#i still need to finish coromon and cassette beasts
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Someday I'm going to make another masterpost of monster capture games but that day has to wait until I've crossed another several games off my list
#i still need to finish coromon and cassette beasts#i've played monster crown for all of 30 minutes#and i haven't touched the dragon quest monsters series yet#once i've finished all those and can make informed analyses on them i'm gonna write that post#moirai's upcoming game probably will not be out by then but it will get an honorable mention by virtue of i wholly trust the studio#monster sanctuary still reigns supreme as one of the best monster capture and even party rpg games i've ever played#just because the mechanics and battle systems are so rock solid
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I <3 Catching MONSTERS and BEASTS!!
...Y'know, the more often you have to acknowledge something awkward, the more awkward it gets. So, I'm not gonna make a big deal about how long it's been since I last made a review again after this time. Finishing college and health complications got in my way for a little while, but I think I'm finally ready to get back in the saddle, and I'm very excited to write about games again, at whatever pace I need to take to do it. I've missed this. Let's get back into it already!
In my search for something that can measure up to my expectations and my nostalgia for Pokémon, I came across two games that stood out to me: Coromon and Cassette Beasts. Both looked like very fun games, but to know how good they really are, I had to try them out for myself. Let's start, then, with the game I finished first.
Coromon is, first and foremost, an extremely good "Pokémon Clone". It can be kind of exhausting to hear this said about any game that remotely includes monsters or creatures, but Coromon is very clearly trying to replicate the core features of the Pokémon games, and it does it very well. There are technically 124 Coromon to collect, but a few are variants on existing ones, so it's really closer to 110. Still an impressive number of original designs! I found myself thinking "Wow... this game's art is gorgeous!" over and over again; the game would not be nearly as engaging, as it indeed is, without the vivid backgrounds and beautifully animated sprites.
Overall, I had a lot of fun with Coromon. Everything that is fun about Pokémon is present and still fun in Coromon, and there are even a few improvements on the formula. For instance, capturing Coromon seems to have a much higher chance of success, making that whole process much less annoying while still not being a guarantee, and you'll be given plenty of free healing and capture items throughout the game that I encourage you to use freely (basically everything is available in shops by the end of the game, unlike items such as Max Revives in the older Pokémon games). There is also a welcome change to the "shiny" formula: there are instead "basic" Coromon, "potent" Coromon, and "perfect" Coromon, each with a different color palette and most importantly, better stats for rarer variants. This gives players an actually good reason to seek out "shiny" variants, and the midground Potent Coromon are relatively simple to find and you'll meet a nice amount over the course of your journey. (Perfect Coromon are... not so easy to find, but I'll get to that.) And most importantly the game is fun! Coromon Battling is unique in many ways--like how there are 13 types, but only 6 are available as Coromon Types, and the other 7 can only be used as Skills (attacks)--but it's just as entertaining as Pokémon battling and I enjoyed designing my team around the blend of new and familiar rules.
Of course, in a cruel bit of irony, Coromon falters in the same ways it triumphs: it is a lot like Pokémon, specifically the older generations 1 through 5. I hope you're the kind of person who likes grinding level-ups in RPGs, because you'll be doing it inevitably here. The story is also pretty forgettable, with mostly unremarkable characters... true to most Pokémon storylines. The "Perfect" Coromon replicate all the time-wasting problems of regular shiny Pokémon, typically taking multiple hours to catch just one, while adding on that the perfect ones are ideal for competitive play and therefore you're playing sub-optimally by not grinding out hours to get one; the double-edged sword of "a good reason" to get "shinies". Though honestly, for better or worse, you don't need to worry about competitive play because there aren't enough players online at any given moment to actually engage with the multiplayer features. There are no asynchronous options to cover for this, either. I found this a real shame, because it seems like the only way to get certain visual cosmetics (that the game goes to great lengths to make sure you know about) is through participation in multiplayer battles. It feels like you should be able to purchase them with actual real-life money; I wouldn't be willing to do that anyhow, but I couldn't even find a way to do that, so... Maybe on the mobile version you can. And finally, when Coromon's main story ends, you're basically done playing, same as many modern Pokémon games. There's an attempt at a battle tower equivalent of sorts, but I found it way too grindy for way too little rewards. It's hard to get excited about cosmetics and such when there's nobody else to show them to.
I think one thing that Coromon does that doesn't work very well that is unique to itself is that the player character has a good lot of dialogue, and oftentimes I found myself thinking "Wow... I wouldn't say that. That really takes me out of roleplaying as my character." Ultimately, it's a small 'problem', but I think it's an interesting example of why silent protagonists are so effective, because when the player character acts independently of the player, it can be distancing. ...Oh, and the game was made for mobile first and once you see that big glaring pause button at the top of your screen it's hard to unsee it, but ultimately I do like having the option to use just my mouse as a controller when playing. It would just be nice if you could toggle the mobile UI elements off.
Ultimately, Coromon was a game I enjoyed a lot, and nicely satisfied that Pokémon gen 4-5 2D itch I had, but while it makes a lot of the same good choices as Pokémon, it also carries over many of their flaws. I think it succeeds as being a generally equivalent experience, though notably lacking some of the perks that come with Pokémon's cultural popularity. As I was writing this review, they announced that they're in the process of making a sequel to Coromon, which will be titled Coromon: Rogue Planet. While I didn't feel like I necessarily needed more of the original game after the 50 hours I sunk into it, I think this is a great opportunity for the devs to learn from the creation of this first game and for the sequel to surpass its inspirations; I will be watching to see if it does.
