Monday, September 4, 2023

Monochrome Mobius | PS5

Believe it or not, but 'Monochrome Mobius' isn't exactly a new IP. It is a game centered around, and based upon lore established by the 'Utawarerumono' series. Itself hailing from the tactical turn based JRPG side of the series known for it's visual novel instances which establishes the given story, and builds upon relationships between mainstay characters. This base series is recognized mostly for it's political intrigue, and feudal Japanese civilizations that are intertwined with mythological people who are a mixture of animal/human hybrids. Something that carries over here.

In 'Monochrome Mobius: Rights and Wrongs Forgotten' you are dropped in head first with already hinted at lore that has been well established before you are made aware of it's key characters of interest. It begins with Shunya, the daughter of Pashpakur, escaping alongside her father from a pursuing militant force of ancient lineage. Shunya manages to escape via a portal, but her father is left behind to face off against the pursuers. His fate unknown ...

Fast forward a bit and Oshtor, the son of the same Pashpakur, is doing his bidding for the village elder Owlo as per request in a village prefecture within Yamato. Leaving Oshtor to pursue a tip about an unusual crop and livestock destroyer that is plaguing the local townsfolk. Upon discovering the culprit of the crop destruction to be the escaped Shunya, a series of events unfolds leading the previously unknown brother and sister duo on an adventure to get back to their father, and make sense of their roles in this unfolding saga.

Gameplay in 'Monochrome Mobius', in layman's terms, is a mixture of 3D action based exploration within confined and gated off maze-like sections of areas, and turn based combat accented by visual novel style storytelling. Some cutscenes included. It adheres closely to formerly established methods of gameplay from other NISA game series, and harbors a sort of retro remastered type of design. 

In 'Monochrome Mobius: Rights and Wrongs Forgotten' you'll be developing the story through key character interactions, NPC based questing, and the main objectives that involve Oshtor, Shunya, and other joining party members. As a party in search of answers and persons of interest you will be tasked with surviving turn based combat battles between lesser and greater adversaries triggered by event markers and enemy avatar interactions. 

Combat itself involves a ring based turn system that takes in account character speed for turn priority. In it there are layers of inner and outer rings on the screen display that effect how quickly each character in your party is able to attack or perform actions. The further in on the collection of rings you are the faster you are able to act. To do this there is an accompanying OverZeal system tied to a Zeal gauge that fills up as you attack and utilize combat skills. Once filled you can activate OverZeal's Ascend option, and select it from the combat skills menu. Thus placing you further inward in the rings after the follow-up attack lands. Additionally there are three colored gems of the red, yellow, and blue variety that will occasionally appear on the rings to boost a character's zeal, restore MP, or restore the stagger state if they land on it during their turn. Enemies excluded. Speaking of stagger, enemies or characters knocked to the outer ring or forced there through Ascend will become staggered. It limits their actions, and action timing.

Each party member in 'Monochrome Mobius' brings with them a specific set of combat skills that range from weapon or elemental based attacks to a magecraft variety. Enabling higher damage per target/s as well as healing and remedies for party member ailments. New combat skills are learned and unlocked through the game's XP leveling system as are attribute points. As you kill enemies your characters' XP bar will fill up until it's full. Gifting attribute points tied to HP, MP, Attack, Defense, Intellect, and Spirit that enhance performance in battle. Alongside the leveling up is character equipment which can be exchanged for better items that are either bought from vendors, found in chests, or earned for fulfilling side-quests. Equipment that has the potential to also enhance attributes.

Questing, and side-questing are as simple as going from metaphorical 'Point A' to 'Point B'  while crossing dotted borders in the 3D world to exclamation point marked events or traversal points. Something that is shown on a mini-map, and further expanded upon in the game's menu system. At times you'll also be tasked with interacting with NPCs along the beaten and winding paths to do fetch quests that require obtaining items, or dealing with enemies. Things that are sometimes timed exclusives. Main quests, on the other hand, will forward the story through lightly animated 3D cutscenes, and art panels with character dialogue as well as character portraits. These main objectives usually involve confronting boss-like characters, talking to key characters of interest, or doing things tied to the traversal between Yamato's prefectures, and Shunya's homeland. 

When it comes to menus the game has a couple. One tethered to party management, equipment, lore, and bestiary style informational sub-menus that further flesh out the games' established mythology. At the main menu, in particular, you'll gain access to a gallery and other bonus features that are each unlocked through game completion. Something to work towards as you live out Oshtor and Shunya's adventure. 

The Presentation ...

According to the animation alone 'Monochrome Mobius' seems to be built upon dated 3D models with inconsistent texturing. Something that looks oddly unfinished or rushed in some instances while being more next-gen and polished in others. The voice-overs, in contrast, maintain the original Japanese talent with English text for English speaking audiences. Speech and text can be tweaked to one's liking using slider options in the game's settings menu as can the volume. Audibly the game harbors what you'd expect from such a feudal Japanese inspired mythology. It's definitely time period friendly while giving off an otherworldly mystique often associated with such fantasy adventures.

The Verdict ...

If you are looking for a new IP, and a wholly new JRPG 'Monochrome Mobius' isn't that. It is built upon the foundational lore of the Utawarerumono series, and expands upon that established lore through returning characters, and locales. While it's easy to pick up and follow you can't help but feel left out of the know when it comes to the world and it's mainstay characters of interest if you've never played through the series before. For those of you familiar with the goings on of Utawarerumono this won't seem as alien, and will be a welcoming sight if you can get behind the disproportionately applied textures, and revamped 3D designs. As I mentioned earlier the game seems unpolished, and less than new-gen in nature. Like it was rushed out to meet a deadline, or that it was lazily ported to American consoles. Either thing being an obviously off putting experience if you are picky about graphics.

Gameplay-wise Monochrome Mobius also feels a bit barebones in the objective parts, and honestly like the developers tried to make an already utilized approach to turn-based strategy seem new despite it seeming very familiar outside of the rings and gems twist. It's like a half effort to give the guise of wholly new mechanics. Adding in features that do little to change the usual flow of combat. Something else that takes away from what would have otherwise been a proper "Triple A" addition to the NISA library of JRPGs.

Given what I experienced 'Monochrome Mobius' isn't a day one price worthy buy, in my opinion, especially at the premium pricing. It lacks in some really big ways. Though the story is intriguing enough, and the characters likeable enough it needed more care and attention. It's the presentation that unfortunately keeps it from being something truly great. The on rails exploration, the needlessly complicated combat mechanics, and the oddly applied graphical details really does the experience a disservice.




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