Monster Sanctuary

I kind of wanted to like Monster Sanctuary. It's a combination of Pokémon and metroidvania. Clearly a lot more effort has been put into the creature collecting and turn-based combat side of things as opposed to the world exploration, but the way the meroidvania aspect is implemented is quite unique. You see, usually you'd find a powerup in some part of the world that allows you to now get to an area you were previously not able to get to. Here, however, the monsters you collect each come with some ability that can be used outside of combat. So now, exploration is gated by having to first find an area where this monster exists, and then collecting them. It's functionally the same, but it fits very nicely into the world.
I would most certainly not recommend this game for its metroidvania aspects. The platforming and level design are both simple, clearly meant to exist as a somewhat novel way to guide the player to go to one area or another. I can't tell if the game might have been better off without it, because it's easy enough to not really cause any frustrations, but also too easy to not provide any joy in interacting with it.

As for the combat, it's both more deep than I expected, but somehow still lacking. Combat is done with a team of 6, 3 of whom are in play at a time. Each monster has its own basic stats, but also an element its weak to, and a whole skill tree with roughly 100 nodes. The skill tree gives you your abilities, upgrades them, and also gives a whole slew of passive bonuses. As you end up getting about half the nodes, this really gives you a whole lot of customization options for your party, from trying to match your monsters to hit the enemies' weaknesses, to having buffers, debuffers, damage dealers, defenders, and healers. There's also a combo system incentivizing to think about which monsters to attack with first, and 4 pieces of equipment you can give each monster. It's a lot, and this can be either a really good thing, or not so good if you're like me.

You see, I can appreciate the depth of the customization, but there is a problem in the effort-to-payoff ratio. I'm spending more time on customizing my party, choosing skills and equipment for my monsters, and picking the optimal turn order, than I am actually fighting. So much effort goes into being optimal, but then the fights don't really feel all that rewarding for it. And this is not the first game I've had this problem in. I think many games fall into the trap of giving the player more knobs to turn, more systems to interact with, while not considering how fun interacting with those systems is. More isn't necessarily better, because I can't just ignore these systems now that they're in the game, and the game has been balanced with them in mind.
I think deep customization fits when you have only one, or maybe a small party of (up to 4) characters you need to customize. It feels really rewarding seeing these characters become something unique to my vision, possibly different from most everyone who played the game, if only by a little bit. But I just don't have the energy to do it over and over again for tens of characters.

So, is Monster Sanctuary a bad game? I wouldn't say so. But I also wouldn't recommend it, unless you have a lot of time, and wish to spend it on customizing your zoo of monsters. It's polished, has a lot of content, looks nice, and the combat is pretty deep. Still, I feel it's not good enough that I'd be willing to spend so much time on preparing my party instead of playing the game. If that aspect feels like something that's right up your alley, you can give it a try, but for others, I would suggest finding something else.

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