Unsubscribed...It's worth the price.
...and it's a better game than Smash. ;)
It looks like dozens of other games I've already played. Games I've enjoyed a good number of, but there's only so many animated 2d "metroidvania" platformer adventure games I'm going to be interested in in a given year. And let me tell you, some of them were very good, and very lengthy, and a lot less than $40.
You've been completely unable to articulate what makes this one any more special or what makes it not a bunch of great production value papered over the same game I've played a bunch already this year. "Best game of the year" and "one of the best game of the GENERATION" is an extraordinary claim. One that without spending $40 I can only judge by watching gameplay and impressions, and it does not look to live up to that moniker.
I'd go as far as to say it's the best indie game of the year. Yeah, I played Celeste.
Yes on the back but it's only physical in NA so it doesn't matter for other regions.gonna pick it up in a couple of days, but doesn't the box art literally say "Wonder Boy 30 Years Anniversary" on it...
Ya know, thinking about it, Monster Boy doesn't feel like a modern indie title at all. This feels like a game made in 1994 (I mean that in the best possible way).I'd go as far as to say it's the best indie game of the year. Yeah, I played Celeste.
Yes on the back but it's only physical in NA so it doesn't matter for other regions.
Ya know, thinking about it, Monster Boy doesn't feel like a modern indie title at all. This feels like a game made in 1994 (I mean that in the best possible way).
A steam page doesn't mean much anymore, I guess its a good chance its going to the epic store as an exclusive, the developer is crazy enough to charge 40 bucks for an indie game, a money hat doesn't seem out of the question....
Obviously.
How's the single player portion of Smash? It's a series I've never really managed to get into but it is very appealing.It's not a terrible result, but not a great one either.
They really should've launched this in January. Going up directly against Smash was absolutely foolish. Even the most hardened of Monster World/Wonderboy fans would be likely to be busy with Smash (and Switch owners were the primary target audience for this game, given that the Dragon's Trap remake sold best there).
It might still do alright in the long run, but Smash really did just suck all of the air out of the room for its launch unfortunately.
How's the single player portion of Smash? It's a series I've never really managed to get into but it is very appealing.
OK then, I'll give it a shot.
What makes this so special is a combination of elements.
The biggest one is level design. Metroidvania style games are a dime a dozen these days and one issues I've had with many of them is 'hallway syndrome', as we'll call it. You spend a lot of time walking through hallways slashing at enemies over and over again on the way to your destination. You really don't have to worry much about platforming since there is little death in that regard. I don't mind this style of design but it can become tiresome.
I feel that Monster Boy manages to solve this by taking a very different approach. The main thrust is that you can't just mindlessly run through the world - you need to be on your game. There are platforming challenges galore, enemy patterns are challenging and you can't take that much damage. It forces you to learn enemy strategies while mastering actual platforming - the return of pits is a big deal in a game like this. Couple this with the varied moveset and you have more interesting traversal through a world that is more thoughtfully designed.
...but that's just the tip of the iceberg.
The main thing that sold me is the 'dungeon' design. You are basically required to visit a series of locations in the world in order to obtain an object - you must navigate the overworld map to reach each dungeon and, upon arrival, you'll discover a large, puzzle filled platforming challenge. The closest analog for me is The Legend of Zelda: A Link to the Past. Like Zelda 3, each one follows a unique theme with a huge focus on puzzle solving - you're often visiting different areas of the dungeon to solve a larger problem - like, say, a door in the middle needs to be opened but you need to visit four corners of the dungeon to open it. That will involve solving puzzles, platforming challenges and engaging in combat.
Along the way, you will also encounter an area or two that cannot be navigated immediately - this requires finding a specific tool/power-up similar to the big chests in Zelda. These new power-ups allow you to overcome the immediate challenge but also open up the overworld with new areas that you can visit.
Each dungeon basically has a boss fight which is a mix of skill based action platforming and puzzle solving.
This overarching design is what really works for me - it lacks that repetitive hallways so common in "Metroidvania" style games and is constantly introducing new ideas, mechanics and puzzles. I'm amazed at just how often new ideas are introduced and how well they're executed. The game is very good at showing rather than telling as well - you'll immediately grasp new concepts without tutorials.
