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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Tue Dec 19, 2006 2:38 pm Post subject: Re: Shiren the Wanderer DS impressions |
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| Jeff Garneau wrote: |
| The drop rates seem to have been messed with a great deal: I think they might have completely eliminated Medical Herbs, while Heaven and Earth scrolls drop all over the place. |
One of the unusual things about Shiren SNES was that the drop rates were completely uniform; you had an equal chance of getting any item available in the current dungeon, regardless of quality of item or your current floor. You could find a Dotanuki+3 on Floor 1 and a Club on Floor 29. I'm wondering if they changed it to weighted probabilities. It would make sense given the backtracking feature, otherwise you could just rack up good items by visiting Floor 1 over and over. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Tue Dec 19, 2006 8:56 pm |
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| FortNinety wrote: |
| As someone who knows virtually nothing about Shiren period, can someone pass along a primer? |
In a nutshell, it's a Roguelike, i.e. a turn-based RPG with permadeath and randomly generated levels. It differs from most Roguelikes in that it's simplified and streamlined rather than maximalist, it's rather short -- only 3-4 hours to win the regular dungeon, 10 hours for the "impossible" bonus dungeon -- and although all experience and carried items are lost upon death, subquests remain completed and items stored in "warehouses" are kept. So there is a shmupesque repeated-replay dynamic where you keep starting over, developing a deeper and deeper understanding of game rules and strategies and making it deeper and deeper into the dungeon on each play. It's a game of careful calculation, but also very exciting because of all the dangers you constantly escape from the skin of your teeth. Aesthetically, it's the prettiest of all the Roguelikes.
For some reports of how it feels to play the game for the first time, check out one of the original IC threads started by DAIS. |
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