The tiny cities beneath your feet are great backdrops for a monster mash. Trying different characters with new augments helps to make each mission feel more unique. Things can get pretty ridiculous with the right augments, and they really boost the replayability too. Eventually, I ended up with an augment that gave me a 5% chance to hit for 500 damage, which instantly kills most things on the field. These can be anything from damage buffs to supportive abilities and everything in-between.
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Beating missions allows you to pick from a selection of randomised perks. The variety extends to the numerous “augments” you can choose for each character too.
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It was always satisfying to come back from the brink of defeat with a sneaky execution in the middle of a pack of monsters. These groups can shred your health swiftly, but weakening enemies lets you execute them for a quick heal. It starts a little slow, but by the end, you’ll be fighting dozens of enemy types in different hordes. The enemy variety is impressive, with new ones being introduced in almost every level. Thanks, crab friend!Įnvironmental hazards help to spice up the missions. That little crab friend carried me through a lot of tough fights I might have lost otherwise. I found myself gravitating towards Ganira, the Terror of the Seas, who can summon a crab minion to help her juggle enemies and split aggro. Each of the four characters is suited to this slower style of gameplay, with special moves and attacks that all work well with the pacing. Punches feel powerful, and stringing together combos never gets old. That doesn’t stop it from being fun though. The combat is slower than your average beat-em-up, which is probably expected thanks to the sheer size of the combatants. There’s just something simple and satisfying about big monsters hitting each other, and Dawn of the Monsters offers that in spades.Ĭombos rack up quickly, with grades based on your performance. That said, the game stands on its own two monster feet. It’s pretty much a love letter to the genre disguised as a 2D beat-em-up game.
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It’s all punctuated with story beats about an “awakening” and climate disasters. The characters wield trains and buildings with one hand. Players stomp through cities and fight colossal beasts. It mimics not just the scale of the monsters, but the themes as well.