(that's 酔虎伝, ('Legend of the Drunken Tiger") not 水滸伝... puns, y'see.)
Of the many ventures initiated by Compile in the wake of the Puyo Puyo boom, Compile Korea might be the most glaring example of right place, wrong time: after observing the popularity of certain Puyo Puyo PC clones, and buoyed by the success of an officially-licensed Korean release for Windows, Compile teamed up with their Korean distributor to establish a local subsidiary that would not only localise and promote their games but also produce a Korea-specific version of Compile Disc Station, the magazine+compilation cover disc that they used to distribute demos, small original games and other fan-centric content like animations and comics.
The quality of their localisations and the overall contents of Disc Station were both highly-regarded, but Disc Station's relative high price and lack of content—sometimes as much as three times more expensive than established competing magazines, whose cover discs typically offered all the games they could scrape off the internet—combined with over-spending on marketing and the sinking fortunes of their parent company, meant that Compile Korea imploded soon after the Korean release of Puyo Puyo Sun failed to make waves. Their partnered distributor retained the domestic sales rights for everything that had already been produced and they did take efforts to continue proliferating and monetising their localised content, including by licensing it to other magazines and online game portals, but their own game portal initiative was brought down due to the unauthorised distribution of arcade game ROMs, and they limped on for a few years selling games via mail order until they finally went under.
Somehow, despite all that turmoil, Compile Korea did release a game that, via various means, became a sleeper hit: 1997's Gensei Suikoden, the sixth game in a series of breezy and very silly fantasy/steampunk-themed RPGs released under the Gensei name that were, save for one entry, exclusive to Disc Station, and had zero presence in Japan among anyone but Compile diehards. This game was localised and released via the second issue of the Korean Disc Station and, perhaps owing to its tiny file size and later inclusion on cover discs for other magazines, ended up spreading like wildfire at the turn of the century—every Korean millennial I've spoken to name-checks Gensei Suikoden as one of those ubiquitous computer lab games that everyone knows and loves, and it's said that most of the distributors' late-era mail order sales were dominated by sales of back-issues of whatever copies of that specific issue they still had on hand, and then a ton of burned CD-Rs with Gensei Suikoden on them. When Twitch Plays Pokemon blew up in 2015, Gensei Suikoden followed suit in Korean; Compile's former president Niitani streams on Twitch fairly regularly nowadays, and the vast majority of his regular audience are Koreans who know Compile for this game and not Puyo Puyo or anything else.
I guess Niitani must have relayed this news to the rights holders, because several officially-licensed Gensei Suikoden game projects have been announced out of Korea over the last year or two, with this being the first one to market: GENSEISUIKODEN PLUS, a straight-ahead remake of the PC game for Switch boasting redrawn and reanimated graphics, higher-quality music, extra content, etc. From the announce, it was criticised for looking like a budget mobile remaster from a decade ago, and I've seen it reported that the ~ 6-month delay between the intended release and now was due to the devs wanting to directly address some of the negative feedback before launch, but I'd be pressed to tell you specifically what's changed or improved in the interim. (This video offers a brief A/B of the original game and the remake.) Korea and Japan are both getting big fancy limited-edition packages with a not-lego kit of the main character and all sorts of junk.
I did give the original game a shot last year, thinking I'd give it one session just to feel it out... and I ended up clearing the game that afternoon, with the feeling that I'd missed something—this particular game is martial arts-themed and it was clear that the ending one gets is dependent on their final dan, but it seemed to me like increasing the dan was as simple as leveling your characters, and that replaying the game with more grinding wouldn't be especially compelling. As it turns out, achieving many of the endings requires one to meet several other criteria, most of which is gated behind story branches and other side-content that's quite well-hidden, and said side-content apparently accounts for well over half the content in the entire game; just based on the conversations I've had with Korean folk about this game, it seems like that abundance of hidden content and mystery conditions, along with the quick and easy clear time, are what made the game so popular, as it fostered a ton of believable, push-the-truck-to-find-Mew-esque rumours that had people banging away at it for years, trying to uncover all its secrets. I wonder, then, just how much they might have remixed with this version in order to cultivate the same sort of intrigue, or how many schoolyard rumours have been made real...
I have no idea how this game will fare internationally or if the publisher is even going to bother telling most of the world that it's available, but as with the recent remakes of the likes of Snow Bros and Psychic 5, I do enjoy seeing these regional hits being reasserted on a global level, and I hope at least a few people pay it some mind.