Suikoden Tactics
Suikoden Tactics arrived on the PlayStation 2 in late 2005, and it carried a quiet distinction: it was the first game in the long-running Suikoden series to abandon the franchise's traditional turn-based battles entirely. Where previous entries had players waiting their turn in orderly combat, Suikoden Tactics placed soldiers on a grid and asked players to think strategically about every move. That shift alone set it apart. But the game also did something stranger: it told its story in two separate time periods, one set roughly seven years before a companion game released just a year earlier, and another picking up three years after those events concluded. The result was a game that functioned both as a prequel and a sequel to Suikoden IV at once. What drew a series veteran composer named Norikazu Miura back for this entry? What forces shaped a young man named Kyril into someone obsessed with tracking down weapons called Rune Cannons? And what did critics across Japan and the West make of this unusual tactical detour in one of gaming's older franchises?
Tactical role-playing games have their own grammar, and Suikoden Tactics spoke it fluently. Players controlled Kyril and advanced the story by completing grid-based battles and conversing with characters between skirmishes. Towns offered additional layers: weapons could be sharpened, skills could be learned, equipment could be bought, and information could be gathered from residents. The recruiting element familiar to Suikoden fans returned as well, with new characters joining Kyril's cause after short sidequests.
The elemental system gave the battles a spatial quality that sets this game apart from simpler tactical titles. Each character carried a particular elemental affinity, and occupying a terrain square imbued with that same element boosted attack and defence significantly. Standing on an opposing element worked in reverse. Characters could use special Runes or items to paint the battlefield with elemental properties, turning the grid itself into a strategic resource.
Supporting characters added another wrinkle. These figures could not attack, but they could heal allies, steal from enemies, dig terrain, and buff statistics. Their presence meant players had to weigh utility against offensive strength when assembling a party.
Weapon runes also worked differently from how the series had used them before. Rather than a single attack with unlimited uses, each weapon rune in this game offered three distinct attacks, each defined by a charge count. When charges ran out, the attack became unavailable until a level-up restored all MP. That small mechanical change made resource management a constant background calculation throughout every fight.
Kyril's story begins approximately seven years before the events of Suikoden IV. The prequel section of the game explains how Kyril first became driven to find and destroy the Rune Cannons, weapons that carry strange powers of transformation. A traumatic event closes this early chapter and also traces how a character named Brandeau comes to possess the Rune of Punishment.
The narrative then leaps forward to a point roughly three years after Suikoden IV concludes. Kyril's investigation into the Rune Cannons pushes him northward into the Kooluk Empire. Along the way he encounters a mysterious man named Iskas, who hints at a deeper link between the Rune Cannons and the Kooluk Empire itself.
The trail leads Kyril to Kika and her pirate crew before continuing north to the fortress of El Eal and ultimately deep into the Kooluk Empire. There Kyril's company meets Corselia, a young aristocratic woman eventually revealed as the granddaughter of the Kooluk Emperor. Iskas reappears in this section to expose his real intentions and begin actively working against Kyril.
Characters who appeared in Suikoden IV show up throughout this story, giving players who knew the earlier game a context for events and relationships. For newcomers, the dual timeline structure offered a different point of entry into the world.
Norikazu Miura composed and arranged the music for Suikoden Tactics, and his history with the series made him a natural choice. He would later return to compose the soundtrack of Suikoden V as well, placing this game in the middle of a sustained creative relationship with the franchise.
The opening theme, titled "Another World," was performed by a Japanese vocalist credited simply as yoshiko. The song gave the game an audible identity separate from its tactical gameplay.
Konami released the music in two stages in September 2005. On the 22nd of September, a single CD called the Rhapsodia Privilege Collection appeared first. It contained selected tracks from Suikoden Tactics alongside remixes drawn from earlier Suikoden soundtracks. That disc also included a preview of a piece called "Castle of Dawn," which was written for the Ceras Lake castle in Suikoden V and had not yet been published anywhere. One week later, on the 28th of September, the Rhapsodia Original Soundtrack followed as a full two-disc set covering the entire game. The gap of just seven days between the two releases suggests the privilege collection was intended as a preview release for buyers who wanted early access before the complete soundtrack arrived.
