.

















* In fairness, I think I should mention that Suikoden isn’t the ONLY RPG with this deft touch.  Mass Effect 3, for example, strikes an adequate and realistic balance during the battle for Earth when Shepard and company are making preparations for the final push through Reaper territory.  Shepard’s allies are each engaged in their own last-minute activities (Wrex, for example, can be found rallying the krogan troops, while Liara is occupied with caring for some wounded, and EDI takes part in Anderson’s strategizing), which makes sense given the situation.**  They’re still extra eager to give Shepard more than a moment of their time for some conversation, but given that this IS Mass Effect, to some degree that’s just a given.


** Although admittedly a bunch of Shepard’s past allies, like Zaeed and Grunt, can just be magically contacted immediately on the holo-phone, even though they’re also fighting on and beyond the front lines.  I’ve let my own family wait longer for me to pick up than Shepard’s buddies take to answer,*** and I’m pretty sure that the biggest crisis I’ve faced in those situations is “really didn’t want to be hurried through my enjoyment of a burrito,” which I strongly suspect ranks a few tiers lower in urgency than fighting in the midst of an apocalyptic future-war.

Not complaining, though.  The last chats with Samara, Jacob, and the rest were great, and it wouldn’t have felt right not to involve them.


*** This is 1 of the rare parts of my rants that will NOT be given to my sister to proofread.


**** Besides Suikoden 4.  And Suikoden 5.  And Suikoden Tactics was only kinda okay, if we’re being honest.  Look, Suikoden games are like Star Wars movies: it's 1 of those series where it’s just kind of a given that when a positive discussion about it breaks out, you’re really only talking about the first 3 installments.  And maybe Tierkreis and Rogue 1.

1 comment:

  1. I've seen and heard little of Suikoden, mostly of 1 & 2, but every time they come up they sound like games to play.

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