Combat in MONARK
Posted By Wynn Johnson Posted On

MONARK: A Promising JRPG Bogged Down by Flaws

When discussing school settings, Japanese RPGs (JRPGs), and demonic themes, many gamers immediately think of ATLUS’s renowned Persona series. These carefully crafted elements have propelled Persona from a spin-off of the popular Shin Megami Tensei series into its own successful franchise. Recently, Lancarse, a studio that has collaborated with ATLUS and BANDAI NAMCO, has ventured into a similar school-themed RPG with an intriguing title: MONARK. Set in the fictional Shin Mikado Academy, MONARK promises to be a notable entry in the 2022 RPG landscape. Players assume the role of an amnesiac student who gains special abilities. Alongside companions, the protagonist must unravel the mysteries surrounding their identity, a barrier isolating the school, and a strange mist driving students to madness. With a pedigree linked to the Shin Megami Tensei series, how does Lancarse’s latest offering, MONARK, fare?

Engaging Combat System

MONARK retains the classic Japanese Tactical Role-Playing Game (TRPG) foundation but refines it for a more engaging experience. Battles are turn-based, requiring strategic character placement on the battlefield. However, MONARK distinguishes itself by allowing free movement within each character’s designated movement range, rather than restricting them to a grid. Each turn demands careful positioning to maximize character skills and team synergy.

Combat in MONARKCombat in MONARK

MONARK introduces the MAD and AWAKEN status system, impacting characters both positively and negatively. Instead of MP, skills cost HP or affect the MAD meter. This necessitates strategic resource management, especially during boss battles. Each battle is scored, rewarding players with Spirits based on performance. Efficient play, specialized skills, and assistance contribute to higher scores, with greater rewards for higher difficulty battles.

Character AbilitiesCharacter Abilities

Spirits are used to upgrade and unlock skills via character-specific skill trees. Limited Spirits and diverse skill trees demand careful planning for optimal team development.

Exploring the Themes of Ego and the Seven Deadly Sins

MONARK‘s narrative revolves around the concepts of Ego and the Seven Deadly Sins (Lust, Sloth, Pride, Envy, Greed, Gluttony, and Wrath). An initial questionnaire determines the player’s dominant sin, granting them a corresponding Fiend companion.

FiendsFiends

These Fiends become crucial allies in combat, growing stronger as players defeat enemies, mirroring the escalating nature of sin. The game’s commitment to these themes is a significant strength, reflected in companion designs and narrative development.

Character DesignCharacter Design

Through combat, exploration, and dialogue, players shape their own Ego, making choices more meaningful than simple stat upgrades. This approach adds depth and intrigue to character progression.

Lackluster Visuals

While MONARK boasts a consistent art style across its UI, character information, skill trees, and equipment screens, its 3D models fall short. Characters lack detail and expressiveness, textures appear unrefined, and facial animations during cutscenes are awkward. Even monsters lack visual diversity, with only bosses showcasing more intricate designs.

Graphics ExampleGraphics Example

Environment ExampleEnvironment Example

The overall graphical quality feels dated, even considering the Nintendo Switch’s hardware limitations. Many older titles on the platform demonstrate superior visuals, highlighting a lack of polish in MONARK.

Repetitive World and Gameplay

MONARK‘s environments are monotonous, featuring repetitive hallways, classrooms, and staircases. Exploration involves finding notes and records to solve simple puzzles, which feel more like obligatory hurdles than engaging challenges. Combat, while initially promising, is hampered by its presentation. Battles take place in a separate dimension accessed via the in-game phone, requiring repeated menu navigation.

In-Game EnvironmentIn-Game Environment

Another Environment ShotAnother Environment Shot

This repetitive structure contributes to a sense of tedium, diminishing player motivation.

Excessive Grinding

MONARK demands significant grinding to keep pace with its difficulty curve. The challenge stems not from enemy variety or level design, but from the player’s initial weakness. Upgrading skills and leveling requires extensive Spirit farming, often involving replaying levels with static enemy encounters. This grinding is apparent from the early stages, requiring repetitive gameplay to avoid being overwhelmed by bosses. The escalating battle lengths exacerbate this issue, further detracting from the overall experience.

Combat ExampleCombat Example

Grinding ExampleGrinding Example

Conclusion

While MONARK presents an engaging combat system and intriguing themes, its shortcomings in visuals, world design, and gameplay loop hold it back from reaching its full potential. The excessive grinding and repetitive environments ultimately create a tedious experience that overshadows its more promising elements.

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