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Shiren the Wanderer Review
10 out of 15
Wii’s most abusive RPG.
Date: Thursday, February 25, 2010
Author: Brian Rowe

Each level of the multi-storied dungeons is randomized, and the only exits are beyond the boss or through an Escape Scroll. The latter option should never be taken lightly, because once you leave a dungeon, you must do it all over again. Every step forward is a tactical decision. Do you have enough healing supplies, food (starvation is deadly), and the skill to tackle the unknown dangers ahead? The wrong answer will have disastrous consequences. Although death isn’t permanent, as in Mystery Dungeon, you return to town penniless and stripped of all your possessions. Hopefully, you have the foresight to keep extra equipment in the bank, but sooner or later, you will be forced to grind for supplies. At low levels, you might spend 15-minutes restocking. At higher levels, you will spend hours gathering equipment and striving for the strength to tackle a single dungeon. There is an Easy mode that lets you keep your equipment upon death. But, where is the fun in that?

In true rogue-like, Shiren the Wanderer merely offers the tools to deal with the dangers of the dungeon. You are responsible for figuring out their uses, and there are some very hard lessons to be learned. There are monsters capable of weakening equipment with rust. The effect is permanent and happens without warning, unless you take the initiative to fortify your equipment with rust-proof plating. At one point, I had all of my food stuffed into a single jar to conserve space in my inventory. I hadn’t expected a Pickpocket to nab the entire jar and vanish. Without an Escape Scroll, I was forced to quell my hunger with poisonous weeds as I desperately searched the dungeon for food. It was a long and hopeless trek to death. Shiren the Wanderer’s lack of information may seem cruel, but the focus on exploration and experimentation makes overcoming adversity all the more satisfying.

Combat is turn-based, with each participant is allowed one action to move, attack, or use an item. It’s a simplistic system, but highly effective since there is little room for error. Adding to the strategic possibilities, and the danger, are three allies that join Shiren one at a time. You have full access to their equipment and you always have the choice between manual or programmable A.I.-controls. You also fail if your partner dies. Boss-battles are my one sore point with regards to combat. Bosses hit extremely hard, often with unavoidable attacks and/or special abilities. For example: one particularly difficult boss causes you to be disarmed. It takes him a single turn, but it will be three turns before you have your weapon back in hand and ready for a counter-attack. Moves like that require preparation and strategy, but the inability to use Escape Scrolls makes boss-battles all-or-nothing situations, probably followed by death and grinding.

Even with the addition of the Easy difficulty, Shiren the Wanderer is made for selective tastes. Fans of traditional RPGs will have a hard time reconciling the Spartan storytelling and visuals, while fans of turn-based strategies will likely take issue with the simplicity of combat. Pure and simple, Shiren the Wanderer is for the roguelike adventurers who find accomplishment in grinding for incremental upgrades and prize gameplay over graphics. It is for hard-tempered souls who crave the pride of beating the odds and the thrill of grave repercussions.



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