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Suikoden cover

Suikoden

GameBy Konami Computer Entertainment Tokyo · Released Dec 15, 1995

Suikoden is a Japanese-style role-playing game with several unusual additions. There are three kinds of combat in the game, the most common one being the traditional turn-based party combat (players can have up to six people in their active party).

Connections

Each row is a game or company named alongside Suikoden, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Dec 15, 1995
Developer
Konami Computer Entertainment Tokyo
Publishers
Konami, Sony Computer Entertainment
Genres
Role-playing (RPG), Turn-based strategy (TBS), Adventure
Platforms
PlayStation 3, PC (Microsoft Windows), Sega Saturn, PlayStation, PlayStation Portable

Game data from IGDB.com

Documents about Suikoden

Cover of Konami Group FY2026 Financial Results
Financial report21 pages

Konami Group FY2026 Financial Results

Konami Group’s financial results for the fiscal year ending March 2026 demonstrate robust growth across its diversified business segments.

  • Konami Group achieved strong FY2026 financial growth, with revenue increasing 17.1% year-over-year to 493.7 billion JPY and operating profit rising 33.3% to 135.9 billion JPY.
  • The Digital Entertainment segment remains the primary driver of profitability, contributing 136.0 billion JPY in business profit, a 37.5% increase over the previous year.
  • The company declared an annual dividend of 221.50 JPY per share for FY2026, reflecting a 56.00 JPY increase and adherence to a payout ratio policy of at least 30%.
KonamiMay 2026
Cover of Games You Might Not Have Tried: 16-bit - Find New Games - Extra Credits
7 min
Extra Credits7 min

Games You Might Not Have Tried: 16-bit - Find New Games - Extra Credits

The 16-bit era of gaming contains numerous high-quality titles that remain under-appreciated by modern audiences.

  • The 16-bit era on the SNES and Sega Genesis contains sophisticated design elements, such as branching narratives and complex character progression, that remain foundational to modern game development.
  • Starflight serves as a critical historical precursor to modern space-faring RPGs like Mass Effect by establishing early exploration-based mechanics.
  • E.V.O.: Search for Eden introduced unique biological evolution systems, while Warsong functioned as a key evolutionary step for the tactical strategy genre.
Extra CreditsAug 2012
Cover of Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America
Whitepaper6 pages

Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America

Mia Consalvo's paper proposes a framework for understanding the relationships among Japanese and American games, visual styles, and cultural influence, drawing on a broader cultural history of Japan and America and critically examining the application of Orientalism to digital games.

  • Consalvo argues Japanese cultural influence on the West has a longer history than recent media scholarship acknowledges, and that digital games' transnational flows and Japanese corporate power cannot be understood through simple East-West binaries.
  • The paper draws parallels between art history and games, showing how Japanese art, porcelain, and fans became popular in Europe and America through mass production, dealer and collector influence, World Fairs such as the 1876 Centennial Exposition, and borrowing by Western painters like the Impressionists and John La Farge.
  • Nintendo's cautious localization strategy after the 1983 crash is presented as having shaped what Western audiences came to see as acceptable games.
DiGRAJan 2007
Cover of Gaming DNA: On Narrative and Gameplay Gestalts
Whitepaper8 pages

Gaming DNA: On Narrative and Gameplay Gestalts

Douglas Brown's paper, presented at the DiGRA 2007 conference, challenges Craig Lindley's claim that gameplay gestalts inherently conflict with narrative gestalts in videogames.

  • Douglas Brown argues, against Craig Lindley's view, that narrative and gameplay gestalts are not inherently in conflict but form an interwoven "double helix" that can catalyse, reinforce, or sometimes undermine each other.
  • Brown concludes that the most successful games are those in which narrative and gameplay gestalts unify, and that the field suffers from a notable shortage of narrative depth.
  • The paper contends that Hollywood's three-act structure is often a poor fit for games, and that over-reliance on it creates friction in game design.
DiGRAJan 2007
Cover of Consolidated Financial Results: Six Months Ended September 30, 2022
Financial report19 pages

Consolidated Financial Results: Six Months Ended September 30, 2022

Konami Group achieved record-high revenue of ¥148,359 million for the six-month period ending September 30, 2022, representing a 6.4% year-on-year increase.

  • Konami Group achieved record-high revenue of ¥148,359 million for the six months ending September 30, 2022, a 6.4% year-on-year increase driven by new titles, the Gaming & Systems segment, and the U.S. market.
  • Consolidated business profit dropped 33.7% to ¥25,611 million, while net profit declined to ¥19,847 million due to rising development, marketing, and global energy costs.
  • Despite margin contraction, the company maintained its full-year fiscal forecast of ¥320,000 million in revenue and ¥76,500 million in operating profit.
Konami