![]() This repetition that comes along with the grinding in Monark is sadly just a symptom of a much larger issue. I would have loved to customize their abilities and reroll stats across the board, but sadly, this isn’t the case. This system can be hit or miss as well, as I was left without a ranged character for quite some time and you cannot change their loadout. You’ll be able to equip them with vessels, or gear, to increase their base stats. You’ll have different Daemon companions based on the 7 deadly sins as well. There’s a special enlightened state where both MAD and AWAKE hit 100% at the same time, but it’s incredibly difficult and takes a lot of management, and isn’t really worth it. Hitting AWAKE will bring your MAD gauge back to zero, while hitting MAD will leave your character completely uncontrollable. Increase this to 100% in combat, and you’ll go into a special state that lets you use a special attack. There’s also an AWAKE gauge as a counterpoint. This gauge carries over into combat as well, as certain abilities will add to your MAD gauge. Hit 100% MAD, and you’ll be sent back to the infirmary. When traversing around areas, you’ll have a MAD gauge that will build up over time, specifically in areas covered with mist. Monark has some interesting ideas when it comes to combat too, though they don’t all seem overly important. No random battles to worry about in Monark. It’s at least easy to do and going from battle to battle is just a simple menu option away, as you have to dial into these encounters from your phone. Grinding is also a must in this game, as you’ll get absolutely destroyed without it. Figuring out the proper arrangement and order of attacks, especially when follow-ups by nearby allies can stack quickly, was always fun. Unfortunately, Monark falls to the tired cliche of “main protag down, game over” and doesn’t offer much in terms of reviving until much later in the game. ![]() It’s a turn-based strategy game, as you move units around a field and try to clear the other side. The combat in this title is also solid, if not repetitive. The general academy music is catchy and doesn’t get annoying throughout the game’s runtime. J-POP comes in hard during boss encounters and each boss has a unique theme that absolutely rips. Not EVERY antagonist hits well, as some go into some entirely unnecessary subject matter, but overall, I really enjoyed the character writing. Not one of them is just evil for the sake of it they all have their own trauma that is being amplified. I found myself understanding the struggle with various parts of your ego that these antagonists portray. The story itself is full of twists and turns, and one of my favorite parts of it is how morally ambiguous it is. How effective or realistic these answers are is up for debate, but they were fun to do. I really loved these because they gave you a glimpse inside your own psychology. These tests appear throughout the game and, depending on your responses, can increase your stats in various ways. You start the game by taking a psychological test which helps decide your starting stats and companion. Monark has some fantastic writing and some really interesting plot points that will make you want to see what comes next. ![]() It features a lot of interesting ideas, characters, and narrative, but it’s let down by its gameplay, puzzles, and can just be a slog to play through. You set out to free a school that’s trapped in a massive dome, with mist encroaching into buildings and putting the students in danger. Monark Review – Monark, developed by Lancarse and published by NIS America, is a new JRPG that puts the player in the shoes of an unnamed school student.
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