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Monster monpiece vita review
Monster monpiece vita review











monster monpiece vita review monster monpiece vita review

Defending is only possible from the opposing player by placing their own cards in the way, and when two meet they battle. Each player has a three-by-three portion of the field to place their own cards on with a neutral zone in-between, and at the end of each turn, previously played cards will move one square forward towards the foe's base, attacking should they reach it, with the goal of reducing the points from three to zero. Deceptively simple-looking, thanks to a basic seven-by-three square grid structure for the field, this system takes the concept of Tower Defence and runs with it. The core of the game's structure, the Card Game itself, is an interesting beast. This narrative flows at a steady pace via a sub-linear world map and throws up a curveball every now and then to keep the player invested. When one of her friends is corrupted by a mysterious enemy, and thus uses her monsters for nefarious purposes, May and a small accompanying entourage must journey across the realms to stop this new foe. Taking place on the planet of Yafanir, the player is put into the shoes of May, a student of the Academy of Kunaguvu that teaches humans to peacefully co-exist with Monster Girls - creatures that can be befriended and sealed within special cards. Although the fan service ratio across the board is unashamedly high, the core plot has little reliance on it from a lore perspective. For instance, within five minutes of starting the story up it teaches the basics of the Card Game system and shows the complete omission of the male gender with both card monsters and main human characters. Monster Monpiece wastes little time in establishing its game mechanics and audience intentions.













Monster monpiece vita review