Couple that with excellent control - it feels satisfying to attack enemies and platform - and you have something that feels great to play.
In addition, the soundtrack is superb featuring a wide selection of top tier Japanese composers including Yuzo Koshiro, Michiru Yamane, Motoi Sakuraba and Keiki Kobayashi, among others and an amazing visual style.
So, for me, it solves issues I've had with 'Metroidvania' style games over the years with extremely smart level design that is packed with variety and challenge while offering a superb presentation. There are a million other games that may seem similar on the surface but few have this attention to detail when it comes to mechanics and level design.
One last thing - there are a *LOT* of games trying to emulate classic Japanese games from the 8 and 16-bit era but very few actually pull it off. It's a difficult thing to get right and this is one of the few games I've played in the last decade that really gets that right.
How's the single player portion of Smash? It's a series I've never really managed to get into but it is very appealing.
I'm thinking of getting this since its giving me massive nostalgia for that sega genesis game (wonder boy in monster world) Does it run the same on all platform more or less ( as in framerate ( cuz it'd either be me getting this on the X(because i have the monster world old collection bc game which i need to still finish) or the switch(because portability)
The game is maxed out at 1080p/60fps which is achieved on all platforms. It upscales beautifully on 4K screens btw
Been debating on picking this up on PS4 or Switch physically, gonna buy it for sure, but I was wondering if you had any time comparing the two versions? Like does the Switch have performance issues that the PS4 version does not? Thanks if you know, if not, still thanks for all the cool content you guys put out!
Wait, you were knocking the game without playing it? :PHow's the single player portion of Smash? It's a series I've never really managed to get into but it is very appealing.
Well, I've played every other Smash. Are you saying this plays significantly differently? ;)
Celeste is better than the best AAA titles this and some choices ones like Mario last year.I'd go as far as to say it's the best indie game of the year. Yeah, I played Celeste.
If the movement and controls is your only concern then yes it's worth looking into. Monster Boy being a 'modern' game, it controls much better.
Thanks, I'll give it a try when it's discounted on the eShop. I'm into the genre and into retro gaming so not liking Wonder Boy surprised me, but I'm open to trying another similar game.Dragon's Trap has an old-school game feel and hit detection because it's a 1:1 remake of a Master System game. Cursed Kingdom is a brand new game so if that's your only worry you should be fine.
Okay. It isn't.
Celeste was a wonderful game that I enjoyed very much. I like Monster Boy more, not because I had a problem with Celeste, but because it's that good.Celeste is better than the best AAA titles this and some choices ones like Mario last year.
Switch version is A++, locked 60fps 1080p (docked), 720p/60 handheld. Indistinguishable from the PS4 version.Been debating on picking this up on PS4 or Switch physically, gonna buy it for sure, but I was wondering if you had any time comparing the two versions? Like does the Switch have performance issues that the PS4 version does not? Thanks if you know, if not, still thanks for all the cool content you guys put out!
Thanks, now i just need to figure out what i want it on. Probably switch
No, I wouldn't say that, although it plays very well. I was only speaking to the single-player portion of the game, which I've found more enjoyable than the last couple of entries, due to the extensive "adventure" mode and the process of unlocking most of the huge roster of characters along the way.Well, I've played every other Smash. Are you saying this plays significantly differently? ;)
It's one of those series I've always wanted to love but haven't ever been able to really get into it.
I believe you but it was still wrong decision imo. I believe a game so beautiful like this at ~20$ could sell hundreds of thousands.To those who say it's too expensive, take it from someone who has actually played the game. It's worth $60. I'm not saying that just because the quality is fucking HIGH in every way (visuals, sound, gameplay) but because it's actually a sufficiently long game too.
Buy it at full price. Do it now! The developers deserve it, and so do you. Amazing game, seriously.
I believe you but it was still wrong decision imo. I believe a game so beautiful like this at ~20$ could sell hundreds of thousands.
