![]() The lack of local multiplayer is a disappointing omission, but there are some cool ideas explored online, such as how you can use “NET Eggs” to utilize the genes of another player’s monsters as one of the ‘parents’ in breeding, which basically gives you a random result. If the single player aspect isn’t enough, there’s also the expected suite of multiplayer functionality to contend with, which primarily exists to give you more leeway to battle or trade with other players. Evidently, there are over a thousand different monsters once you take these factors into account, so there’s no shortage of team comps you can try out here. Going through several generations and seeing what kinds of crazy mutants you can make has some amusing ethical questions, but adds a lot of replayability to the 25-or-so hours it takes to see Monster Crown through. There are about 200 ‘base’ monsters you can forge a pact with, but each of these can be changed into other monsters via special items or through breeding them to get entirely new ones. There are four stages to the Synergy meter, with each consecutive one stacking on new stat bumps and benefits that enable you to really let ‘er rip when you finally act, though the trade-off is obviously that every turn spent building the meter is one where you aren’t attacking.Ī fun offshoot of this matter with balancing is the breeding and fusion system, which offers quite a bit of leeway to create a specialized team to your liking. Things are mixed up a bit with the usage of the Synergy mechanic, too, which allows you to build a special meter by either swapping monsters or defending for a turn. Each monster can be one of five different types, each of which is resistant to one type and does extra damage to another, so it’s critical you build your team not just with traditional roles (DPS, Tank, etc.) in mind, but also with enough diversity that you can realistically take on a similarly leveled monster of any type. Catching monsters is as simple as offering them a pact, which they then read mid-battle and then either accept or reject based on factors like level and health. Gameplay follows a rather familiar format, wherein you obtain and train a team of up to eight different monsters and pit them against both wild and tamed foes in simple turn-based battles. ![]() It’s not an especially inspired story-the monster battling gameplay is clearly the main draw here-but it’s just interesting enough that it feels worthwhile in the end. You play as a young, up and coming Monster Tamer from a humble farm, but quickly get swept up in a plot that puts the fate of Crown Island in your hands as you repeatedly interact with an anti-hero character focused on installing a group of tyrants. For example, here you don’t catch any monsters you bring to your team, but instead form a ‘pact’ that’s essentially a contract for the tamer to provide for the monster’s needs in exchange for its powers. Monster Crown is set in the wild world of Crown Island where humans and monsters don’t so much live together in harmony as they do in begrudging acceptance. Monster Crown offers up an enjoyable, though flawed throwback to simpler monster-battling days, but it ultimately proves to be a worthwhile experience. Now it’s 1.0 release has finally come to fruition and it’s naturally made its way over to the Switch. After making over nine times as much money as the initial goal, the title then shifted to Early Access on PC, where it was regularly iterated on and updated in tandem with community feedback. About three years ago, Studio Aurum pitched Monster Crown on Kickstarter, a monster-battling RPG which wasn’t shy about taking inspiration from a certain popular Game Freak franchise.
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