Siralim 3 – It Is Eh

After 8 hours, I don’t know the names of any of the monsters in a monster collecting game. I’d say that’s a bad sign.

I really want to like Siralim 3. But I don’t. I’m not sure why. Let’s talk about that.

Some of my most played games overall are Path of Exile, Pokemon, and Disgaea. On my Switch, Diablo clocks in at about 120 hours, and my Disgaea 4 save file has about 160 hours on it, and a few of the endings. We could talk about how much time I’ve got in PoE, but that would involve noting the questionable use of several thousand hours of my life. So let’s not instead, and say it’s my second most played game of all time.

So when I say Siralim sounds like the bastard child of those three genres, I feel like the end result should be, “Hey, I’m gonna play this forever.” And according to Steam, I have played about 8 hours.

I’m not sure why then that when asked how I feel about Sirilim, my answer is sorta just, “Yeah, it’s fine.” But the thing is, I’m not sure I’d actually recommend it.

Siralim 3 is a 6v6 RPG battler. You wander from randomly generated realm to realm, collecting monsters, leveling them up, and fighting forward. The game has extensive scripting and macro capabilities, letting you more or less just automate fights if you wish, and you can even make said scripts conditional. Of the monsters, I’ve seen about 30-40 of them, and they all seem to function pretty differently. Finally, the game has a weapon and spell gem system, and on top of that, you can craft and recraft those items with different modifiers.

So, we have a lot of systems with interesting tactical depth regarding equipment, (PoE/Disgaea), massive variety of characters (Disgaea/Pokemon), and a massive replayability and grind automation to just make the happy numbers go up (PoE/Diablo).

And yet the game still feels very meh. I think this is a two part problem, at least partly based on the artwork and the writing of the game. The artwork is… fine. But it’s not inspiring. I don’t really love any of the monsters in the game. None of the creatures feels like they’re part of “my team”. They all feel pretty interchangeable. In fact, I decided to see if I could name any of them, and uh, I can’t. Not off the top of my head. Despite playing for 8 hours.

The writing ranges from “Yes, this is writing” to “Bad”. It’s not gonna win any prizes, and I don’t think it’s trying to.

If I had to try to pinpoint why I don’t enjoy the game, it would come down to two main things: first of all, the general feel of the game itself is pretty bland. Despite being mathematically and mechanically interesting, it feels dull to look at. This makes it hard for me to ever really get invested, or push through the boring bits for the next cool thing. There’s nothing Siralim is going to show me that I’m excited to see, be it boss, dungeon, item, etc.

The second thing is that Siralim feels a bit overwhelming. I recognize that this might sound a bit rich from someone who claims to love PoE and Disgaea, but in both those games, I’m usually interested enough in continuing to play the game that I end up caring about whatever bullshit system they make me learn. I’m willing to learn how stacks, orbs, auras, etc. all function because I want to see more of the world and story. (Hello, all 10 other people who care about the lore in PoE, whats up?)

So, would I recommend Siralim? No. Would I buy it again? Also, probs no. I don’t think it’s bad. But the lack of compelling writing or interesting things to look at in terms of art means that I have zero desire to continue learning it’s system and mechanics. Siralim is clearly someone’s game, the newest version, Siralim Ultimate just raised $90,000 on Kickstarter. But it’s not my game.

Running Secrets Of Shirakawa Castle – DM Thoughts

Unfortunately, I wasn’t able to finish running the Secrets of Shirakawa Castle module this week, but instead I hope to have the second part of the review up next week. If you haven’t read the first part, the link to it is here.

This post isn’t a review, instead, it’s just a collection of quick thoughts on running the Secrets of Shirakawa Castle module before. The primary difference between this and review is that I view these more as areas where I screwed up running the module, and where doing things differently would have been more fun for the players. As such, this post is mostly intended for game masters intending to run the module. So without reading the actual module, this article may not be very useful for you.

The module itself can be bought here, on the DM’s guild.


1. Don’t be afraid to use Sei as part of the investigation.
-I’m always afraid of having NPC’s do too much in games. Its something I need to work on. With that said, the way I ran things, it was almost like he wasn’t there. If I were to do this again, I would try to make him a more active part of the game, especially if I was to run the module as few players as I did. Sei and their lore is a fairly key component to the module, and by downplaying them too much, I think I made things a lot more complex then they needed to be.


2. Actively monitor party resources.
Again, more on me then the module. I wasn’t paying a huge amount of attention to how much HP/Spells/etc my players had. The module isn’t a met grinder, but it is punishing, and with exhaustion and other mechanics in play, it can become very easy to accidentally overestimate how much more the party can take without a short rest.


3. Let the players know that they have options to really explore the castle.
This is honestly my biggest regret. I’m pretty sure it’s how I ran the module, but when collecting feedback at the end, many of my players said they felt railroaded. Here’s the thing: Secrets is very, very open ended. Every room in the castle has a description and something to find in it. There are servants to talk to, a bathhouse to visit, and a small garden and pond. Each of these also has clues and information about the cause of the Yokai infestation. Players really can just wander and explore. If I was to run the module again, I think I would do a short tour of the castle, then have the NPC’s tell the players they can inspect wherever they want, and leave them.

These were my big three take aways. I expect to finish running the module next weekend, and after that I’ll post my final review of it. Hopefully these notes help anyone who ends up deciding to send folks on an adventure of their own!

Immortal Redneck – Finally Finished – Video Games!

So, I finally finished Immortal Redneck, by Crema. If the name sounds familar, it might be because they’re the folks that made Temtem. And raised a bunch of money on Kickstarter. But Immortal Redneck is their first game, and frankly, I’ve had way more fun with it.

I’ll talk later about Temtem, but for now, lets just talk about Immortal Redneck. If I had to describe it sufficiently, it’s a rogue like version of Doom, with an Egyptian theme. The game itself is fairly straightforward. You pick a starting character ALA Binding of Issac. This character determines your starting weapons, special activated ability, and usually has at least one more passive gimmick. Then you go into a pyramid, fight your way through to the stairs, go up the next level where enemies get harder until you die or get to the top. On the way to the top there are two bosses. If you get all the way to the top, or if you die, you restart, and can spend money you’ve collected on your way up to increase your hp/def/attack/unlock characters. It’s a pretty standard rogue like structure.

Here’s the thing though. If the reason you start playing Immortal Redneck is because “Oh hey, roguelike” I don’t think you’ll actually have a very good time. Most well regarded rogue-likes have an aspect of “learning” to them, and that isn’t really present in this. You don’t really construct a build. The only thing you can change about your set up as you proceed up the pyramid is your weapon load out, if you find something interesting to replace it with. The only real power-ups, “scrolls” can be good or bad, and you don’t know what they are until you pick them up.

I like Immortal Redneck overall though, because its fun. While it doesn’t follow the standard rogue like gameplay, most of the guns are a joy to play with, and just fun to shoot things with. While it does lean a bit heavily into references to pop culture with some of them, (looking at you little cricket and woolololo staff) most of them are just very satisfying to use.

In addition, the voice acting is pretty good. The only real voice lines are from the titular Immortal Redneck, but I found myself actually rather enjoying how he’s described. Making your character likable in a shooter like this seems difficult when all you can have them really do is spout one liners, but these make the redneck out as surprisingly likable.

I enjoyed Immortal Redneck, and if you like shooters I’d say give it a shot. But if you’re looking into it for the roguelike elements, it may not be your cup of tea.