But it will have miss the launch momentum.It will eventually get there. Having a "high" launch price at the start gives the team more room to move it around over time rather than being saddled with a low price ceiling from the get-go.
Wow! Super cool post. You've kind of sold me on it, but I fear I have too many games that I already own and haven't touched... and I just bought Celeste on a whim during the sale for Switch and haven't even touched it. But I will pick this up at some point, though. I'm thinking that it's one of those games that trailers and footage don't really do justice.OK then, I'll give it a shot.
What makes this so special is a combination of elements.
The biggest one is level design. Metroidvania style games are a dime a dozen these days and one issues I've had with many of them is 'hallway syndrome', as we'll call it. You spend a lot of time walking through hallways slashing at enemies over and over again on the way to your destination. You really don't have to worry much about platforming since there is little death in that regard. I don't mind this style of design but it can become tiresome.
I feel that Monster Boy manages to solve this by taking a very different approach. The main thrust is that you can't just mindlessly run through the world - you need to be on your game. There are platforming challenges galore, enemy patterns are challenging and you can't take that much damage. It forces you to learn enemy strategies while mastering actual platforming - the return of pits is a big deal in a game like this. Couple this with the varied moveset and you have more interesting traversal through a world that is more thoughtfully designed.
...but that's just the tip of the iceberg.
The main thing that sold me is the 'dungeon' design. You are basically required to visit a series of locations in the world in order to obtain an object - you must navigate the overworld map to reach each dungeon and, upon arrival, you'll discover a large, puzzle filled platforming challenge. The closest analog for me is The Legend of Zelda: A Link to the Past. Like Zelda 3, each one follows a unique theme with a huge focus on puzzle solving - you're often visiting different areas of the dungeon to solve a larger problem - like, say, a door in the middle needs to be opened but you need to visit four corners of the dungeon to open it. That will involve solving puzzles, platforming challenges and engaging in combat.
Along the way, you will also encounter an area or two that cannot be navigated immediately - this requires finding a specific tool/power-up similar to the big chests in Zelda. These new power-ups allow you to overcome the immediate challenge but also open up the overworld with new areas that you can visit.
Each dungeon basically has a boss fight which is a mix of skill based action platforming and puzzle solving.
This overarching design is what really works for me - it lacks that repetitive hallways so common in "Metroidvania" style games and is constantly introducing new ideas, mechanics and puzzles. I'm amazed at just how often new ideas are introduced and how well they're executed. The game is very good at showing rather than telling as well - you'll immediately grasp new concepts without tutorials.
Couple that with excellent control - it feels satisfying to attack enemies and platform - and you have something that feels great to play.
In addition, the soundtrack is superb featuring a wide selection of top tier Japanese composers including Yuzo Koshiro, Michiru Yamane, Motoi Sakuraba and Keiki Kobayashi, among others and an amazing visual style.
So, for me, it solves issues I've had with 'Metroidvania' style games over the years with extremely smart level design that is packed with variety and challenge while offering a superb presentation. There are a million other games that may seem similar on the surface but few have this attention to detail when it comes to mechanics and level design.
One last thing - there are a *LOT* of games trying to emulate classic Japanese games from the 8 and 16-bit era but very few actually pull it off. It's a difficult thing to get right and this is one of the few games I've played in the last decade that really gets that right.
This is completely fair and a situation I've found myself in too. I have a LOT of games that I basically play for 5-10 hours then never touch again.
So when a game is good enough that it's the only thing I want to play, I tend to feel that the quality level is quite high (and it appears to me more specifically). I'll never ever finish Red Dead Redemption 2 even though I think it's super well made but I'll probably play through this 2-3 times at least. Like I did with Sonic Mania.
Yeah, I've kinda had to make the decision to just stop playing those types of games. I very rarely have the time to complete them so I only bother when it's for work.Unfortunately there's kind of this AAA timesink phenomenon happening where so many huge games have been coming out and personally I don't have that much money to be spending $40-60 on a game and not complete it so I've felt like I need to play games like RDR2, DQXI, Persona 5, etc. to completion and these are such huge games that take upwards of 100 hours to complete each and it just takes forever.