- a deceased tumblelog project by Bruno de Figueiredo -
COREGAMERS | COREGAMING: DIEUBUSSY | PIXELS AT AN EXHIBITION
BACKGROUND ART BY OSAMU SATO, 1995

On to the Karakuri Mansion! - Shiren the Wanderer 3 PSP


While it may seem unusual that I’m actually presenting this in-depth walkthrough of a Dungeon/Roguelike RPG here at Eastern Mind, I warn the reader that this is in fact a small homage to Tiny Cartridge. Seen that one of the blog’s members, Eric Caoili, asked me if I could contribute with some posts to keep his blog alive during his absence, I thought nothing would please him more than a sneak preview of the latest Shiren the Wanderer episode - so clearly one of Tiny Cartridge’s most anticipated releases this year. Because of Eric’s appreciation for the game - which was almost unknown in the West at least until the arrival of the DS episode - I’ve recorded some of my impressions from what is more or less the first hour of the latest episode, originally named Fushigi no Dungeon - Furai no Shiren 3: Karakuri Yahiki no Nemuri Hime: henceforth referred to as Shiren 3, for obvious reasons.

Published by SEGA on the Nintendo Wii in 2008 (a US version is scheduled for release soon from Atlus), this Chunsoft title was recently brought to the PSP this courtesy of Spike. So far I’ve noticed no differences between the Wii and PSP versions apart from minor adjustments in the graphic engine - made to suit the reduced capabilities of the PSP hardware - as well as in the controls. As some have pointed out, this game would no doubt find a friendlier audience as a DS release; still, hardware limitations drove Chunsoft to release the game for Sony’s hand-held and preserve the original experience in its entirety.

Personally, it felt nice to return to this sort of game I’ve long stopped playing for numerous reasons. The only version I had tried before was the original Super Famicom episode (one I played using that fabulous gadget named Game Doctor 7) and at the time I got the honest impression that it was one of the most inventive dungeon crawlers available for the system. Having read some less favorable impressions of the Nintendo 64 and Dreamcast versions I mostly ignored the following GBA and DS releases/remakes which did suggest, however, that Shiren was even more compelling when played in small hand-held formats than in big TV screens. I was also surprised to verify how much the game has changed and evolved throughout the years. Shiren and Koppa are almost unrecognizable when compared to what they were before. Still, the wandering samurai’s kasa and striped cloak felt very familiar.

The game intro is a nice mixture between CGI representations of the characters and locations - a montage of several sequences that will appear during the game - and some introductory drawings made in the traditional Ukiyo-e style where Shiren roams the streets of the capital until he meets up with his uncle who shows him a newly acquired piece: the key that is supposed to open the doors to the famed Karakuri Mansion, a place said to be filled with the greatest treasures. To find its secret location is the ultimate goal of this their legendary quest.

Menus are adorned with the exquisite artwork as background. The game allows the player to choose between easy mode and normal mode: the first being so much more forgiving when in dungeons, allowing the player to return to the last checkpoint while keeping all the weapons items and money gathered so far. The normal option, which should be understood as “hardcore”, is an open invitation to skilled players who have enough time to spare and thus can afford to begin each dungeon anew when defeated and regain all the lost items.

Shiren and his uncle arrive at the Otsutsuki Village. Throughout the game, both travelers will constantly return to this location set on the foot of the mountain to gather information and items, as well as to rest.

The Sensei is off, giving the player the first chance to control Shiren and get to know the town locations. Beside him is his best friend, Koppa, a rare ferret who has the ability to speak - often doing much of the talk for Shiren, much like Daxter to Jak or Issuun to Amaterasu.

When entering interiors, the game pauses for a brief and almost imperceptible loading time.

The town is filled with both young and old people who promptly express their needs and dreams in text boxes. In other words, the usual for RPG games.

Young lovers meet in secret by the river bank…

… while old people tend to their flowered gardens.

Although essentially a fantasy landscape of feudalism in ancient Japan, the game also represents some of the cultural traditions that are known to that historical period. In this picture, a group of four young girls learn to dribble the ball in rhythm while singing a meaningful song, as taught by the old lady with a cane.

