Monster Rancher |
PlayStation |
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Review by Joe Santulli |
Tecmo |
Simulation |
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Graphics: ? |
Sound: ? |
Gameplay: ? |
Overall: 6 |
I
really hope the "virtual pet" fad is near an end. First it was those silly
keychains, and now its creeping into our video games. Monster Rancher may
be the first to capitalize on the fad, but Im sure it wont be the last. The
problem with fads is that years down the road we all wonder why we were so enamored by
them. I can only hope that the people who think Monster Rancher is such a
"deep, innovative game" will realize when reading their work years from now that
they simply got suckered into the trend.Just for a moment I will entertain the possibility that this game is in no way inspired by or attempts to be a Tamogachi pet. It is a game where you create a baby monster either by purchasing from town or creating one in the shrine (you can use any CD to randomly generate a new monster, a good feature). You then raise the pet by feeding it properly, training it, making it work, getting it into tournaments, and exploring. The feeding, training, and work are non-interactive menu selections essentially - just choices you can make to add to your pets skills. The tournament battles are somewhat interactive in that you choose how your monster will attack. The explorations require you to find items within a set time limit in a somewhat complex maze.
Monsters age, die, and you can breed them to create new, tougher kids. But as hard as I tried, I just couldnt get into it. The fighting dragged the entire strategy element down for me. If you want to play something really innovative by Tecmo, try Tecmos Deception, which is still in my opinion one of the great underrated strategy/RPGs of all time. |