Master of Monsters for Genesis
Review #4336
Master of Monsters
Super Godzilla, minus Godzilla...and not Super either
Gameplay
Looks, feels, and acts like Famicom Wars or Military Madness, but this game lacks the depth of those titles. Where it possesses depth, it's obscured to the point of confusion. Why can I choose an attack with some units? What do the percentages mean? Can any of my units use ranged attacks? What happens after casting magic? How is my offense or defense affected by different terrain? Why can I summon one unit this turn but 2 the next time and none the turn after that? Why can't I move this unit for two straight turns?
So many questions with no answer.
As it is the gameplay is fine, if a bit choppy and extremely primitive.
Level Design
Here's where the game goes from being ok to being downright awful. Each level seems to be a 1v1 fight against another team of monsters. They aggressively attack and can summon monsters at least 3x as quickly as you. So no matter what you do you'll be overwhelmed in short order. It's just a numbers game at that point.
A tutorial would've been nice. And some easy levels to play through. Instead it's just a quick walk to the gallows before you're beheaded by a literal troll.
Theme
Monsters as units is a neat concept, but there's no narrative or setting surrounding it. The creature is the feature here.
Art Style
NES quality graphics. The battle animations are the most visually arresting element and those again don't look 16 bit.
Audio
Lovely music. No sound effects
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