Author Topic: Monster Tale Impressions  (Read 4297 times)

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Offline NWR_Neal

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Monster Tale Impressions
« on: January 24, 2011, 05:11:30 PM »

You must check out this Metroidvania game with an awesome pet-raising twist from the guys behind Henry Hatsworth.

http://www.nintendoworldreport.com/impressions/24931

I’ll be very blunt in these impressions: From everything I’ve seen, Monster Tale, the second game from the developers of Henry Hatsworth in the Puzzling Adventure, looks amazing. With beautiful 2D art, enthralling exploration-based gameplay, and a charming pet-raising mechanic, this Majesco-published title promises to be one of the best games on DS in 2011.

It begins with your heroine, a little girl named Ellie, waking up in a weird world. Disoriented, her first instinct (and likely yours) is to go right to progress through the game. However, you’ll find out quickly that you can’t go to the right. Much like Metroid, the game Monster Tale is heavily inspired by, you have to go to the left to pick up a power-up to move on. In this case, you earn the Band Blaster, which is a short-ranged projectile that functions in a similar manner as Samus Aran’s initial blaster in the first Metroid.





After getting past the opening scene, you journey around, completing simple platforming challenges to get to a mysterious room with a red-and-white egg. Shortly after, the egg hatches, revealing a playful monster. Ellie tells the monster to find its mommy and bails. When she leaves the room, the monster tails her, causing Ellie to feel remorse. She dubs the monster Chomp, and the game opens up even more, introducing you to more of the world and Chomp’s abilities.

Chomp, for the most part, is a chaotic creature. He wanders the top screen, attacking enemies that show up on screen at his own volition. However, with the press of a button, you can send him down to the bottom screen, where he recharges and can interact with a variety of items, including switches that open up areas for Ellie, food and books that help him gain experience, and items such as a soccer ball and a catapult that attack enemies on the top screen. He can level up, increasing his stats. In addition, he learns skills, which are moves mapped to the L and R buttons, that can launch him forward like a torpedo, give Ellie a boost up to new heights, and even heal her. Chomp can also learn traits, which give stat boosts.





Adding another layer onto Chomp are the different forms he can evolve into. He begins the game as a meek Foundling, but soon enough, you’ll unlock a variety of forms that have different specialties and alignments. Some forms will be very aggressive, while others focus on protecting Ellie. Each form has different skills and traits to learn that you can use with any other form after you level that form up even more. It becomes addictive in a similar way that Pokémon is as its fun to see what each form is and what moves you can learn. As you work your way through the game, Chomp actually grows up, becoming a teenager and later an adult, both of which open up new evolution trees.

The Ellie-focused gameplay is a by-the-books Metroid-esque experience. She gains numerous abilities, including a wall jump and a roll that is reminiscent of Samus’ morph ball, that open up different parts of the environment. There is a lot of backtracking to get to areas you couldn’t reach before, which is kind of a genre staple. She starts off rather weak, but with the discovery of new abilities and the purchase of stat upgrades found in shops spread out across the game’s world, she becomes quite the powerhouse.





As Ellie and Chomp explore the world around them, the story unfolds. Ellie and Chomp need to take on the five kid kings, who each have their own world, and restore the balance and harmony to the monster world. Each kid king, complete with a pet monster, is brimming with personality, from the snooty ringleader Priscilla to the turntable-spinning Meade. The latter is the first main boss, which forces you to balance Ellie and Chomp on the top and bottom screen to defeat him. The fight takes place in The Scratch Pit, a club where monsters dance to Meade’s music. Speaking of which, the music in Monster Tale is wonderful, harkening back to the wonderful soundtracks of the Super Nintendo era. The graphics are equally as impressive, featuring gorgeous 2D animation.

Monster Tale looks extraordinarily promising, and any fan of 2D or Metroid-style games should be marking their calendars for March.

