greg / ninjakirby / funnelcake / trampsintrouble ([info]ninjacurby) wrote,
@ 2008-04-01 21:53:00
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Current music:Gamma Ray - Mr. Outlaw

Shiren the Wanderer: Adventure Recap and Rant.
Last night I played more Shiren the Wanderer. I died on floor 28. Floor 28 happens to be near the end of the game. If I recall correctly, the game ends at floor 30. I was so close and I just had to die on FLOOR FUCKING 28.

Floor 28... I-It just had to be a MONSTER HOUSE.
Those just happen to be a large, wide-open floors housing many treasures as well as monsters.
The exit was nearby, but the monsters were even more so.
I had a Blastwave Scroll, but I used it on the previous floor.
Those damn hunger inflicting monsters were causing Shiren to be hungry.
I had to stop them or I'd die from hunger. I wouldn't have been able to go to 28F.
And I had no fucking riceballs left.

Garghfkjdsavbeneth

And despite the frustration, I love this game a lot. I love the perma-death. I love losing all my progress. That Katana+6 and Bronzeward+6 with the rust protection, all my money and those experience points... who gives a shit? They are easily attainable commodities in Shiren, but that's not the point. Dying in Shiren gives you all the tension that you'd feel in an arcade shmup. You never ever continue in a shmup because it ruins the sheer THRILL you'd get from the game. The feeling of having only one life left, that "all or nothing" feeling. You can't fuck up.

Oh, but you will. Only because it's inevitable. Not to sound pessimistic, but it's the nature of the game when you start playing it.

Every time you inch further, you feel like you're accomplishing something. Sometimes big, but mostly small, however not insignificant! You lose your progress, but in turn you receive a deceptive feeling of accomplishment. You're getting better. You can tell because you just did something you weren't able to do not too long ago. You were able to conquer those annoying types of enemies you've previously feared more easily because you now know how they attack and how they work. You've ventured further into the dungeon, much deeper than ever before. You've pick up simple tricks and learned something new about the game. Simple things like that can go for miles.

Gamers these days need achievement points and game completion percentages to give them a sense of accomplishment. Games shouldn't have stuff like that at all because it places more of an emphasis on DOING EVERYTHING IN THE GAME instead of SURVIVING and LEARNING the game. Why should I have to play through 20 hours of mediocrity for the sake of collecting pointless, uninteresting (and perhaps unusable) trinkets and plow through boring sidequests when I can have not only an exciting, heart-pounding hour of gaming, but a fulfilling one?

If Shiren 3 comes over here, I'm buying a fucking Wii. As tempting as Brawl is, if that can't convince me, this will.



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[info]badmspaint
2008-04-02 04:03 am UTC (link)
Aren't Roguelikes just the best.

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[info]the_gel
2008-04-04 11:07 pm UTC (link)
XD Sounds like somebody needs a DUNGEON QUEST!
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Yeah, Konami made these in 1999. I got the Pirate one (though I want Fighter and Magical Girl if I can ever find them). Basically a random dungeon game running on a tamagotchi. One life, no saving (as it's a Tamagotchi, the batteries last awhile). Each unit has a different class you play as.

Surprisingly it actually has a monster capturing system too. Yeah, these things are pimp. I want more...and a US release. Having an RPG on your keychain is awesome.

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