Shinjuku Dungeon review

I don’t believe I’ve read a review of Shinjuku Dungeon that doesn’t begin with the anecdote about the game’s layout being a replica of Shinjuku Station which is nicknamed Shinjuku Dungeon due to its illogically confusing layout. This review is no different and it’s perhaps only fitting -if surreal- that this ‘dungeon’ formed the basis of a video game Action RPG which is exactly what UeharaLabo did on iOS and Android and now ported to 3DS courtesy of PUMO. 

Whilst smartphone gaming has arguably done its fair share of damage to the videogame market; it has created an environment for smaller development teams to try new concepts completely opposed to the philosophies of major software houses with their unimaginative annual big budget dudebro game upgrades. What the platform does lack however is the universal physical control method which does benefit some genres but often spoils many others. 

What PUMO have brought to the table along with new physical controls is heart containers and actual combat, bottom screen map and top screen 3D (as well as ridding the in-game obtrusive ads) in return for a ¥600 price-point. In-fact the game’s 2D Legend of Zelda-style of the puzzle solving, block pushing, switch pressing, key collecting etc etc have been intensified with the new hearts and Zelda-style enemies from Rats to Stalfos to Wizzrobes to Ghinis.

The Zelda reference points are soon burned out due to Shinujuku Dungeon’s lack of relative depth and only a singular dungeon (although larger than any single one from Zelda 1) and the storytelling isn’t comparable. Improvements that need to be made (directional control for instance) are equally lacking and the time required to beat the game (2-4 hours) could be a cause for concern, but overall such concerns fail to detract from a fun little eShop Action RPG recommended to all fans of the likes of the 8-bit Zeldas and Fairune.

6.5/10

Review by Bri Bri. For more information on Shinjuku Dungeon please go to http://www.pumo.jp/category/3ds/shinjuku