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Author Topic: Siralim 2: an old-school monster-catching and breeding RPG  (Read 1981 times)

BuriBuriZaemon

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Siralim 2: an old-school monster-catching and breeding RPG
« on: August 17, 2016, 04:48:50 am »

I'm very intrigued by this title. It has tiny playerbase (177 reviews on Steam to date), but the gameplay reminds me of Pokemon (which I love!), with 1990s Japanese RPG graphics. Apparently there are 500 monsters you can catch and on top of that you can breed them to get hybrid monsters. The game is infinite as in there is no level cap and the dungeons are randomly generated. It also has nice initial pacing through which you get to learn different features of the game step by step.

Store page
http://store.steampowered.com/app/464620/

Wiki:
http://siralim.gamewiki.tips/doku.php?id=start

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Shadowgandor

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Re: Siralim 2: an old-school monster-catching and breeding RPG
« Reply #1 on: August 17, 2016, 06:08:01 am »

I've played the first one and it was a really solid game. I'm just wondering why I should buy the sequel, as it seems really similar to the first one which was already close to endless :P
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getter77

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Re: Siralim 2: an old-school monster-catching and breeding RPG
« Reply #2 on: August 17, 2016, 07:03:09 am »

The FAQ page gets into it a bit scrolling down:

http://www.siralim2.com/faq.php

Quote
Q: What's the difference between Siralim 1 and 2? Is it just "more of the same"?
    A: Nope! They're actually two very different games. At their core, they both revolve around summoning creatures and exploring dungeons. But there's much more to it than that!

        There's some semblance of a story now! While the story is not the main focus of the game, it features some pretty unique boss fights.
        You can breed your creatures to make them lay eggs! For example, if you breed a Dusk Crusader with a Neralim Seraph, you'll receive a Phase Paladin that inherits attributes from its parents.
        Spells can now be equipped to each of your creatures individually, and no longer run out of charges. Spells also come with randomly generated properties such as "Casts Twice" or "25% Chance to Cast On Hit" to change the way each spell works. My fireballs will be different than yours!
        Earn favor with the gods of each realm. There are 15 gods in total, and by gaining favor with them, you'll unlock powerful new rewards.
        Nether Creatures work entirely differently and should be much more balanced and rewarding than they were in Siralim 1.
        Your extra creatures will no longer sleep lazily in the stables. Instead, you can send them out on missions to find treasure while you focus on your own objectives.
        Tons of new items to help you customize your team. Find runes to change the way buffs and debuffs work, collect cards from each creature to gain permanent status boosts, and much more.
        The battle system is a lot smoother and more satisfying now. No more spamming the E key to cycle through battle messages! Floating combat text streamlines battles and makes them feel more action-packed.
        Over 250 new creatures to collect, bringing the total number to over 500.
        7 new environments to explore, bringing the total number to 15.
        And much, much, MUCH more!
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Shadowgandor

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Re: Siralim 2: an old-school monster-catching and breeding RPG
« Reply #3 on: August 17, 2016, 07:36:43 am »

O sweet! The smoother Battle System might probably be the thing to get me playing the game for a much longer time. I think the speed of the battles is what eventually got me distracted from the game. I wasn't ever really bored or anything, but it kinda disappeared from sight
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Nirur Torir

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Re: Siralim 2: an old-school monster-catching and breeding RPG
« Reply #4 on: August 17, 2016, 03:16:10 pm »

Quote
        Spells can now be equipped to each of your creatures individually, and no longer run out of charges. Spells also come with randomly generated properties such as "Casts Twice" or "25% Chance to Cast On Hit" to change the way each spell works. My fireballs will be different than yours!
        The battle system is a lot smoother and more satisfying now. No more spamming the E key to cycle through battle messages! Floating combat text streamlines battles and makes them feel more action-packed.
Great, those were my only real problems with the first one.

The first was a nice coffee-break game, and it was fun to get an ever-stronger party with cool combos (When I stopped playing it, I had a monster that had it's attack strength multiplied by 125% of its current strength every time an ally got healed, another one that made all allies heal a bit every turn, one that gave allies AoE, and a hero trait to make all allies share a tiny bit of damage). Despite enemy level scaling, it did a surprisingly good job of giving the "Yay I'm progressing and getting stronger!" feeling.

The battles themselves were just "Pick a target, press the button until it's dead. Pick a new target. Use an expensive spell if things go badly," making it hard for me to play anything other than short sessions.
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PrimusRibbus

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Re: Siralim 2: an old-school monster-catching and breeding RPG
« Reply #5 on: August 17, 2016, 03:44:30 pm »

The battle system and spell changes sound like much needed improvements.

Siralim 1's biggest problem for me was that monsters, for all of the time and effort you put into them, ended up feeling like equipment slots instead of party members. I think I only had one or two battles where I did anything other than hold down the key to have them attack. At that point they might as well had a full-on autobattle combat system like Ogre Battle or how Lufia 2's capsule monsters operated. For the huge amount of effort put into the monsters and such, the combat ended up feeling like an RPGMaker game where you can beat it by just using the "Fight" command.
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