Trying to knock out some of my review backlog is a challenge this time of year. As we get closer to Summer Game Fest, the importance of clearing things out so I’m not juggling deadlines along with conference coverage gets higher and higher. Monster Train 2 was next on my list, but having not played the original, I knew I needed to take a little more time with it than usual.
For fans of the original game, I’m pretty sure that Monster Train 2 offers more of what was so beloved about the first game. The general premise is that the factions of Heaven and Hell wind up having to put their differences aside to combat a threat to the natural order of things: The Titans. Without Zagreus or Melinoe to handle the Greek threat themselves, the only option left is to use the Monster Train.
Monster Train 2 (and presumably the original) plays differently than your average deck-building Rogue-like. Each battle has waves of enemies attacking your train. You must defend the Pyre Heart at the top of the train by setting up defensive safeguards (aka monsters) that will also serve as pseudo-parties.
Essentially, the three floors of the train end up being three separate combat parties. If your enemies survive a round, they move up a floor. If they survive (or slay) their way to the top, they will attack the Pyre Heart, depleting its health. Luckily, the Pyre Heart will do damage to them as well, so if they make it up to the top, you may still survive.
Each zone in Monster Train 2 consists of multiple combat encounters, with things like shops and treasure in between. It is a little more streamlined than games like Knock on the Coffin Lid or Slay the Spire, but that streamlined vibe gives it a quicker flow of each run. I would also say that Monster Train 2 is a little more difficult than your average Deck Builder, but that may be because of how different it is.
It takes a little bit of time to get into the groove of it, but with the different factions and deck-building options that are available, it doesn’t get stale. The story feels like set dressing in the background, because you only get small bits between runs, but the art direction and what story is there does seem enjoyable.
I really like the strategic nature of Monster Train 2. Having not played the original, I was a little worried that I’d feel overwhelmed with the new elements that were added. However, the (optional) tutorial drip-feeds new elements in slowly enough that I didn’t feel like I needed to take too much time to understand things.
There’s a strange feeling of a cross between Slay the Spire, Darkest Dungeon, and Dungeon Keeper? It’s really difficult to describe because the connection between those is tenuous at best, but the vibes are there. Monster Train 2 is really a game you have to play yourself to understand fully.
The difficulty level is steep at times, but there is a lot of content packed into Monster Train 2. Given the proper time and care, you’ll learn the ropes and quickly start to push your way through. The progression feels engaging, too, so you won’t be bored.
Overall, Monster Train 2 definitely feels like a proper sequel. I say that without having played the original game, but between the high-stakes storyline spread in tiny bits across each run and the engaging progression, there’s a lot to enjoy here. It is a little hard for newcomers, but I think with the right dedication, most people could find enjoyment here.
A PC Review Copy of Monster Train 2 was provided by Big Fan Games for this review.
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