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@Secret_TunnelIt's so exciting! And look at that jaw-dropping jump to 3D! To be honest, I haven't put too much time into Shiren on Switch due to my novelty bias, but I do love this series. And I think it stands a cut above most traditional roguelikes. Even when it originally came out, it stood on the shoulders of giants, but the charm and execution carried it. Now it's roguelike royalty. I do like that this entry is going back to basics. I don't know about that night-time stuff... Speaking of roguelikes, Void Terrarium is pretty cool, too. It's kind of a traditional rogue lite, and the mechanics are much shallower than Shiren's, but the meta-context of needing to bring back supplies to raise the last human (?) on Earth actually provides great motivation. It's got heart! Anyway, it's great to get a new Shiren, but I sure would like some Culdcept on the Switch... And Itadaki Street, maybe? @Mop it upThe previous Shiren game is on the Switch. It goes on sale for super-cheap, too. But the DS game is probably the best entry point. |
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@TriforceBunHere you go, hot off the presses from 2010!In summary, though, a classic Roguelike (like Rogue!) is a challenging, strategic, turn-based dungeon-crawling RPG with lots of overlapping, simple systems that dovetail together in an emergent way. The genre is highly replayable due to heavy randomization and the need to restart at the beginning upon death. Story is usually negligible. Each run is its own story! I know that doesn't sound fun, but it actually is. The gameplay is much more tense and engaging than in a traditional turn-based JRPG. It's all killer and no filler. The Shiren series does make some concessions to accessibility, though, with a bit of character progression between runs, an item storehouse, beginner dungeons, etc. |
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Roguelikes are kind of like comfort food for me. I'm always down for a competent one. At Switch launch, I played the shit out of this 3DS port called Quest of Dungeons. It was a totally vanilla roguelike. But vanilla is kind of delicious! Anyway, there were a couple of new details revealed about the new Shiren: Old Shiren games had the ability to rescue (resurrect) people online by playing through their dungeon until you found their body. Now you can rescue yourself when you die! Cool! (Who really wants to help others, anyway?) There's also a practice area, where you can try out different enemy/item combos. And there's some arcane online functionality called Parallel Play? I guess multiple people can compete individually in the same dungeon instance? Or, alternately, play through it like a relay? So weird. But intriguing! |
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These postgame sidequest dungeons rule. Every one is themed around teaching you a different game element. There's one about synthesizing weapons, one about evading behemoths... really awesome stuff. Knocking all these out feels like training for the true challenges that lie in the postgame story dungeons. @AnandTell me more! I've heard that Shiren 2-4 are weird. It still blows my mind that the series timeline is: 1 - 1995, Japan 2 - 2000, Japan 1 Remake - 2006 Japan, 2008 US 3 - 2008 Japan, 2010 US 4 - 2010 Japan 5 - 2010 Japan, 2015 US (on the Vita!) 6 - 2024 Worldwide |
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@Secret_TunnelYeah, and it always throws me off that Shiren 1 is actually the second Mystery Dungeon game, after the Dragon Quest-themed original. Which is one of the main reasons for the scattered releases, I guess. The Mystery Dungeon team has probably been splitting their time between Pokemon, Dragon Quest, Shiren, etc. Also, I think Game Boy and Dreamcast saw some original entries. Supposedly, Shiren 2 was the biggest release in Japan (prior to the new one). On N64, of all places! I think that was the spiritual precursor to Shiren 3 on Wii, with more emphasis on story, realistically-proportioned characters, and polygons. But I've only played 1, 3, and 5. Shiren Wii is structured more like a traditional RPG. You can carry equipment forward through the story dungeons, permadeath is optional, and you progress through a simple Mario 3-type overworld map. The story dungeons are fairly bite-sized, with boss battles at the end of each. And you can optionally take full control of each party member. The room shapes and level layouts are also a little funky, compared to the other Shirens that I've played. I don't really have too many interesting things to say about it. But what I played was pretty fun! It seems like the success of the DS remake really kicked the franchise into high gear, before it subsequently flopped its way back into low gear. If Shiren 6 does well enough, maybe we'll see another Shirenaissance! |
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@Secret_TunnelVampire Survivors hasn't really grabbed me yet, either. I've only played it once or twice. I'll give it another shot in co-op, though. Maybe Clickers ARE the distillation of GAAS! Or those Lootbox Simulators. I've always liked the idea of those games where you run a town or a shop and just send out or sell stuff to adventurers to go into dungeons. But the decisions that you make are seldom interesting... A lot of old arcade games/genres are pretty pure. The modern almost-requirements of metagame elements, unlockables, cutscenes, voice acting, skill trees, etc. are all just abstraction. Abstractions upon abstractions. I do think that the variety offered by roguelikes adds a lot to most arcade genres, though, in terms of giving the player fresh situations and interesting choices. Even though the world is full of roguelikes, there are still more classic genres/franchises to be converted to the format: Donkey Kong-esque platformers, Pac Man-esque maze games, Gradius-esque environmental shmups, etc. If you need the competitive scoring aspect, just issue 10 Seeds a day for all players to compete on. You could even keep the leaderboards active for previous seeds, so players could compete on every instance. Of course, that might spread things too thin. Maybe just 1 Seed every day that gets erased after a week? And there could be some kind of multiplier for amount of attempts taken? And then you could unlock skins and emotes based on you leaderboard bucks! |
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