![]() ![]() they do change quite a bit obviously the first in a series is usually the most awkward, and each iteration might change stuff here and there to help streamline the player's progress, with ultimate being, well, 'ultimate', in that it vastly expands character specializations, and therefore the range of builds you can have with support from your character skills, as well as getting rid of some redundancies and streamlining some of the functions for a nearly ideal game, while adding more to it at the same time. Siralim 1-3 - there's an inherit issue here - these games are a lot alike. Monster sanctuary is admittedly less my cup of tea, because the siralim series is, to a few sort of 'venn diagram' gaming interests, ideal, however it's by no means bad - if a sort of metriodvania game with monster catching sounds interesting, definitely get this title. If you don't mind long games, potentially without end, if you don't mind deep games, with tons of build variety and a lot of theory crafting, and you're willing to put up with snes ish graphics, it's definitely not a bad choice - if those ideas appeal to you, then 100% get siralim ultimate. especially the postgame, of which i'm a massive fan of (hell, i tend to hate tactical rpgs, but a series called disgaea is in my top 5 series of all time because it does postgame SO god damn good - this is definitely up there as well, probably ahead given most of disgaea's just level grindig to get to the point you can do better level grinding) The siralim series (even the early ones, with only 5 character classes) has FAR more gameplay variety as well as longevity, than honestly any other game i can think of. Instead of building your team around the movesets available from a certain monster, you're building your team around the abilities of your player character, with the 20+ 'specializations', in siralim ultimate, picking out over a dozen different abilities for your monster team to have (all six in the fight at once, as opposed to pokemon's typical 1v1 or monster sanctuary's 3v3), with each monster starting with an ability, fusing with another monster so one monster has two abilities, and the equipment item that you can craft to your specificatons being able to hold a third ability, plus more - your specialization, plus 18 potential abilities working for a 'build', plus you add various attacks via spell gems (anything between magic attacks based on int, heals, res, stat buffs, status buffs, and attacks that use str, def, speed, sometimes potentially even health or more esoteric effects like 'how many of X condition has the foe met this fight determines effectiveness' Siralim: recently described it as being a monster capture title, that lacks monsters learning skills and not having a huge bell curve of useful to bad allies (tb nether does monster sanctuary) It's also not an incredibly long game - iirc most could potentially plat it in under 40 hours, which is only important because the siralim titles have a ton of potential content and scale basically forever So there isn't really enough points to get everything - most, but you need to have 'builds' with your monsters, as well as your overall team. It's different than pokemon or smt in that, instead of just learning moves at given levels, instead each monster has a collection of skill trees, there tends to be a wide variety of them (there's perhaps 20 or more skill trees reused by several monsters which can lead to some monsters having a better symmetry with a skill tree than another monster does)Īnd skills are somewhat limited - you'll need the 'main' skills in a skill tree line, of which there's usually 15-20 skills in 5 tiers or so, as well as your monster's level needing to be high enough to go down a tier - at level 99, you have 100 skill points (there's an item that can give bonus points to monsters, but only once per monster, afaik to even out the stat point application) Monster sanctuary plays a little more like pokemon or smt in how the monsters work, but it's also a metroidvania platformer too - monsters have navigational utility like using elemental powers to activate switches, birds to glide or fly, fish to swim, etc TL:DR they're both sort of monster capturing turn based rpgs, but other than that, they do differ kinda greatly, i'd suggest getting both of MS/SU, but siralim 1-3 are a little too much alike to suggest getting them all, or even one of them if you're sold on SU - it changes things up quite a bit but is the superior choice, and even S3 kinda feels inferior to SU.
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