It’s nearly guaranteed that during any online discussion about a game of the ‘rogue’ genre, at least one sweaty person will eagerly emerge from the woodwork to say, “Well, ackshually, this game is a roguelite, not a roguelike.” Eyerolls aside, the distinction isn’t without merit, though ‘pure’ roguelikes are relatively rare these days despite the popularity of many of their mechanics in modern games. Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island—the latest mainline release in the long-running Mystery Dungeon franchise—is a roguelike, and it unashamedly features all the thrilling randomization and savage brutality that you could expect of one. We’re happy to report that it executes on its unflinching design brilliantly, providing a tough, engaging, and addictive experience that you won’t want to miss (if you like roguelikes).
The narrative of Shiren '6' follows the titular wanderer and Koppa, a talking ferret who accompanies him on his adventures. The two of them both received visions in a dream about a mysterious treasure lying in the stomach of a powerful beast on Serpentcoil Island, so they head there to see if the legends are true. In a rather interesting twist, we then jump forward to the very end of their adventure, right in the middle of their climactic battle with the monster. Shiren takes a blow to the head during the fight that gives him amnesia and though he and Koppa fight bravely, they’re eventually overwhelmed by the creature and awaken in a nearby village. Eager for another crack at the beast, and in an attempt to jog his foggy memory, Shiren and Koppa set out again to retrace their steps and, hopefully, succeed.
The narrative clearly isn’t the strong suit here, but we enjoyed how bits and pieces are trickled to you over many runs to keep you invested. Just about every time you visit a village or lookout point along your path to the top you’ll get another cutscene advancing the arc of whatever characters are local to that region, giving you something to look forward to on return trips. Plus, eventually you can have several of these characters join you as optional party members once you progress their subplots far enough, which helps to keep the storytelling feeling relevant to the gameplay. Shiren 6 is, of course, very much a gameplay-first experience, but there are plenty of charming interactions along the way to help keep subsequent runs from getting too dry.
Gameplay in Shiren 6 follows the familiar Mystery Dungeon template that’s remained largely unchanged for nearly 30 years. You start every run at level one with no items or money, and have to trawl through floor after floor of randomly generated, grid-based dungeons in search of the stairs or exit that’ll take you to the next one. Along the way, you’ll fight hordes of enemies, pick up money and consumable loot you find on the ground, and try not to step on any traps as you work your way down. In the very likely chance that you die, Shiren will lose all levels, money, and loot he gained and get sent back to the starting village to start it all over.
Combat is handled via a simple turn-based system where time only steps forward one tick every time you either take an action or move forward one tile. Despite the simplicity, there’s a lot of strategy that goes into fighting foes, as you’re constantly having to evaluate risk in how you approach a fight. It may make more sense to run into a hallway so you can fight a group of enemies one at a time, but then what if another group of enemies comes at you from the other side and boxes you in? You may be able to destroy this tough foe instantly by using a magic scroll in your inventory, but then you won’t have any other offensive items left in your inventory for handling other enemies on this floor.
This careful evaluation of your options is part of the charm of Shiren 6, as there’s a lot of complexity to navigate with all its various interlocking systems. This is the kind of game that you make more progress in not because of advancing metaprogression systems (there really aren’t any here), but by building a deeper understanding of things like advantageous item interactions and how to exploit enemy weaknesses. Shiren 6 may be uncompromising, but it is consistent, and your failures paired with a decent amount of trial and error will generally teach you how to turn situations to your advantage.
Despite the somewhat off-putting difficulty, there’s an impressively addictive quality to the gameplay of Shiren 6 that keeps you coming back. No two runs will ever be the same, and the punishment can often be overcome by a stroke of luck. For example, we had a run where we discovered a sword and shield early on that synergized with each other and gained several levels when they were both equipped, which allowed Shiren to steamroll the first dozen floors of the main dungeon. On the other hand, your luck can turn against you just as easily and effectively end your run. Sometimes, you’ll step on an invisible trap that destroys your equipment or otherwise cripples you in some critical way.
