While the plotline’s trajectory is fairly predictable, that decision proves to be beneficial, allowing gamers to devote their attention to Monpiece’s combat component. Within the first half-hour the game reveals the substance of its storyline- which involves the self-actualization of a second-guessing character as well as another protagonist becoming cursed, thereby endangering Yafaniel‘s fragile balance. The game’s plotline extends a quartet of likable principals, with character development and exposition handed through mercifully germane and adeptly localized dialog sequences. Realizing the potential for a symbiotic relationship, academies began to emerge, where humans learned to utilize the abilities of beasts through card-based battles. When these beasts began committing atrocities of their own, they were castigated and forced to live in the bodies of humans, thus limiting their powers and sowing the seed for an alliance between the two factions. Long ago, humanity’s ruthless dominance was punished by the release of monsters into the world. But for those who can glean humor in this silly and unapologetically sophomoric leveling up system, Monpiece proves to be an engaging card battler as well as a fountainhead of indulging fan-service.Ī perfunctory scrolling text-based sequence expresses the game’s backstory, articulating a shifting tide of tensions between mankind and monster in a realm called Yafaniel. Certainly, for snobbish players this obligation will undoubtedly be a deal breaker. Undoubtedly, the recent release of Monster Monpiece for the PS Vita will be remembered as the game that encouraged a bit of simulated self-pleasure in public. From Feel the Magic: XY/XX’s simulated CPR, which prompted gamers to blow into their DS microphones to No More Heroes’ beam katana recharges that forced us to jerk our Wiimotes and Move controllers in a suggestive manner, we’ve been asked to perform some pretty awkward acts. Periodically, it seems developers enjoy putting players in embarrassing situations.
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