We’ve got a bit of an opening on the schedule, and Monster Train has just added a ton of brand new content through a DLC pack. For that reason, it seems like a good time to dive back in for another run.
I will say that the new faction I unlocked surprised me, but pleasantly. Considering how important units are to the structure of Monster Train, I didn’t expect there to be an entire faction that revolves around spells and spell damage.
For our first run with them, we even did well. Obviously, it wasn’t a perfect or successful run, but we managed to go far.
Additionally, I have to assume that the Rune Shard mechanic was added as part of the new expansion, because it wasn’t around the last time we played. I’m not entirely sure what I feel about it. In theory, players would be making interesting choices on what boons they take in exchange for a more difficult run down the road.
And yet, in order to achieve what the game has dubbed the “true ending”, we need to reach maximum difficulty before we get to the final boss of the run. In other words, we would need to stack up as much punishment as we can. This partially eliminates the choice aspect of it, because it incentivizes us to just take whatever benefits we can afford to take on at the moment we’re able to.
Something feels lost in the translation from game design document to final product, but that doesn’t stop the mechanic from being a fun addition to Monster Train.
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