![]() ![]() The sheer number of abilities, and the different ways to build your characters, will allow you a freedom over the game that a lot of Tactical RPGs seem to miss the mark on. There are a huge number of abilities to use in combat too, even if most of them I never actually felt a need to use.įor those vested in min max gameplay, there is a lot here to allow that to happen. There is a fine line to walk whilst levelling up your characters, as they can easily fall behind, and make you want to not use them all. You’ll often be pushing your protagonist as he is typically far and beyond the strongest character, but in the same vein, if he dies, you’ll lose the battle. The combat itself is rather straight forward but does require enough strategy to be effective with it. All the boss encounters are rather unique, and typically involve two boss type enemy designs, which does flesh it out a little. There are perhaps five or six different enemy types, most of which are only really different based on what weapon type they use. There is a severe, severe lack of enemy variety. Unfortunately, there is a glaring problem with the combat itself. You’ll also spend far less time in it, than you will the better aspects of the game. Thankfully, the narrative and combat sections are deep enough that they far out-shadow the bland and boring overworld. More in the vein of XCOM, the game could almost be completely individual maps and it’d feel almost no different. If you’re used to the deep worlds of games like Persona or Shin Megami Tensei, with which MONARK shares many visual similarities, you’ll be disappointed. You’ll start on the bottom floor of the building, progress up floors almost like stages, and then reach the roof where you’ll face the boss of that area. There is very little reward for deep exploring, and almost every environment is identical to the last, mainly with a slight change in the pattern of the rooms, more than anything substantial. The overworld is uncomfortably bright, relatively bare, filled with boring and irrelevant NPCs. Most of that exploration will be spent looking for shining spots in the environment for lore or looking for stat boosting alter egos. There is an overworld, and there is some very, very minor exploration. MONARK is essentially split into two major parts. MONARK is going to punish you if you’re under prepared or not ready. Even though you are meant to lose here, this is a warning. You also get absolutely ruined by the first bit of combat, and this is important to remember. After a short exposition, you’re thrown into your first bit of combat, and get introduced to the game. ![]() Unlike many JRPGs of the last 20 years, MONARK starts off slightly different in that you get into the gameplay almost immediately. It is your responsibility as the Vice President of the True Student Council to defeat the other Pactbearers and in turn purge the mist that is slowly engulfing the school, which is turning all the students insane. You are, as is the case with many JRPGs, the nameless and silent protagonist, as well as the Pactbearer of Vanity, the only Pactbearer that isn’t one of the Seven Deadly Sins. MONARK is a turn-based free move style tactical role-playing game. ![]() Can you as the Vice President of the True Student Council and the Pactbearer of Vanity save your school and the students from the dangers before them? Shin Mikado Academy is engulfed in a madness-inducing Mist. ![]()
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