Master of Monsters
Review by Aspie Giraffe
"A flaw in the challenge doesn't deter from the overall greatness of the game."
Game: Master of Monsters
Console: Sega Genesis
It's a disappointment that Master of Monsters (which will be abbreviated as M.o.M. from this point forth) ended up on the Genesis console, where it would be quickly forgotten by the masses. However, there is the devoted few who have discovered this lost gem and gave it a try. What they found was an excellent turn-based strategy game that involves wizards, monsters, and magic.
There is very little story involved in M.o.M. The master of the wizards has died, and the remaining rulers duke it out to see who will inherit the master's lands. Your very basic "Why are we fighting for?" type of plot.
The graphics are what is expected from any Genesis game; full of rich colors and detailed sprites, even if the battle maps are a bit lacking.
Renovation Products has had a reputation of creating video games that had some awesome soundtracks. M.o.M. is no exception. The title screen and ending credits are really good, the level selection isn't too bad, and all 6 tracks for during the game are top notch. Personal favorites go to Track 6, for its moody, "We're doomed." type of depressing attitude. (which fit the theme for most of my M.o.M. campaigns.) Track 3 is a close second favorite, for its evil, "We're gonna conquer everything!" type attitude (how I felt only recently.)
Sound effects aren't that great, even for the Sega Genesis. I won't go into further detail.
Game play is as good as it gets for any strategy game. You can do just about anything, from summoning monsters, to casting spells, to occupying towers, which allows you to summon more monsters. And it's also nice to crush a wizard or two on the way.
I want to spend a lot of time reviewing the challenge to the overall game. As mentioned, M.o.M. is a turn-based strategy game. But to cap it off, you're limited on the number of turns you can take per campaign. So, not only can the computer-controlled wizards win by killing you, they can also beat you just by merely surviving. The computer AI is pretty basic, where they're geared to merely defending themselves for the allotted 20 to 40 turns, using any means to weaken the monsters you send to defeat their master.
Your monsters can build experience and become stronger monsters. However, as each campaign moves on, the opposing wizards can summon level 2 and level 3 monsters at will, including a few types that you can't ever create. If you haven't built your monsters properly, you will only get more frustrated as the game progresses.
However, like with all strategy games, there is a back door-type of trick that makes the seemingly improbable challenge look like a cakewalk. Without spoiling anything, if you know the monster that does the most damage to monsters and masters alike, a few of them ends any challenge that M.o.M. might have had at one point. This was the problem with many strategy games from the vintage consoles.
However, a minor flaw in the challenge doesn't deter the fact that M.O.M. is an excellent strategy game. If you find a copy, I recommend buying it, regardless of the cost. Even if you don't enjoy it, you'll definitely enjoy the music.
Overall Score: 8 / 10
Reviewer's Score: 8/10, Originally Posted: 11/24/04
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