Siralim 2 Hatches Out Of Early Access

Siralim 2 [official site] is a mash-up of Pokemon and Disgaea, seen through the lens of a Western RPG. The game has now left Early Access and though a few hours with it have taught me that it is absolutely not the kind of game I’ll enjoy long-term, it’s certainly going to be attractive to a certain kind of RPG fan. It’s a game designed around grind, with infinite levelling possibilities, randomised realms to explore, and lots of monsters to collect. There are hundreds of pages of breeding combinations, loads of party builds to experiment with, and equipment that can be levelled by fighting within it.

Essentially, Siralim 2 is a game for anyone who doesn’t mind repetitive turn-based combat, of the menu-based Final Fantasy kind, and takes pleasure in finding combinations of spells and abilities that allow for heavy floods of experience points and loot gathering. It’s all about watching numbers rise, whether you’re winning favour with the gods or carving your way through dungeon realms and hoping for a useful drop among the hundreds of frivolous bits and pieces that spill out of enemies at every turn.

It’s a standalone game, an extension of the first more than a sequel, and if you’re excited by the idea of massive numbers clashing in randomised realms, here are some facts and figures to get you all hot and bothered:

Summon over 500 unique creatures to fight for you. Each creature has its own unique abilities.

Breed your creatures to make them lay eggs. The offspring inherits attributes from its parents!

Use your creatures to fight your way through randomly generated dungeons and complete randomized quests.

Equip your creatures with spells. Spells can be found with randomly generated properties that change the way they behave in battle.

Craft and customize equipment for your creatures with the help of over 600 different crafting materials.

Upgrade your castle to unlock new rooms, NPCs, quests, and more!

Tons of side content – gamble with the dwarves, fight in the battle arena, study in the library, cook a meal, entertain the riddle dwarves, and much more.

An endless adventure – there are no level caps, no inventory space limits, and no true end to the game. Difficulty scales as high as you want.

It’s a game that inhabits a niche that I’m not particularly interested in exploring, but well worth a look if you find the concept intriguing.

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  1. Thankmar says:

    “…it’s certainly going to be attractive to a certain kind of RPG fan. It’s a game designed around grind, with infinite levelling possibilities, randomised realms to explore, and lots of monsters to collect.”

    I asked myself (I’m entirely serious here and this in no way criticism, I’m just in a pondering mood), if a game centers around grind to cater to people who are enjoying it, is it still grind? For me, grinding is to have to do the same tasks over and over again in order to progress because the scale by which the game measures progress is so spread out. But when the grind, like here, has the possibility that you’re discovering something because you have a collection to fill, you level up and more things, and thats the point of the game, you do make progress all the time, because you have no other goal to progress to. So its not grinding, its just playing this particular game. Or do I see this too narrow?

    • Rizlar says:

      ‘Grind’ is a vaguely defined term. Any game with mechanics that allow you to progress could be said to be grind. But it’s a negative term that refers to something egregiously repetitive. Of course then someone uses the word in a new context and suddenly it isn’t necessarily a bad thing but still retains all the previous meaning.

      Where your own tastes lie is bound to vary. And something that may appear very grindy to one person, eg. Final Fantasy, could be enjoyed by another as a story and a journey without much thought given to the levelling mechanics. And then some people enjoy the grind itself, Diablo 3 players who use the term in reference to their chosen way of playing the game.

      So basically, erm, I don’t know. It’s a vague term, in a negative sense it might depend on your tolerance of the game in question. In a positive sense it could equate to ‘lots of levels and stuff’. Although I see what you mean, with no end goal in sight it becomes progression for progression’s sake. Is it still grind? Such is life, when you stop moving you die.

  2. Rizlar says:

    Did anyone play Dragon Warrior Monsters? Also DWM2. Don’t think I ever completed them but many many hours of party monster battling, travelling randomly generated lands, taming wild monsters, taming monsters off of travelling monster tamers, breeding them up into mighty goldslimes and rainbirds n stuff. Excellent.

  3. mercyRPG says:

    Even Phantasie III: Wrath of Nikademus – 31 years ago – had two animation frames for monsters and player characters.

    This game has none. How tech has developed since then…