The theme of getting mad is translated to combat, where you will increase your insanity meter when using certain magic skills. Taking some notes from games like Fire Emblem, but ditching a grid in favour of freedom of movement, Monark builds a very deep combat system, where you need to constantly balance the risk and rewards behind each movement. In order to compensate for that a little bit, Monark presents a very interesting strategic turn-based combat system. Others are bland and feel more like a drag. Some are very good and interesting, as they explore dark themes and weird events. However, due to the nature of the narrative and how most of these characters are built on top of heavily-explored anime tropes, each chapter presents a hit-or-miss self-contained story. You see, by giving each character their own chapter, the game can explore their specific characteristics and backstories. As well as the boost they offer your team, these characters will also be closely linked to the game’s overarching narrative, as well as that chapter’s specific events-and that’s where both the strengths and weaknesses of Monark ’s narrative lie. In addition to these daemonic summons, at each chapter of Monark, a new human character will join your party. Summon daemons and use the help of others to fight the Seven Deadly Sins. This can help you a lot at the start, but there’s a chance for you to get a character focused on buffing, or even a character that deals heavy damage to enemies affected by status conditions. Each Sin is connected to a type of unity, so you may start the game with a healer, for example. This is an interesting system that may result in an easier or harder early game. This will determine which daemon you will be able to summon at the beginning, and will be further increased along the campaign, with new daemons added to your party over time. In fact, at the very start, you will answer a series of questions which will be used to set your levels in each one of the Seven Deadly Sins. Monark ’s themes of creating a strong Ego to deal with daemons aren’t only present on a narrative level. As a Pactbearer yourself, your main objective is to defeat the other Pactbearers in an attempt to restore order. Because of their actions, a weird mist is appearing throughout the school, turning people mad. Basically, people with strong Egos were able to make pacts with daemons that represent the Seven Deadly Sins, becoming Pactbearers-powerful beings that can use Authority to bend the world’s natural order. The causes behind the dome are of daemonic nature. It all starts with you waking up in the Shin Mikado Academy, a school that has been cut off from the external world by an otherworldly dome (think Stephen King’s Under the Dome, or The Simpsons Movie ). It’s not often that you get a new game made by veterans who worked on the Shin Megami Tensei series, but Monark arrives on Switch as an attempt to bring brand new ideas to the JRPG genre, even if they don’t work as intended.Ī school in Japan where weird events involving daemons occur.
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