Mizuki (Free SRPG) Introduction, Impressions, and Strategy Notes

水桜記(フリーSRPG)紹介・感想・攻略メモ game
This post can be read in about 7 minutes.

This is an introductory article for "Mizuouki," a simulation RPG created using "SRPG Studio."
Unusually for a simulation RPG, this game is set in the Sengoku period (Warring States period).
With its moving story, branching scenarios that make it enjoyable to play through multiple times, a distinctive combat system, and elements that encourage players to aim for high scores, this was a very rewarding game.

The completion time was approximately 6 hours (difficulty: Strategist).

Download it here (from the "Freem!" project page)
Mizuouki

Game Overview

This is a simulation RPG set in a fictional, Japanese-style country reminiscent of Japan's Sengoku period.
This is an epic, romantic story that focuses on the Tsuzura family, a mere local samurai clan, and depicts their turbulent times.
It's packed with fascinating details, from the lives of samurai in an era of warring states, to their strategies and tactics, diplomacy, and politics.

The protagonist is Takamaru Tsubaki, a soldier whose life is saved by a ninja of the Tsuzura family at the beginning of the game.
As the protagonist, who is essentially an avatar of the player, he tends to have a less prominent presence compared to the other members of the Tsuzura family.
However, I think it's a realistic setting that shows the influence of an individual soldier is minimal within the grand currents of history.

There are about 16 stages, but there are multiple story branches and endings, so it will take some time to complete the game.
You can choose the difficulty level, but I think the default level is a bit on the difficult side.
However, if you understand and master the unique system of this game, I think you can clear it without any problems.

There are many tough enemies that can be defeated if you put your mind to it, and players who enjoy challenging themselves will find plenty of opportunities to take on those obstacles.

The music used mainly consists of songs with a Japanese-style feel.
The music is used effectively, greatly enhancing the excitement of intense moments and tense situations.

Regarding the character portraits, perhaps because there aren't many free Japanese-style portraits available, the artist created them themselves.
Since it wasn't created by a professional artist, it might feel a bit lacking at first, but once you get used to it, you'll start to appreciate the retro charm reminiscent of the NES version of Fire Emblem.
In fact, there are many very appealing characters, and by the end, they all seem quite cool.
Judging a game solely on its character portraits and not playing it would be a huge mistake.

 

A distinctive system

This game employs a unique system that differs from typical simulation RPGs.
I'll introduce them one by one.

HP=troop power

The numerical value representing a unit's HP is expressed as "military strength".
Even if your level increases, your "military strength" won't increase; you'll need to pay money to reinforce it.
Furthermore, since there are basically no means of healing, it becomes crucial to minimize damage to your allies while dealing damage to the enemy.

 

The effectiveness of support to subordinate units.

While support effects for close units are common in other games, in this game, command effects are represented as support effects.
In other words, B, C, and D, who are subordinates of Captain A, receive a parameter bonus when they are near A.
Because this command effect is fairly powerful, it's standard practice to operate as a unit.
I personally liked how it realistically portrayed the idea that sticking together with the same members always makes you stronger.

 

A coordinated attack by foot soldiers

I enjoyed the "coordinated attack" feature, which becomes more powerful when you surround an enemy with allies from three or more directions.
This skill is limited to foot soldiers, but it increases the importance of "surrounding the enemy."
Since the surrounding units don't necessarily have to be foot soldiers, the tactical value of mobile units such as cavalry and ninjas has increased.

 

Change of troop type

With the exception of a few characters, most units can change their class.
You can't fight without equipping the appropriate gear, but since you can change it at no cost, choosing the right equipment for the stage is important.

 

Ninja Assassination

The "Ninja" class acts alone, so their HP is only 1.
However, he is good at dodging enemy attacks and occasionally possesses an "assassination" skill that can instantly kill enemy generals.
When the battle is going badly, if you can take a gamble and kill an enemy general, the troops under that general's command will be routed, and you can turn the tide of the battle.
While it depends on luck, it can be an effective strategy against opponents who outnumber you.

 

Capture

Certain enemy units can be captured using the item "Capture Rope" once their strength is reduced to near-death.
Some units can be recruited as allies, and they may appear as friendly forces in future maps or even change the course of the scenario, making them an important element in gameplay.
Depending on the situation, it may be difficult to capture them, and you may have no choice but to kill them.
I think capturing them alive is actually very difficult, so this is realistic.

 

Strategy Guide Evaluation

The rewards you receive after clearing a stage will increase or decrease depending on the remaining strength of your allies and friendly forces.
Rewards accumulate as evaluations, so you can compete for the highest score after clearing the game.
Those who enjoy in-depth gameplay will likely find this game enjoyable for a long time.

