Haunted One said:Great thread.
Although the US cover is one of the worst I've ever seen, especially considering the original.
Oh sega...
:lol :lol :lol
Sega sega sega.... sigh.
Haunted One said:Great thread.
Although the US cover is one of the worst I've ever seen, especially considering the original.
Pokymanz is a quality RPG but nowhere near the top. Otherwise, you shut your whore mouth, whore!TheExodu5 said:Probably Pokemon D/P and Etrian Odyssey would be named. Also, a bunch of SNES RPG ports for the GBA. RPGs on the DS aren't that great otherwise.
Seconded. I've been playing Nethack off and on for more time than I am willing to admit...GreenNight said:If you guys like this game, try Nethack. Hardcore+++ and free.
LordGek said:Why is EB Games still listing it as a pre-order?
Did it really ship out today?
STOP PLAYING WITH ME, SEGA!
LordGek said:Why is EB Games still listing it as a pre-order?
Did it really ship out today?
STOP PLAYING WITH ME, SEGA!
Dechaios said:Wow, honestly, I was pretty interested in getting this until I saw the US boxart.
Massive failure there. Massive, massive failure.
TreeFrog78 said:Does Shiren suffer from only being able to see a tiny number of squares at once? I found it really annoying on Izuna, trying to aim missile attacks at enemies that are off-screen...
In traditional (ASCII) roguelikes, this was never an issue.
Most gaffers do actually. Add sales numbers and review scores to the bunch as well.Victrix said:You play boxes?
lyre said:Most gaffers do actually. Add sales numbers and review scores to the bunch as well.
lyre said:Yes, indeed.
Buy Shiren DS so we get Shiren iii for Wiii, you *expletive*!
i'm afraid it may not be sufficient - we need to buy shiren ds _and_ storm sega HQ with pitch forks.lyre said:Yes, indeed.
Buy Shiren DS so we get Shiren iii for Wiii, you *expletive*!
keanerie said:
keanerie said:
Grimm Fandango said:Good score from 1up, not so good ones from IGN and Nintendo Power.
you can take that statement and burn yourself with fire.lyre said:You, your avatar and all of your kind, are the plague to good gaming and are the not only part of the problem but the source of it.
Far too often the dungeon's exit would appear in the same room we started (or even in the very next space), thus negating any need to explore that floor, unless we wanted some items that may or may not be there. It doesn't seem like it'd be hard to program the exit to not be in the room Shiren starts in, so that we were guaranteed to at least walk through a little bit of dungeon.
Of course, the fun of the game is dungeon exploring, so we ought to be motivated to trek through each floor, regardless of exit location. Problem is, after the first time through a dungeon, items never appear there again unless you die or return to the first town.
Maybe if the battle system was exciting it would be more fun to play dungeons multiple times. However, due to the turn-based nature of the game, the entire experience feels stop-and-go. Attacking enemies is a quick, no frills affair with only the minimal amount of animations. Granted, this is a port of a Super Nintendo game, but even other SNES RPGs managed to have a little more pizzazz. When we bust out a Lightning Staff or breathe fire thanks to Dragon Herb, we certainly wouldn't mind a smidge more style. We just lit some undead soldier on fire after all, give us something to "ooh and ah" over!
There is little motivation to level up by going into the dungeon again because it's at the expense of our items and money that we weren't even earning back by going through the floors.
The brutal punishment system has a very obvious chilling effect on the player. We quickly lost any motivation to experiment or even do much exploring in the game, for fear of death. For instance, players can actually steal from the various shops in the game, but have to battle the crazy strong shopkeeper, then escape guards and attack dogs. There are a number of cool and interesting ways to do it, but the risk of dying is enough to scare us out of attempting it more than a couple times. Plus, we found that getting killed outside of a dungeon means that we could not be rescued by another player.
lyre said:Yes, indeed.
Buy Shiren DS so we get Shiren iii for Wiii and the Koppa Wiimote stand, you *expletive*!
Edit: stupid tags
Synth_floyd said:Is this the same as the SNES game of the same name that came out about 12 years ago? I've played that game (as well as it's prequel, Torneko's Mysterious Dungeon) and it's a decent Roguelike but it is a Roguelike. However, OP is a lame continuation of the "my opinion is right you are wrong" trend that's been on the internet since Maddox got popular a while ago.
Synth_floyd said:Actually my main argument was about the cliched rhetorial device you used rather than anything about the actual game. I checked Wikipedia and it says the DS version is a "port" of the SNES version (originally from 1995) which I assume means they didn't really change much. You don't really need to worry about Chunsoft though. They are known as the "company who made Dragon Quests 1-5."
bigswords said:No CO-op? no sale.
dark steve said:oh hi IGN
Jack DeVries@IGN said:Far too often the dungeon's exit would appear in the same room we started (or even in the very next space), thus negating any need to explore that floor, unless we wanted some items that may or may not be there. It doesn't seem like it'd be hard to program the exit to not be in the room Shiren starts in, so that we were guaranteed to at least walk through a little bit of dungeon.
Concept eluded: risk versus reward
WAAAHHH WAAAHHH I CAN'T BEAT THIS ONE! 6.5 :'(And here lies another problem with the game: you have to go back through the dungeons. Despite Shiren the Wanderer's quite literally linear design, players will not be able to plow, or even trod, through the game because it is so unforgiving. Leveling up Shiren is not the best way to progress, though it certainly doesn't hurt. Instead, upgrading weapons and shields is the key to success. It's a strategy that we find intriguing and has the potential to be fun, but the way the game is set up forces players to backtrack and handicap themselves. Mystery Dungeon practically requires the player to trudge through dungeons, spend money upgrading a weapon, then turn around and trudge back to the very first town (which incidentally reduces you to level one). It is the very definition of "slow and steady wins the race."
huahauhauahuaign said:Maybe if the battle system was exciting it would be more fun to play dungeons multiple times. However, due to the turn-based nature of the game, the entire experience feels stop-and-go. Attacking enemies is a quick, no frills affair with only the minimal amount of animations. Granted, this is a port of a Super Nintendo game, but even other SNES RPGs managed to have a little more pizzazz. When we bust out a Lightning Staff or breathe fire thanks to Dragon Herb, we certainly wouldn't mind a smidge more style. We just lit some undead soldier on fire after all, give us something to "ooh and ah" over!
Davidion said:You know, this game is almost beginning to sound like a Rogue/Nethack "clone".
Edit: nevermind, comparisons made a million times over.
Error said:this is why you people shouldnt really pay attention to the media at all.
lolz @ ign review just lolz
2DMention said:Another dungeon game? Pass.
Mejilan said:Until tomorrow, my only goal in life is to walk into a Gamestop with cash in my fists, and walk out with Anno 1701 and Shiren the Wanderer in each hand, instead.
DS DUAL WIELDING FTMFW!!!
dark steve said:Think of me as the guy standing on the street corner and waving a sign for a nearby business.
Also I'm thinking of updating this topic with the very real, very true stories of my epic adventures in this game.