![]() The PlayStation 4 version was the seventeenth bestselling game in the country throughout the same week, with 5,242 physical copies being sold. The Nintendo Switch version of Monark was the sixth bestselling game during its first week of release in Japan, with 10,521 physical copies being sold. Nintendo World Report thought that the story was interesting and that the stat progression system was unique but disliked the lack of environments, character-locking progression system, and puzzle design. RPGFan liked the vocal tracks, opening cinematic, characters, themes and combat, and said that the game's bad pacing, subpar graphics and the transphobic treatment of the character of Perrine held it back. Push Square reviewed the game much more negatively, giving it four stars out of ten, and cited the use of the horror genre, boss designs, and music, as positives, while calling the repetitive, grindy combat the game's biggest downfall. Just go in knowing that it can get arduous, and you’ll need to overlook those faults to find what Monark does that’s really different." Nintendo Life gave the game seven stars out of ten and praised the high-risk, high-reward combat system, creepy aesthetics, interesting story, and replay value, while criticizing the lackluster graphics, repetitive environments, and lack of enemy variety. Destructoid severely criticized the game's repetitive nature and concluded, "There are some novel ideas here, and if you’re looking for something outside the RPG status quo and with a darker vibe, Monark could fit the bill. IGN lauded the game's personalness, combat systems, and abilities, and cited the unengaging story, characters, party member system, enemies, repetition, and puzzles as its drawbacks. Monark received "mixed or average" reviews, according to review aggregator Metacritic. Kazunari Suzuki provided supervision and feedback on all parts of the scenario. ![]() ![]() Fuyuki Hayashi wrote the scenario and dialogue for all of the major characters, while Ryutaro Ito wrote for the NPC characters. Some members of the staff from the Shin Megami Tensei series were involved in the game's development. The game is developed by Lancarse and published by FuRyu. The player is part of a group of students who gained the ability to enter an Otherworld, where the demons empowering the mist must be defeated. Monark takes place inside Shin Mikado Academy, a high school sealed from the outside world by a barrier and enveloped in a mysterious mist that drives the students mad. Gameplay is split between the character evolving their own desires by exploring the school campus, and fighting monsters called "daemons" in the Otherworld. But the gut feeling I have is that getting there will feel like an uphill climb, and that’s not a good omen.Monark is a tactical role-playing game with combat similar to Lost Dimension. I’m intrigued to see it through, if only because I’m hopeful Monark can rally and really bring it all together in the final moments. And while the world is intriguing, its characters and stories have yet to hook me in the same way. I have to do the less-interesting parts to get myself ready for the interesting parts a little too often. And the setting is really cool, combining aspects of school-life and demon-battling RPGs into a world I enjoy.Ī penchant for grinding and repetition weighs on Monark, though. It weaves its sinful nature in and out of the story in interesting ways, and I love the idea of turning my personality quiz results into the mechanical characteristics of my protagonist. Its systems might be a bit over-designed, but they’re interesting and, every now and then, result in some big moments of tactical genius. Monark is a real conundrum, because I can see where it could click together into something much more interesting. These should be more interesting, but often fall by the wayside and get fairly brushed-off resolutions. And Shin Mikado is not a pristine school it’s not quite Euphoria, but issues of bullying, relationship drama, and more pop up throughout the story. ![]() Most characters have a few interesting notes, like the reason they became a Pactbearer in the first place. Part of this is the story content itself. While Monark‘s world is interesting, I also feel like its actual story is falling flat for me. Special music tracks play during the latter, however, and those are very, very good. They also all have the same look, whether it’s the basic battle I’m grinding through 15 times in a row for Spirit or a big boss battle. For the most part, it’s just a way to break up individual segments of enemies and form chokepoints. I haven’t found a map yet where the terrain felt like a crucial factor in the fight. The Otherworld looks cool, but each map is constructed with a few walls and environmental hazards, with enemies randomly strewn about. Battles aren’t very visually appealing, either.
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