My first playthrough was completely haphazard, with the only goal being to clear the game, and the score was as follows:

It's certainly not a skillful technique, but since it was a lucky number with repeating digits, I'll consider it a success.

 

Scenario branching

As I mentioned briefly in the "Capture" section, there are several branching storylines in this game.
There are situations where you have to choose from clear options, and the story branches depending on how you clear each stage.

Therefore, I think you'll need to play through the game multiple times to complete it.
Even so, since you can play in various styles, I think you'll still enjoy it even after multiple playthroughs.

 

Review (no spoilers)

With its unique game system and compelling storyline, this was a truly wonderful game.
There isn't a clear objective like "to defeat the evil empire,"The story takes several major twists and turns after it has settled down, making me curious about what will happen next and making me want to keep playing.

And each character had their own unique charm.
Even though the characters were similar in type, their individual human differences were depicted, and each character had their own memorable moments.
There are ruthless developments typical of the Sengoku period, as well as heartwarming moments of loyalty to one's lord.
I was reminded once again that accurately portraying "people" is an essential condition for creating an interesting work.

As for my impressions of the game's walkthrough portion,This was a work where tactics, not individual strength, were what mattered.
Many stages require careful consideration of troop type selection, troop placement, and unit division.
Basically, if the main character is defeated, it's game over, but subordinate characters will revive after clearing a stage even if they are defeated (although their level won't increase when clearing a stage).
Therefore, it's possible to use tactics that are difficult to employ in SRPGs where units are lost, such as "using allied units as expendable pawns to stall the enemy," and I found that aspect to be interesting.

 

Strategy Notes

I'll be jotting down notes about things I found important while playing the game.
I might add more as I play more.
This guide may contain some spoilers, so please be aware if you want to complete the game on your own.

The dense formation of foot soldiers is strong.

Ashigaru (foot soldiers) receive a defensive bonus when placed adjacent to other units of the same class.
Therefore, grouping four foot soldiers together creates a fairly solid unit.

If you have allies who can flank the enemy, you can easily launch a coordinated attack.
Let's coordinate with highly mobile ninjas and cavalry units.

Prioritize defeating enemy generals.

If you defeat an enemy general, their subordinate troops will retreat and will no longer launch attacks.
This is an essential tactic for minimizing casualties on our side.
However, enemy generals are strong, and their formations are often difficult to surround, so you must devise a clever strategy to encircle them.

 

Chapter 7: Interception

It's a siege.
We'd like to face them with our entire army, but if the three members of the Tsuzura family are defeated, we'll lose, so let's position those three in the back.
Furthermore, if you try to intercept them at the first castle gate, they will invade from the right wall using rope ladders, resulting in a chaotic battle.
It's easier to defend if you ignore the first corridor and intercept the enemy at the position shown in the photo below.

If you force enemies to retreat while they are overflowing into a corridor, they may become unable to move and act as a good wall.
By aiming for this and rotating friendly units that act as a shield, you should be able to hold out for a long time.

 

Act 8: Kitao

It would be ideal if we could successfully capture Yoshitatsu Himuro.
Let's have about 4 to 6 people, including backups, take up positions on the bridge on the right.
The area from the center to the left can withstand attacks with the help of allied forces and a small number of our own troops.

When Himuro approaches, get within attack range near the bridge and lure him in.
After luring it in, the four of us will quickly surround and attack it.
If we leave it waiting on the river, we should be able to put a lid on the back of the icehouse.
If we use a coordinated attack by our foot soldiers, we should be able to weaken him enough to capture him in one turn.
Himuro's attack power is high, so be careful not to surround him and dawdle, as he'll quickly break through.

If you capture Himuro and keep him alive, he may appear later as reinforcements or as a formidable enemy.

 

Act 12: The Hunting Ground

Since the number of units deployed is relatively small, positioning and tactics are crucial.
A haphazard placement will easily lead to defeat, but with careful planning, you can force the entire enemy team into a rout.

The foot soldiers have high defense, so let's change their unit type to spear-equipped soldiers.

The arrangement is fine like this.
Let's send out Onimaru, who is in ambush, as soon as possible and have him join the troops outside the gate in formation.

The enemy cavalry is powerful, so we'll prioritize eliminating them.
(If Mr. Himuro is deceased, he might not appear...)
If the gate is broken down, it will be easier to surround the enemy with foot soldiers, so we will actively aim for a coordinated attack.
Also, if your general is killed, the troops under his command will be routed, so try to put your own soldiers on the front lines whenever possible.

If you can successfully assassinate the enemy general using ninjas, it will make things considerably easier.
However, if we can defeat the enemy cavalry and make full use of the command effect, it seems we might be able to survive for 20 turns.

Here's another recommendation: a compilation of free SRPGs featured on this blog.
A collection of articles introducing recommended free games (simulation RPGs)
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