Shiren meets up with Sensei at the local tavern.

Shortly after, a group of bandits known as the Hyotoko gathers around the Sensei intimidating him. They just seem to go around everywhere bullying people but, of course, they have no chance against our heroes so they leave quietly.

The owners seem worried about their missing daughter. The give Shiren and Sensei a green herb to help them on their search.

As mentioned before, the Otsutsuki village is a base for the heroes’ adventure, one they return to whenever they feel they’re in peril. The local market allows the player to visit the traveling salesman - using the usual flashy red gown and a pole with a flag in the back so as to identify himself as a trader.

Additionally, it is also possible to manage Shiren’s funds, an option which comes in handy especially when playing in Normal mode. These two nice looking ladies run a business that is very much like a bank: the player can store his funds (or Giitan, as the currency in this game is known) whenever returning from dungeon exploration. Because Shiren will lose all the money he earned when defeated in dungeon, it is essential to keep coming to these ladies to store the money.

Exiting the village will present this map. Shiren and his Sensei go out for a little dungeon action.

When in dungeons, the appearance of the game changes slightly. On each of the corners will appear the information of each character’s HP and current level. Pressing the SELECT button will allow to chose between the two characters at any point.

If you have never played a Shiren game it’s very hard to explain how its system works. As if a mixture between real-time and turn-based combat, the game also includes a lot of map navigation. While it is possible to move around freely (and run using X), fighting against enemies includes waiting for their attack. If the enemy approaches the computer controlled character, the player will also have to wait for his turn in order to either move, attack or use an item. Not surprisingly, ChunSoft and its experienced game creators have achieved a perfect balance so the dungeon phases flow much faster and smoother than anticipated.

Several weapons and items can also be found scattered around these areas. A new sword comes in handy since Sensei is able to wield two swords at once - a fighting style which which he seems quite comfortable, in fact. Sometimes these items will be placed on top of traps which might set, for instance, an arrow to be thrown in the character’s direction. Thus it is recommended to be on the look out for any suspicious elements.

As each of the dungeon’s floors or sectors is explored, the map - which is ALWAYS on screen - becomes larger.

At the end of each section, the game entertains the player with the results.

Having exited the forest, the duo arrives at a seemingly abandoned temple. Sensei is particularly interested in the four image panels which, he believes, are of great importance to finding the hidden Mansion of unheard treasures.

Seems like this summoning to the old temple was a stab in the back. The aforementioned Hyotoko bandits were hiding behind the walls waiting for our characters. The gang leader, Jurouta, is also present this time. He is a man who will stop at nothing in order to reach the fabled Karakuri Mansion.

A trapdoor opens, making our heroes fall into a dark room.

There, a big feline-like creature seems to be as famished as it is dangerous…

Either I equipped the right weapons or this feline creature didn’t even have the endurance of an ordinary street cat, as it was so easy to defeat. Down goes the first boss.

Returning to the village, the heroes also return the missing young lady to the Tavern owners. Time to equip some new items and prepare for harder challenges.

The following dungeon is much harder than the first. Enemies have become much less predictable as shown by the fat squirrel wearing a hat and a bow that can hit Shiren from a distance; as well as that stinging insect who hits and instantly runs away. It becomes almost impossible to defeat these enemies without being hit back. Luckily, HP is slowly replenished simply by walking around.

Reaching the mountain as they exit the dungeon, Shiren and Sensei find a new group which, at first sight, is far more threatening than those coward bandits (these can be seen on the right being pushed towards the edge of the mount). Meet the self-proclaimed “Four Guardians”: Centipede, Catfish, Eagle and Tengu the long-nosed leader.

Just as our heroes’ lives are being threatened, a mysterious girl appears over the tree branch.

The Tengu guardian recognizes the girl…

And for some reason, which I’m sure will be revealed later, vanishes into thin air.

The top of the mountain reveals new locations on the map such as these hot springs where the player can stop for a rest. And what better place to put an end to this brief introduction to Shiren the Wanderer 3 on the PSP? I hope to find the time to get back to the game and reveal the results of yet another hour in the company of the wandering samurais…!