![]() Master of Monsters has really basic AI, which is tuned so that your opponents go straight after your commander with little or no consideration as to the taking or retaking of towers - one of the main strategic focuses of the game. But none of these factors means much to a strategy game if the strategy is advanced enough, right? Altogether, save for the infrequent bit of voice-over, it seems it could've been done for the 16-bit systems. Master of Monsters' interface is very clunky, the storyline is cheesy, the music is a dull repetitive loop, and the graphics aren't too much beyond what you'd expect from the original MOM for the Sega Genesis. It's a decent enough recipe for a game, but it's got problems in its implementation. ![]() Once everything is set and on the field, it's all turn-based, one-on-one combat, with the different types of terrain and other similar factors weighing in to affect each fight's outcome. If the melding goes well, you might get something cool like an ass-kicking Golem, but if the match is poor, you'll probably end up with a little puddle of woe that is the Slime. You can combine creatures in special shrines as well, giving the game a small degree of Monster Rancher flavor. For instance, a unicorn can cover a lot of ground but is generally pretty weak, while a serpent is very powerful but doesn't move all too fast. Each type of monster has its plusses and minuses. You control one of six commanders who summon up monster troops to fight the forces of an enemy commander or commanders. ![]() Ascii's Master of Monsters for the Sony PlayStation falls into the category of strategy RPG, in as far as playing it is like a match of.
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