Monomyth in a charming first person immersive RPG, following design principals from games such as King's Field, Arx Fatalis and The Elder Scrolls: Daggerfall. As always, when there is a bias, I must preface the review with a note of the such. This game was basically made for me. I can fondly remember spending dozens of hours in my young teenage years playing Arx Fatalis, the game this title "feels" the most like. I adore this title. I'm going to start with the weaknesses, because there's only a couple in my eyes, at least so far (This review could change as I play more). The weakest individual element of the game's design is the voice acting. It's rough. It's obviously done in-house (If they paid for this they need a refund) and lacks the punch of professional work. When characters emote it often doesn't really sound right, usually due to overrating. Some people don't take this type of criticism but it's a hill I'll die on. Some people just sound like what they are. Such as a slightly effeminate computer programmer. When you hear that type of voice in a dark fantasy setting, it's extremely easy to get ripped out of the immersion. If you play the game you'll quickly know the voice I'm talking about. There are plenty of characters within the game that this could work for, but the issue is that the particular voice actor seems to be the one with the most lines, and he does voices for characters that I'm just not buying at all. The biggest issue with this is that he's also kind of the best they have. You end up with this uncanny valley of your Skyrim Guards sounding like a high school "theatre kid" instead of sounding like their voicebox just made love to a bottle of whiskey. Speaking of uncanny valley, the second of three issues emerges when you look at any of the characters in the game for so long. The character models in this game are ugly. They have limited articulation and basically no actor behaviours, which I think is a little bit of a shame. For someone who likes and is used to being immersed into the classic titles like Arx Fatalis, this probably isn't too much of an issue, and it very rarely is for me unless I'm cooking at a campfire with a merchant nearby or something, but it could be worth considering for a newer and younger audience. Having the NPCs perform some basic patrols would not only add a lot to immersion and making the world feel alive, but setting NPC schedules could also form some great ideas. Such as how to people down here even keep time to have a schedule? My final critique would be of the game's pace, difficulty spikes and some mechanical issues. There are a lot of weird choices in this game. Slime enemies have a ranged attack that just seems to just kill you. Now admittedly I'm playing a wizard character but with the fun and rewarding spellcasting system on offer, I don't know if I will ever not play a wizard, at least on some level (The light spell alone is worth the intelligence investment, with heal self in the same school of magic, useful for any warrior). That being said I get hit by a slime at ranged and I die. I can eat, drink, scream, cry, jump in the water. I'm just dead. Maybe I'm missing something, but this isn't good. Even King's Field and Dark Souls won't drain you completely to 0 from a poison effect. Compound this with the second issue, enemy pathfinding, and this just becomes a headache. You have a slime camped out around a corner, stuck on a box, you can't hit it and if you round the corner, it sprays you with instakill juice. The pathfinding in the sewer is particularly bad. The level design of Monomyth is masterful. Take a giant steaming heap of King's Field's deign and then finely slice in some of the same studio's later work, with Dark Souls type shortcuts and loop arounds to previous areas. There is a map of most areas which updates in real-time. You just have to find the map first in a lot of cases, which creates for some of the best moments in the game, when you're wandering blindly through the caverns and just exploring. My biggest issue with the whole system is just a overall lack of smaller secrets. Most of the secrets are denoted by some kind of giant glowing pillar or something. There are very rarely little troves of treasure to reward inquisitive players and these situations seem to reward players who have levelled up lockpicking instead, which I think is a shame. I don't think most exploration rewards, such as a chest in a boat sunk in the water, should be tied to lockpicking and I instead think lockpicking should allow players to acquire more free things from human settlements and the exploration rewards should be given simply for exploring. The moment-to-moment gameplay is a good mix between exploration and combat. Combat is brutal, snappy and responsive, but does fall into the rut of many two-button combat systems where there is a feedback loop that amounts to "Your turn, my turn, your turn, my turn", as failing to block enemy's attacks will just get you messed up. Spellcasting feels AMAZING and is some mix between Arx Fatalis and Dungeons and Dragons. You're given a pentacle of different "Echo runes" which you can tap in order in a ritual to create different spells. Doust, ignite, hands of flame, magic arrow, heal, light, drain life, light... This is just the spells you can create with 4 out of a possible 16 (?) echo stones. Once you've successfully echoed the spell, you can memorise it and commit it to one of the spell slots in your spell book (A little bit of DnD flavour), which is a "weapon" type item where you can easily scroll through your memorised spells with your mousewheel. There is also a fully realised stealth sytem that is inspired by the greatest stealth game of all time, Thief, complete with tools such as water arrows. However, with the lack of rope arrows and vertical design and no sneak attack as far as I can tell, this basically amounts to throwing away EXP to be a pacifist and I personally just can't really see the point. The music and soundscape are fine. There is a distinct lack of ambient soundtrack which sort of makes the game feel empty, which itself is sort of a vibe, but I still think some low and quiet orchestrals just to break up the oppressive silence could go a long way. The combat music is also extremely aggressive and intense. This is sometimes to the game's great benefit, such as the first time you encounter certain types of enemy and you're just running away and trying to think, but sometimes to the game's detriment, such as if you're standing on a box waiting for your mana to regen. If I had to make a small tweak, I would add a slightly less intense loop. You have your combat initiated track, run the intense track for maybe 5 or 10 loops, then allow it to wind down to a more grounded track for longer fights, before finally winding down and playing the victory stinger. This also allows the director to create specifically intense curated moments, such as the first encounter with Sewer enemies (which made me piss and shidd and cry). Sounds like swords clashing, blacksmith's hammer hitting an anvil, cooking, fishing, footsteps, boxes falling, all perfect. Nothing I can really fault otherwise in the soundscape. Monomyth feels like the game I've had in my head since I was 13, to the point where playing it initially made me feel a little bit emotional. It was extremely hard for me to review without rose-tinted glasses, but I did the best I could to criticise my own taste. I can't in good faith advertise this title, because I just want people to give this studio more money, but it comes with my thoroughly biased recommend. This title is fantastic.
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