![]() ![]() ![]() The only thing I can possibly say that may add some frustration is that there are portions of the game that can get overly challenging and feel tedious after a bit, even with the amount of variation added through augments and the otherwise diverse gameplay mechanics. It’s this well-balanced system that works well and makes Dawn of the Monsters feel distinct in its genre. Light and strong attacks, as well as super move of sorts make up the general mechanics for play. Instead of random drops, the player can utilize actual buildings as their arsenal, which also host health and power boosts to give an edge while in combat. Other large machines are more agile, offering a nice change of pace for the player during the adventure. While some Nephilim feel a bit large and slow, they make up for that with power and special abilities. ![]() The gameplay is, as advertised, a brawler with big beasts. It’s futuristic fun that never lets up, and possibly one of the most enjoyable tales to come in a brawler in a good bit. You can tell a lot of effort and love was applied by a team that enjoy the product through the writing, as even though the game runs rather long- it never gets stale or boring due to the amount of narrative shoved into the package. With the help of a couple of mechs, the player travels to several locations doing battle, getting fed some hefty bits of lore and a story that feels like an engrossing animation throughout. In this tale, players are thrust into a fighting force known as Defense Alliance Worldwide Network, who utilize their own version of the Nephilim (the kaiju species attacking) to defend the planet. As you progress, the quality of writing and excellent production value comes forth, making for an engaging experience all around. At first, it feels like a paint-by-numbers beat-em up, with a little “save the world” plot beginning to unfold as large kaiju begin to attack a city. Dawn of the Monsters makes a weird first impression. ![]()
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