We’re not strangers to the concept of high school students juggling their school life with saving the world. We see it in movies, books, on TV, and if you’re a fan of Atlus franchises Persona and Shin Megami Tensei, you’ll have seen it in video games. With that in mind, it probably won’t come as too much of a surprise that Monark‘s development team consists of members who worked on the previously mentioned series.
Monark is set in Shin Mikado Academy, an ordinary high school stuck in extraordinary circumstances. An ethereal barrier surrounds the school, preventing anyone from going in or out, while a mysterious mist enveloping the area is slowly driving everyone within it insane. It falls to you, an amnesiac student, to dive into the daeomic realm known as the Otherworld, figure out what’s causing this whole mess, and then put things right.
There’s a big focus on smartphones in Monark. Your phone acts as your menu, and also connects to the Otherworld by calling specific numbers. This is where the threat comes in, because each new area of mist will trigger a Death Call to your phone. If answered these calls will triggers a really tough fight, but if not, all the other students and teachers in the mist will go completely mad and attempt to murder you. There’s a way around this that involves calling another number and breaking a magical demon crystal (naturally) but if you forget you’ll be in for a rude and terrifying awakening.
The Seven Deadly Sins are heavily incorporated within Monark’s overarching themes. Each of the seven Pactbearers embody one of these cardinal sins, and they also come into play when it comes to our own character traits or Ego.
Ego is one of the most important concepts within the game, and it’s split into seven personality vices – Pride, Envy, Lust, Greed, Wrath, Sloth and Gluttony. As you progress through the game, your Ego will evolve through combat and the way in which you answer questions given to you through diagnostic tests or conversations with your own Monark. Your Ego will also determine the daemonic Fiends that will aid you in battle.
Combat, on the other hand, does have some redeeming qualities. Blending a tactical turn-based JRPG system with free movement, Monark’s combat makes use of its Madness mechanics in interesting ways, and that, combined with things such as your positioning, your party members, and more can lead to some surprisingly complex and intriguing battle mechanics. Sadly, this is another area that is let down by other significant deficiencies.
There’s a lot to love in Monark, but it isn’t without it’s issues. There are puzzles to solve in the mist that block your progress, and so many of them are needlessly complex. Wandering around the mist collecting notes to try and find out a computer login just isn’t fun, especially with how confusing the hints often are. Other than that, the difficulty in combat is sometimes just too much, and if you’re not one for lengthy narrative you might not be too happy.
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