Not long ago, we brought word that the amazingly deep RPG Siralim (Free) would be receiving a very substantial update quite soon. If you’ve been waiting with anticipation, the day has finally arrived. Siralim 2.0 features heavily overhauled graphics and adds a ton of content to an already large game. There are now more than 100 new creatures in the game, a new skill point system, hundreds of new items, and lots more. You can check a full list of the changes by visiting the forums at developer Thylacine Studios’s homepage. This update is of course free, as all of the many other updates made to the game have been.
Siralim is a very cool and unique game. I really enjoyed it when I reviewed it last year, and the significant updates were enough to earn it a place in the RPG Reload’s Favorite RPGs of 2014 article. It’s also been a hit in the TouchArcade forums, with more than 80 pages of discussion about its many nuances and secrets. The developer has been incredibly active there, answering questions and often making adjustments to the game in direct answer to the feedback received. Thylacine has been so busy, in fact, that almost every criticism I had in my initial review has been addressed in some form or another. Best of all, the game is free to try out until you reach level 15, at which point you can pay a single $4.99 IAP to unlock the whole game.

We’re so excited about this update that we’ve teamed up with Thylacine Studios to deliver you some special item codes that you can use in-game. Simply talk to the character Bynine in-game and give him the code, and you’ll receive a powerful artifact that will give you a massive bonus to to the resources you receive from completing battles. It’s the perfect thing for a starting player, but even veteran players can always use more resources, right? We’ve got a whole ton of codes to give out, 100 to be exact, and we’re going to be handing them out all day long on Twitter via the @RPGReload account. We’ll be rolling them out here and there throughout the day, so if you’re working during the day time, don’t get yourself in trouble by checking Twitter when you should be saving a cat from a burning house or something. So go ahead and grab Siralim if you don’t already have it, and keep your eyes on the @RPGReload Twitter account to see if you can snag a code.
Awesome write up Shaun! Always well written and interesting!
I would have preferred they not use art from remakes, I thought most people even outside japan prefer the original artwork!
Re: "We also went back to the earlier titles, and if there was a remake or a newer version, we used images from those for the story sections. In Japan, we just used the original art."
I agree. I was taken back by the new artwork after having played some of the JP version for a while. It's not a big deal, but I've always preferred "old school" 8-bit or 16-bit style.
I'm alright enough with the intent, but there's a catch-22. Most of those remakes are on portable systems, whereas FF debuts have been home consoles, so I'd suspect long-time fans used to the original(-ish) graphics to've plugged their gaps with ROMs. Not that I'd ever want someone to cut their teeth on, say, FFV with its PS1 version...
This was also something that got me with TFF/CC. Nigh all the music was from the debut incarnations, even though there's been so many mixes, and as one who has GBA music ingrained, the original and/or "highest quality" (often PS1 for the first two) throws me. And I keep thinking to assertion that FFVI's opera's vocals were most "vocalized" in FFVIA (though I'ven't its mobile incarnation yet). Speaking of vocals: Not using the dual-language rendition of "Melodies Of Life" - i cri.
Very interesting Interview Shaun. Good job
Hopefully the second part of the interview will hint at a release date for the international version. I'd also be curious if there are any details discussed about the Canadian "soft" release, which appears to be missing many features, such as events, battle time config options and a small amount of missions available.
Shaun that was an amazing interview. You did a great job and it sounded like you understood the game rather than just a random interview.
My only real concern is that they will tweak the system you liked in Japan. Maybe it was too fair and they think an English version should be tougher to try and generate more money. I hope that's not the case.
Ooh, FFV talk! I more usually align myself to FFII (seriously, if that world was saved for SNES-era!), but FFV deserves more highlight! And FFRK in the FF-verse? Well, the Rift was established with the Dissidia duology, so...