Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island

Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island

Glazers
What's up with these NPC reviews? This is a shell of a game compared to Shiren5, they took out all of the features that made the game great for this lazy garbage.
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Tvhead-san, this game is more forcused on Rogue-like aspect not Rogue-lite. In other words, this game is knowledge based not progression based. This means progression, or permanent items doesn't matter if you're good at playing this game since It's relatively easy to finish the first dungeon even on the first run. E.g. you can farm a lot of onigiri quite safely. This basics is a very traditional way to stabilize a run.

Some dungeons which allows you to bring items are too easy to play. You can be OP from the first floor. Grinding and no challenge is not a core gameplay of old Mystery Dungeon games. And this Shiren6 goes the same way.

From Shiren (and Torneko) 3, somehow Chunsoft focused on Rogue-lite (Progression) aspect which I don't like. Because if there's a progression, it's just an RPG you can win anyway without doing any thinking. All you need to is just grinding. But this is preference of the person.

In difficult DLC dungeons in this game, you must do whatever you can like farming onigiri using a trap. You must farm items using Monster call scroll and enemies ability. Currently I'm challenging the most difficult dungeon in this game and its Monster and item tables in the dungeons are very deeply thought. It's not like lazy garbage game as you said.

But I think you love some progression and you might be irritated the core gameplay in Shiren 6, then just leave it. But I believe after some time passed, you'll be able to find this Rogue-like aspect is much more fun and challenging than progression. That fact is where Mystery Dungeon truly shine.
Shiren 1 is probably better than Shiren 5. And I say that as someone that likes 5 a lot. And has played it a lot. And has beaten Master’s Footprint on the Vita.
I think that Shiren 5 had more consistently good postgame dungeons, with more interesting mechanics. Many of Shiren 6's postgame dungeons feel like glorified tutorials for specific mechanics (although the peach bun tutorial dungeon is actually quite good and fun due to how indepth the mechanic is).

Shiren 5 also has a much better puzzle dungeon. Shiren 6's puzzles can easily screw you with bad RNG, and I quickly gave up on them because of it.

That said, Shiren 6 has a SIGNIFICANTLY better main dungeon. Shiren 5's main dungeon is designed around abusing the game's grinding systems due to how much the difficulty sharply increases in later floors, and also suffers from being a giant escort mission. Shiren 6's dungeon is a straight forward romp that can reasonably be beaten on your first try if you have the skills, and doesn't require meta progression mechanics at all to succeed. Even after I unlocked item storage, I always enter Serpentcoil Island empty handed because it's just so fun to play through that way.

I think that Shiren 6 plays better mechanically. It feels a lot more focused without a bunch of weird gimmicks everywhere (it does have some of its own gimmicks but they aren't used very much so it's fine). It also has some nice additional QoL features (especially after the updates, the naming shortcut is great). I also like the enemy pool more. Shiren 5 had too many monster families with almost no difference between them, while Shiren 6's families are more standout and impactful.

Sure, Shiren 6 is simpler than Shiren 5, but sometimes less is more. I don't really miss all the meta mechanics that 5 had, and night mode was kind of lame.
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Сообщения 14 из 4
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