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Going Rogue: Winning Isn’t Everything
Pshades-s
Thursday, April 07, 2011

Shiren the Wanderer 5

I am not a person who handles failure well. I am easily frustrated when things don’t go my way. When I face a seemingly insurmountable task in a video game, one that kills me over and over again, I’m more likely to drop the controller and walk away than I am to endure repeated failures in order to discover the solution. Sorry, Super Meat Boy, I respect you but you are most definitely Not For Me.

Imagine my surprise when a Japanese RPG with serious penalties for failure managed to completely charm me into accepting that winning isn’t everything and open my eyes to an entire genre in the process.

 

The game in question is the latest installment of Shiren the Wanderer, a series that hasn’t seen much action outside Japan. Shiren 5 hit the DS last December and, thanks to a clever web promotion, I decided to give it a try. Save for a brief encounter with the Super Famicom original, I had never played a Shiren game before this one. It was a name I knew mostly thanks to Tim Rogers, who once wrote that playing Shiren the Wanderer “can make you understand the origins of the universe”.

Shiren is what’s known as a “roguelike” RPG, one that emphasizes strategy and punishes failure. Everything is turn based; for every step or action Shiren takes, the enemies respond. Levels are randomly generated; it’s been called “the RPG you can play 1000 times.” If you die, Shiren returns to town at Level 1 without any equipment.Shiren the Wanderer 5

This initially sounded awful. “RPGs are all about building up stats and conquering bigger and better foes!” I thought, “Who wants to risk losing everything, especially when you don’t know what’s coming next?”

Shiren proved me wrong though. With so much riding on the line, every move I made became wrought with tension. I never knew what lay around the next corner. Monsters are randomly placed but never ambush you, Final Fantasy style. You can see them coming and decide to fight or flee. Eventually they get so strong that you have no choice but to run away. That means grinding is useless, something I’m all for eliminating.

When death comes, and it inevitably does, it is harsh but not devastating. Everything that can be lost can be replaced, sometimes even recovered if you plan ahead. The randomness makes starting anew each time less of a “Here we go again” feeling and more of an excited “I wonder what’ll happen this time?” sense of anticipation.Shiren the Wanderer 5 - Monster Nest!

I don’t know if I’ll ever beat Shiren the Wanderer 5. I’ve reached what looks to be the top of Fortune Tower but the large, angry deity I found there was most unfriendly. In a game where running away is often the best strategy, a giant boss fight seems rather out of character. However, the larger lesson I’ve learned from Shiren is that it’s OK to lose if the journey is fun.

The thrill of discovering an entire genre (sub-genre, perhaps) of games to enjoy is a bit daunting, but I’m looking for other portable RPGs now to satisfy my new-found hunger. I recently picked up Cladun: This is an RPG! on PSP and, while not strictly roguelike, its mini-dungeons are perfect for my morning commute. If you’re a fan of roguelikes and want to recommend one, please do! And if my story about Shiren the Wanderer 5 made you curious, you can import it (fair warning: lots of Japanese text) or try an older, English edition.


Daniel Feit lives in Japan with his wife and son. His written work has been featured on Wired Game|Life1upGamePro and Film Junk. Follow him on Twitter @feitclub for gaming news, Japanese oddities and photos of things Mr. Feit has eaten.

 
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Comments (5)
Robsavillo
April 07, 2011

I love roguelikes, and I'm happy to see someone else besides me writing about them on Bitmob! I really do need to pick up the DS Shiren game sometime soon, but I did enjoy the Wii Shiren title, which is a lot more forgiving (prompting some to even question whether the game was still a roguelike!) than the other Mystery Dungeon games.

Most recently, I've been playing bouts of Rogue Survivor, a little indie roguelike set in a post-zombie-apocalpyse world where you must survive the night to gain experience (instead of leveling up through combat). Features lots of cool things like human survivors, biker gangs, the National Guard, and (of course) zombies.

Gamasutra also published an article on Rogue and the genre(s) it spawned yesterday. I think you'd be interested!

Dscn0568_-_copy
April 07, 2011

The only thing I know about the Shiren the Wander games is the DS title that came out a while ago that had that awful Americanized cover art. I'll never understand how that's suppose to help sales.

I think my only experience with Rougelikes was the Evolution series on Dreamcast. It was alright, but I'm not a fan of random dungeons and level grinding.

Robsavillo
April 07, 2011

But as Daniel points out, roguelikes don't suffer from grinding.... Also, I'm not sure the Evolution series counts. I'm not familiar with those games, but I can't find anyone save a lone Game Vortex (?) review connecting them to Rogue (and it's only the second entry at that). There's a lot more to the genre than randomized dungeons.

Scott_pilgrim_avatar
April 07, 2011

I got into the Shiren series while searching online for a game to satisfy the masochistic love for rogue-likes after I discovered Demon's Souls. I just happened to stumble on a new copy of Mystery Dungeon: Shiren the Wanderer for DS in a GameStop. I love it; it's a fantastic game. But I've never made it more than around 6 stages away from town. And while I haven't played it in a good while, I don't feel defeated or lazy for not finishing it. And I think that's the only uncompleted game I can say that about.

Thanks for the link to that article, Rob. I really wanna try some of those games out now!

Avatarrob
April 07, 2011

I bought two copies of the original Shiren DS, for me and my fiancee (in principle so we could rescue each other when we died a horrible excruciating death), and played it for hours. It's tough, it can be frustrating and occasionally unfair (when you've just spent a week levelling up a sword only to have it knocked out of your hands and watch it sail down a cliff and out of reach), but equally often it's extremely rewarding.

I tended to find a moment in every attempt where I stopped creeping forward, testing every tile for traps and hidden monsters, and instead said to myself 'I'm doing fine, let's just get on with this!'. Then three steps later the game would find a new and ingenious way of murdering me. Great fun.

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