![]() ![]() ![]() ![]() You pick your starting class, which determines which type of magic you’re best at, grants you a couple of perks, and comes packed with your first monster. You take the role of the ruler of Castle Siralim. While it’s missing several new systems that are only found in the sequel, I think it’s safe to say that if you enjoy that free portion of the first game, you’ll be ready to buckle up and have a good time here. The first game is still free to play up to level 15. There’s a simple way to find out if Siralim is your thing, however. It probably has the strongest appeal to fans of monster-catching RPGs, with its roster of more than 500 creatures to recruit and breed. Its hybrid nature makes it hard to guess if it will be your bag or not, as it doesn’t fit neatly into any specific sub-genre. No, this is a game for people who like to plunge their hands into the nuts and bolts of RPGs and get their hands all dirty and sticky with numbers, modifiers, and status effects. If you’re just looking for an RPG where you can go on a roller coaster ride and enjoy the story, Siralim 2 is not your game. It’s a grindy affair, and to get the most out of it, you need to be the sort of person whose ears perk up at the idea of crafting, meticulous character customization, and capturing a huge list of creatures. But Siralim is a game with a particular niche. This is definitely the game to get out of the two Siralim games, at the very least. Everything you enjoyed in the previous title is here, and the new content is highly welcome for novices and experts alike.įor newcomers, it’s a tougher question. Suffice it to say, if you played the first game and loved it, you can throw down your money without hesitation here. The presentation is considerably more consistent than in the original game, though it still has a fair bit of roughness on the visual end of things. It’s not a particularly great story, mind you, but it should help give guidance to players who found themselves lost with the lack of direction in the first game. Siralim 2 takes everything great about the first game, adds a few smartly-designed systems to give players even more to do, and tosses a story in there for good measure. Well, I think I’ve learned my lesson about doubting Thylacine’s chops. Excellent post-release support ironed out just about all of the game’s issues, leaving one to wonder what exactly a sequel could accomplish. Mixing elements of monster-catching, base-building, and roguelikes, it was like someone made a delicious Shin Megami Tensei – Romancing SaGa – Rogue sandwich and somehow pulled that blend off with only a few minor hitches. It was developer Thylacine’s first stab at the genre, and it was extremely unconventional. In hindsight, it was almost an impossible achievement. The original game is essentially an overstuffed endless pit of RPG joy, densely packed with enough systems, side content, and additional challenges to keep any genre fan busy for dozens of hours or more. No matter how you slice it, making a sequel to Siralim was always going to be a tough job. ![]()
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