One would think that having such unfair, random bouts of bad luck would be discouraging, and it partially is, but you have the potential of being ‘rescued’ by online players if you request help, although you have to wait for them to come through for you if you do. Still, this lifeline at least helps to soften the blow of suddenly losing a run, plus you can always choose to later pay it forward and go rescue someone yourself in exchange for some helpful goodies to improve your future rescue runs. Even if a savior doesn’t show up for you and you’re forced to start over, subsequent runs still feel worthwhile because of the story events you unlock each time through, not to mention access to shortcuts which shorten the length of your trip back to where you were. Like in many other roguelikes, then, death in Shiren 6 certainly stings, but there are some welcome ways to lessen how much it does so.
The only real complaint that we have against Shiren 6 is that it falls into the same repetitive cycles that are typical of games in this franchise. Though dungeons are visually distinct from each other, it doesn’t take long before it starts to feel like floors are indistinguishable from each other due to using the same recycled enemies and assets. That said, this issue is a little less noticeable in Shiren 6 due to its tendency to introduce a small village or lookout point every few floors where you can freely roam, talk to NPCs, and stock up on supplies. These can provide a refreshing break from too much dungeon crawling, and their relative frequency means that one usually pops up just about at that point that you’d like to start seeing something different.
As for its presentation, Shiren 6 trades the previous sprite-based art style for 3D visuals that reminded us vaguely of those in Bravely Default II. Characters and enemy designs are represented by a squat, almost chibi-like design, while villages tend to look like little toy dioramas. Meanwhile, the dungeons keep up some nice visual diversity for all the biomes, as you visit various caves, forests, and beaches that all stick to distinct color palettes. It all looks quite nice, if a little basic, with the only real disappointment being that animations are rather stiff.
To pair with this, the soundtrack employs a very earthy, winds-based style that feels like it fits well with the mysterious and adventurous tone. Admittedly, the music tends to be a little forgettable—there weren’t very many tracks that jumped out to us as being noticeably strong—but we were overall pleased with the result here and felt it continued well from the work present in Shiren 5.
Conclusion
It may have taken over ten years to finally come out, but Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island is a new high-water mark for the storied roguelike franchise. Its masterful blend of uncompromising difficulty with a wealth of content to overcome makes for a game that’ll easily keep you satisfied for dozens of hours as you learn its tricks. Combine that with some cool online features and a charming art style, and you’ve got a game that’s an easy recommendation for any roguelike fans out there. This is a tough nut to crack, but the experience is well worth it.
Comments 27
Pretty much the only roguelike series I actually enjoy (although I liked katanakami). Glad it reviewed well. Sadly March is LOADED for me so I won’t get this until a little later.
@Ryu_Niiyama right with you there, love these games but I'm about to get hit by the one-two punch of Rebirth and Dragon's Dogma and I'm STILL obsessed with more and more Baldur's Gate... Why do I only play long-a** RPGs 🥲
Truly "suffering" from too much good stuff.
Cant wait! I forgot that I preordered this haha.
Looks fun, but will have to wait for a sale. Right now it is more expensive then Nintendos first party releases.
@Dom_31 I hear you. Dragon’s Dogma, unicorn overlord and peach showtime got me. Great time to be a gamer! Well maybe not for our budgets.
@StevenH The team on the PMD series also works on Shiren I’m pretty sure so.. it was either this or a new PMD game.
Good to hear that this game ended up being great. Always been curious in these types of games.
I'm going to have to buy this one later, though. I'm currently watching my funds carefully and even then, I just invested in the sale for the Final Fantasy Pixel Remaster bundle this month.
Until then, I have Touhou Genso Wanderer -Lotus Labyrinth R- to satisfy enough of my needs for these types of games.
