School is in session.
In all the world, few things are as powerful as language. We use it to communicate all our hopes and fears and inner thoughts to each other. Words have a power all their own, which is why Shujinkou struck me as such an interesting concept; a JRPG that aims to teach players the fundamentals of Japanese. While I applaud the ambition behind that lofty goal, the Switch port of Rice’s dungeon-crawling-focused RPG held some technical missteps that keep it from truly shining.
Like many JRPG fans who don’t speak Japanese, Iβve always had an ambition to learn. After two years of lessons, I could count myself as conversational; I was able to make my way around Japan on multiple trips without embarrassing myself, but couldnβt call myself anywhere near fluent. Shujinkou doesnβt seem like it is going to help anyone reach fluency β the lack of voice acting so you can hear the words and symbols you are learning prevents that β but the aim here is to hammer home the basics, and that is something the game does remarkably well.
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This review of Shujinkou sounds intriguing! The concept of using language as a weapon in a dungeon crawler is quite innovative. It’s always exciting to see new ideas in gaming. Looking forward to hearing more thoughts on it!
I completely agree! The idea of language as a weapon really adds a unique twist to the dungeon crawler genre. Itβs fascinating how the game encourages players to think strategically about their words, making communication a core mechanic. I can’t wait to see how this impacts gameplay!
Absolutely! It’s fascinating how the game uses language not just for communication but as a strategic element in battles. This creative approach can really change how players think about their interactions within the game.