Three Day Weekend- Monday Night Combat Review

Creating a game which can please both those craving multiplayer interaction as well as solitary gamers, can be a challenging undertaking. As Castlevania: Harmony of Despair illustrated, a mechanic intended for online teams can create a woefully tedious solo experience. Likewise, many developers have awkwardly tried to cobble a comparative mode from a diversion best suited for individuals. Developer Uber Entertainment does an admirable job at bridging these two audiences with the release of Monday Night Combat, a game which combines the exhilaration of arena combat with tower defense management. Although socially-oriented players are likely to extract more enjoyment from the title, I found myself unpredictably gratified by the game’s single-player contests.

Skillfully, Monday Night Combat focus is on two distinct game modes. While this might seem underwhelming to gamers accustomed to a multitude of variations, the two match types are well-engineered, distinguishing themselves from the multitude of deathmatch deviations which permeate the 360’s library. Blitz tasks teams of up to four players with stopping an onslaught of encroaching robots who seek the Moneyball- a golden orb that is packed with currency. While gamers use the traditional arsenal of grenade, shotguns, and machine guns to annihilate the incoming foes, eventually the ambush will be overwhelming. Fortunately, the map offers a healthy amount of turrets nodes, which offer players the ability to built a defense network. In execution, Monday Night Combat‘s action doesn’t feel far removed from the arena-based challenges of the Ratchet and Clank series, if the Lombax had an army of Mr. Zuroks.

The game’s second mode, Crossfire, pits two six man teams against each other. Players are tasked with breaking open the others squad’s golden piñata, using both raw firepower, and the ability to summon AI bots. Spread across four maps, Crossfire is more than another reworking of capture the flag; with ejector pads and a monstrosity known as the Annihilator, matches are gratifyingly unpredictable. 

Of course, building laser gun and rocket launchers costs coin which players receive liberally after dispatching each foe. Vying for the game’s discretionary income in a series of upgrades to the player’s repertoire. By hitting up on the directional pad, gamers may augment their avatar’s two active and one passive skills. Additionally, players may spend of their proceedings to unlock jump pads, which allow maneuverability through the arena. With so many options for participants, a vigorous amount of strategies exist. Should gamers stick with an offensive punch, or construct a stalwart defense? Once you factor in other players, Monday Night Combat can become delightfully chaotic.

For all the decisions placers must face, choosing a class might arguably be the toughest. Each of the title’s six selections present a range of loadouts to entice players. While the conventional  big and burly/ slight and fast tropes are here, the game’s conscientious balancing means choice is more dependent on play style rather than inherent advantage. Deftly, Uber Entertainment is able to circumvent relying on title updates to maintain post-release balancing, indicating the developers willingness to protect the game’s equilibrium.

Employing the third iteration of the Unreal Engine, Monday Night Combat looks sharp and moves fluidly. Although the game’s combatants may recall Team Fortress 2‘s roster, with their caricatured aesthetic and bright orange armor, the game has enough unique assets to forge its own identity. One of the title’s undeniable charms is a bonus round where you gun down the game’s mascot Bullseye, who saunters around like Richard Simmons, scattering coins every time he’s shot.

Between Limbo‘s succinct playtime and Harmony of Dispair‘s reuse of sprites, some have scoffed at the Summer of Arcade’s fifteen dollar price point. To those players, I suggest trying Monday Night Combat‘s thirty-minute multiplayer demo (along with the single player challenge). Likely, you’ll find a captivating title- which during these trying economic times, offers a impressive depth-to-cost ratio. There’s certainly enough chaotic gratification in Monday to last players several weeks.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

42 Comments

  1. I have to admit I got hooked on it this morning, and it almost made me late for work.

    I’ll probably get this tonight.

  2. You know, I looked at the pics a few weeks ago, and just assumed this was a TF clone. Glad to know its pretty fun.

  3. I have to admit it does feel pretty polished and balanced. The developers put some love in this one.

  4. Nice to see a good 3rd person shooter on 360. I remember buying Roboblitz years ago, and being amazing at having 3D graphics in a dlc game.

  5. I hear there more to the game that just shooting people. I like that, because I don’t have the fastest reflexes in the world.

  6. I agree $15 for Limbo and Hydothunder was about $5 too much. I didn’t play Castlevania.

  7. I’m glad the developers care about balance. I hate waiting forever for patches (MAG, I’m talking about you).

  8. except for the bouncing boobies, there wasn’t much I liked about it. Maybe I need to try it some more.

  9. usually when dev try to smash too many parts together the game feels empty. This one works and I just might have to buy it.

  10. Yep, $10 would be the buy point for me. $15 is still too much, considered the price of used 360 games.

  11. I get tired of people complaining about the price. You can get this game for a quarter of most new releases. That seems fair enough, especially when there at least 10-15 hours of fun in this one.

  12. I think because there’s a lot more $15 games. It used to be that price was reserved for really special games, but it’s for good, but average games like Hydrothunder.

  13. I bought it today and put at least 5 hours in. I can tell I’m going to get my money out of this one.

  14. This game although I have only played the demo was pretty good. It was pretty smooth for an arcade game these developers are getting better and better. I’d probably give it an A.

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