Really hoping They go for a new Pokemon Mystery Dungeon after development wraps up for Shire 6. Fingers crossed for a Pokemon Mystery Dungeon for Switch 2 with a gorgeous, painterly art style a few years down the road!
I'll definitely be buying this to support them in their Mystery Dungeon efforts!
Already have this waiting on my doorstep. I can’t wait to get home and start playing!
That's a lot of money for a roguelike.
Wait, so you no longer can store your items outside the dungeon? That is indeed a lot harder.
@Antraxx777 You can store items in warehouses along the way, and there are ways to send items back to the beginning village during a run.
@Harleq Ok 👍🏼 good to know those systems are still in place
Got this 1 week in advance from the local shop. Excellent game!
I'm not the biggest fan of roguelikes and overly difficult games, but I love the setting so much that I'm still willing to give this a try at some point, not to mention that I overall enjoyed the Mystery Dungeon mechanics when I played most of the Pokémon ones!
I usually don't comment on scores, but I will say this is a 10/10 for me (as well as the 5th entry). It's simple, yet so deep with so many interesting items and strategies. I'm having a "revelation" close to when I got addicted to monster hunter the first time. This game deserves to be more recognized and I hope this sells well. It's so fun, close to a "perfect game" for me.
I hope they make a lot of money and make another one with even higher production values.
I'm interested in this game but damn it's expensive
@DudeshootMankill Very expensive indeed. But a very good game, lasts a long time. Like tetris, can be replayed forever basically
@mattiasboden can i start with the 5?
@DudeshootMankill I think both 5 and 6 are awesome, I'm currently playing 5, a great place to start. Will last for at least as long, possibly longer with all post-game content once you are hooked you're gonna want the next entry. So yes, start with 5
I’m currently considering giving 5 a go and if it sticks I’ll try 6. I’ve only played a few of the Pokémon games and enjoyed them. I’m just not sure I’ll like this one’s progression. You don’t level up and keep your stats whether you die or make it out of a dungeon. And your gear can all be lost when you die. It sounds very frustrating to me. I’ve read that 5 is much easier than 6 because you have access to things like shortcuts and storage early on.
@TYRANACLES 5 is a good starting point, just as fun. You have Undo Grass which lets you escape with all your stuff, so you can upgrade your weapon/shield, use them for your next run, upgrade more until they are powerful. Weapons alone is not enough though, you need to make use of items you find along the way. Some items might seem "generic" but are powerful, highly recommend the tutorial section in Shiren 5 (all tutorial missions). Either way, I see this kind of like tetris, every time you play it's slightly randomized, and you need to adapt to the situations etc. It makes it really addicting.
@DudeshootMankill Complaints about price baffle me. It's incredibly polished and thoughtfully designed. The systems work together in fascinating ways, giving you many clever ways to solve the problems you face. There are over twenty unique dungeons, each having some creative twist on the basic ruleset that gives you almost an entirely new way to play the game. There are potentially hundreds of hours of play here. It's every bit as deserving of $60 as any AAA game.
@Harleq Not paying 60 for any game except a new Mario Cart game. Probably I'll play this game for a couple of hours and then go back to battle brothers, cause I always end up doing that. So I have no opinion on the actual value of the game, for me 60 is not worth it. I'm gonna by the 5 tho.
Got Shiren 5 for 9 bucks on sale a couple of weeks ago, so will spend some time with it first before getting this. Loved Shiren on the DS, whatever that one was called. Great series
Bought this on Day 1, and I've sunk about 40 hours so far. I'm looking forward to sinking many more.
This game just won EDGE’s Nintendo (Switch) GOTY! Beating Zelda EOTW (not that anybody cares but mine was Balatro)! Also came 9/10 in their GOTY/runner ups list, above Helldivers II. High praise, I’m going to look for a physical copy tomorrow! I didn’t before because I still didn’t “complete” Shiren 4. Also wasn’t convinced by the switch to 3D gfx but they’ve since grown on me.
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