In Japan, Suikoden Tactics performed well enough to earn a re-release. The game sold approximately 64,472 copies in its first year, qualifying it for Sony's "PlayStation the Best" budget reissue in November 2006. Famitsu scored it 31 out of 40, with individual reviewer marks of two eights, one seven, and one eight.
Western reception landed in what the review aggregation site Metacritic categorised as "average." GameSpot called the game "fun for veterans and newcomers alike," praising its user-friendliness and battle design, but pointed to a "weak story and characters" and "spotty voice acting" as its low points. IGN agreed the battle system was engaging but described the plot as "paltry," advising players to "expect more from battles rather than plotlines."
Not every outlet was even that measured. Game Informer found the game confusing and the battles uneven, writing: "I'd rather have a simple and well-balanced game than a complicated and lopsided one, and Suikoden Tactics definitely has too many short legs." Official U.S. PlayStation Magazine described the gameplay as working "when it's not broken," but flagged "boring" story sequences and "awful" graphics.
Eurogamer measured the game against tactical role-playing titles from Nippon Ichi Software and found it wanting, concluding that its battles were "fun and fairly compulsive" but that the overall experience was one "we've played many times over, usually presented better, executed more beautifully and intertwined with a far superior story." G4's X-Play acknowledged interesting mechanics but concluded the game was "not nearly as deep as some of the other games on the market right now." The critical through-line, from Tokyo to London, was a battle system that worked and a narrative that did not fully hold its own.
Up Next
Continue browsing
Common questions
What kind of game is Suikoden Tactics and how does it differ from other Suikoden games?
Suikoden Tactics is a tactical role-playing game developed and published by Konami for the PlayStation 2. It is the first strategy-based entry in the Suikoden series, replacing the turn-based combat of earlier games with grid-based tactical battles where terrain elements and positioning play a central role.
When was Suikoden Tactics released and on what platforms?
Suikoden Tactics was initially released in Japan and North America in late 2005, then in Europe and the PAL region in early 2006. It was published exclusively for the PlayStation 2.
Who composed the music for Suikoden Tactics?
The music was composed and arranged by Norikazu Miura, a series veteran who also composed the Suikoden V soundtrack. The opening theme, "Another World," was performed by Japanese vocalist yoshiko.
How many copies did Suikoden Tactics sell in Japan?
Suikoden Tactics sold approximately 64,472 copies in Japan within its first year. That figure qualified it for a re-release under Sony's "PlayStation the Best" budget label in November 2006.
What is the story of Suikoden Tactics about?
The game follows a young man named Kyril investigating mysterious weapons called Rune Cannons. The story unfolds in two parts: a prologue set roughly seven years before Suikoden IV and a main narrative set three years after those events, taking Kyril into the Kooluk Empire.
What did critics say about Suikoden Tactics when it was released?
Critics gave the game mixed reviews in the West, with Metacritic categorising them as "average." Reviewers widely praised the grid-based battle system but criticised the story, voice acting, and graphics. Famitsu scored it 31 out of 40 in Japan.
All sources
14 references cited across the entry
- 1Suikoden TacticsJeremy Dunham — 2005-11-08
- 4MagazineSuikoden TacticsEGM staff — December 2005
- 5Suikoden TacticsSimon Parkin — March 28, 2006
- 6Famitsu scoresNeoGAF — September 14, 2005
- 7MagazineSuikoden TacticsJoe Juba — December 2005
- 8Suikoden Tactics ReviewGreg Mueller — November 14, 2005
- 9GameSpy: Suikoden TacticsRuss Fischer — GameSpy — November 23, 2005
- 10Suikoden Tactics - PS2 - ReviewDakota Grabowski — GameZone — November 30, 2005
- 11Suikoden TacticsJeremy Dunham — November 7, 2005
- 12MagazineSuikoden TacticsDecember 2005
- 13Suikoden Tactics ReviewGreg Sewart — X-Play — January 31, 2006
- 14Suikoden sales figuresGensopedia — July 3, 2008