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The UI does suggest that the bag gets expanded later on (it shows as "level 1") but I'm not far enough to know if it's substantial enough not to be annoying.
The worst part, IIRC, is that you don't even know whats in a chest if your inventory is full, so you don't know if it's worth going back to town to make space. I could've sworn the old Suikoden games auto-moved stuff to your storage if you were full.
They left it to a 'character' to fix the bag stuff, you are stuck crippled on inventory space until you find them
If you want help to find them, they are here:
https://www.gamespot.com/gallery/eiyuden-chronicle-hundred-heroes-recruit-characters-guide/2900-5278/
'Nell'
Not all limited inventory systems are the same, nor are they in place for the same reason, nor are those reasons always good. EC doesn't play like Diablo, and frankly nobody should be basing their gameplay systems off of Lunar.
Heck, even Suikoden recognized the issues with Suikoden's inventory management, which is why they changed it multiple times. It just doesn't make sense for the game it's trying to be, which is a JRPG with static chest loot and linear narrative-based gameplay.
Yes, instead of an options or paragon unlock menu we have characters who each add 1 option
Agreed that we can't know for sure without asking the dev team, but given how the inventory system changed from S1 to S2, I think it's more likely the reason they had it originally was that it was "realistic" for people to pack around items, and not based on any gameplay incentive.
If you want to encourage restricting item use, you can make a system like SMRPG where inventory is unlimited but stack size is limited. If you want to encourage people to consider what items to pick up during their travels, you limit inventory size, either by tetris or by weight capacity. Suikoden and by proxy EC has this weird system that's kinda-sorta both and neither at the same time (stack-limited, inventory limited, except you can carry multiple stacks of the same item) that ultimately ends up kind of annoying for no reason rather than pushing a gameplay model.
Look, I love the Suikoden franchise, and S2 is my favorite game of all time, but I can definitely sit back and look at the things the series didn't do well. Inventory management is one of those things, and that's far from an unpopular opinion.
The worst part about that is mine got full RIGHT before I unlocked the shortcut so I had to go the long way around to get back. Was for sure not a fun time.
What's even more bizarre is that the game doesn't even let you know what's in the chests when you're trying to open them? Have to randomly ditch an item and gamble on what the heck you're trying to pick up.
What in the archaic 90's bad game design hell was this design decision??
Hope to see an inventory mod on Nexus or something honestly.