Neal Ronaghan
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Offline RagnaBlade

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Re: Monster Tale Impressions
« Reply #1 on: January 25, 2011, 08:56:36 AM »
Is the difficulty like that of Hatsworth? If it is a little more sensible (I got hung up on a tough boss in Hatsworth) I think I'll love this!
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Offline NWR_insanolord

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Re: Monster Tale Impressions
« Reply #2 on: January 25, 2011, 09:59:37 AM »
I'm in the middle of Henry Hatsworth right now, and based on its sheer brilliance and Neal's positive impressions I'm 100% onboard with this.
« Last Edit: January 25, 2011, 08:26:29 PM by insanolord »
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Offline Toruresu

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Re: Monster Tale Impressions
« Reply #3 on: January 25, 2011, 08:06:20 PM »
Ehh...you got me excited for a moment. Main page reads "Monster Hunter" :/
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Offline MagicCow64

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Re: Monster Tale Impressions
« Reply #4 on: January 26, 2011, 12:23:42 AM »
Hatsworth is maybe the best game on the DS. I found the puzzle mechanics kind of dull and intrusive throughout the first parts of the game, but by the end, my god, what an experience. Also, if you think main Hatsworth is hard, try some of the later hidden levels. Totally nuts. I usually hate "stress" games, but this one was so good I powered through.

Offline Killer_Man_Jaro

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Re: Monster Tale Impressions
« Reply #5 on: January 26, 2011, 01:59:46 PM »
So, to clear this up, how much of Chomp's nurturing and evolution process on the bottom screen does the player have to supervise? I'd like to think that, as the two screens are running simultaneously, you wouldn't have to stop and focus on what Chomp is doing for more than a couple of seconds.
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Offline NWR_Neal

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Re: Monster Tale Impressions
« Reply #6 on: January 26, 2011, 02:25:36 PM »
So, to clear this up, how much of Chomp's nurturing and evolution process on the bottom screen does the player have to supervise? I'd like to think that, as the two screens are running simultaneously, you wouldn't have to stop and focus on what Chomp is doing for more than a couple of seconds.

You are correct, sir. Chomp's bottom screen stuff is executed by simple taps of items for him to eat/read/etc.

Also, this is cake compared to Hatsworth. Delicious Metroid-like cake.
Neal Ronaghan
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Offline JasonMaivia

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Re: Monster Tale Impressions
« Reply #7 on: January 28, 2011, 07:31:05 AM »
This looks really good (I really like these types of games).  I may have to put some cash on the side to build up for a while.
Maybe I'll be able to get it sometime when it launches.  It looks to be one of my first purchases for DS in 2011.

Offline Jonnyboy117

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Re: Monster Tale Impressions
« Reply #8 on: January 29, 2011, 07:21:34 PM »
I just got my own build of Monster Tale and am really enjoying it so far. The action gameplay feels very similar to Henry Hatsworth; what's changed is everything around it. The level design is non-linear in Monster Tale; it is not nearly as intricate as in a Metroid game (no analog to bombing in walls or the X-Ray Scope), but getting around requires a combination of your abilities and is usually engaging. The combat is straight out of Hatsworth, just easier and with a helper (Chomp). There are virtually no kill rooms; I've only found one instance of forced combat (outside bosses), and it was short. It also only triggers the first time you go through that area.


The Chomp stuff is quite interesting. Although he is powerful in combat and fun to develop through the experience/evolution system, you could ignore Chomp and still play most of Monster Tale, only directing him on rare occasions when it's required by certain contraptions and bosses. The touch screen interaction is minimal (and optional), and you might not even realize it's there.


Whereas Hatsworth required you to play on both screens, often forcing you to juggle both at once in very intense sequences, Monster Tale's lower screen gameplay is largely autonomous. This means you can focus much more on the top screen action (the Metroid part), and the overall result is that this feels more like a true action/adventure game, rather than a high-concept genre-blending exercise like Hatsworth.
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Offline NWR_insanolord

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Re: Monster Tale Impressions
« Reply #9 on: January 29, 2011, 08:03:32 PM »
That's somewhat disappointing. The mix of genres and how integral the coordination of the two games is in Hatsworth is a big part of why I'm loving it.
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