Despite coming out about a year after Coromon, my Cassette Beasts review is actually much more overdue, because I started playing it in 2023 almost immediately after its release. I spent 30 hours in the game, did everything you need to do in order to beat the final boss...and then I dropped it in early May and never got back around to truly finishing it. After playing Coromon, I decided it was also time I put this other beast to rest. In all fairness it had been about a year and a half since my last playthrough, so I started a completely new file from the beginning to make sure I was refreshed on the full Cassette Beasts experience.
Cassette Beasts, like Coromon, has a really phenomenal amount of work put into its artwork. Every single monster is fully and energetically animated, with attacking, hurt, and sleeping animations for all 129 monsters (in the base game). There are also full dialogue sprites with a range of expressions for every remotely important NPC in the game, and it makes each bit of interaction feel more significant and engaging. There are some caveats to the visuals which I'll elaborate more near the end, but overall, the effort on display is incredible and all the 2D artwork looks great. The monster designs in particular manage to be unique in ways I really appreciate; it's really easy for mon-games to fall into the trap of just making most of their catalogue "just a real-life animal but... red, or maybe blue" and I feel like Cassette Beasts manages to avoid that trap and is consistently creative with their real-life inspirations.
One of the first things you might notice about Cassette Beasts is that all of its battles are in "Double" format; i.e. you control two different characters at once, facing one or two enemy characters; usually fighting 2-on-2. Those were always my favorite in the Pokémon games, and having an entire game of it does not disappoint. I also really like how much there is to the combat system; the way different types interact with each other is complex without being too hard to remember. Whenever you encounter a new mechanic you haven't seen before, like status effects such as Poisoned or Burned, a tutorial tip will show up to explain how the specific mechanic works, which helps a lot to evenly introduce the player to everything as it becomes relevant. In summary, the battling system is designed well and very fun to play around with.
One of the other things you might note about Cassette Beasts is that it boasts a "fusion" mechanic, something rather coveted in Pokemon spaces (so much so that there is a volunteer-driven fangame dedicated to the concept), making it a perfectly understandable feature of a game trying to go above and beyond the existing fusion-related ideas Pokemon has to offer. Unfortunately, while this idea is relatively well-implemented in gameplay, it wasn't anything very interesting either--every possible combination of monsters are fuse-able, and every fusion has a custom animated sprite, which is a jaw-dropping amount of work, but because of the huge amount of them these fusions tend to be very simple blob-looking combinations, often with "copy-pasted" elements. Shortcuts like these are extremely understandable given the workload, but aren't very compelling to look at. Since textually these "fusions" occur when the player character and a given NPC have a strong bond, maybe taking the time to design a single complex, unique fusion for each NPC instead of every single actual combination--quality over quantity--may have been a better choice.
The pacing...let's talk about it. The game doesn't waste any time hitting you with its complete premise and then throwing you out into the open world within the first hour. This feels pretty breakneck, but I suppose I appreciate that it seems to be trying not to waste your time...though I think a game should ideally make you enjoy even the starting tutorial-y parts of the game. Unfortunately, the game never really stops feeling breakneck, since it is an open world game with quests that you can technically complete at any time. Pretty much the whole map is accessible to you immediately, gatekept only by obtainable abilities scattered throughout that have no hard level or progression barrier. The game then becomes a series of frantic grocery check-listing: run back and forth from one destination to another, fast-travel repeatedly because it's the most cost-efficient option for healing, snap up every new objective the game puts in front of you...wander aimlessly until an NPC hands you another quest or hint about something you should probably be doing right now. This formula is what actually caused me to drop off of Cassette Beasts for so long back in 2023; once you reach the endgame, the quests dry out almost completely, and I just... ran out of momentum. Not to mention, that's around the time the game will start increasing your chance of finding bootlegs- the "shinies" of this particular title, which have a random typing and better moves than the average beast. My last hours on that save file were spent trawling the world map for these random bootleg encounters under some vague pretense of preparing for the final boss, before I realized how pointless it would be to raise a monster from scratch when I already have a fleshed-out team from the previous 25 hours of playing...and then I had no willpower left to cross the finish line, so I dropped it and moved on. On my more recent attempt, I was able to mostly ignore the bootlegs (still compulsively catching every one I found of course -- maybe one day shiny Pokémon just won't be a thing in these games and I can be free) and got all the way to the final boss and got to see the ending, which I enjoyed and wish I had just gone ahead and seen in 2023, but… it still felt like it was hard to really sit still and savor the world of Cassette Beasts; there's always something I ought to be getting over with instead. It could honestly sometimes be more of a nauseating chore than a thing I wanted to do.
...Actually, it took me two play sessions and a total of 50 hours to realize this, but I think the game actually made me motion sick for a majority of the time I was playing it. A previous version of this review was a bit more harsh (as harsh as I'm comfortable being, anyway) but I realized after looking it up and seeing some other reports of the same issue that it's likely more a fault of the way the game's lights and camera are functioning than anything else it features. I almost never get sick playing video games, so I'm honestly not exactly sure why it was happening, but I suspect it's something about the 3D backgrounds with 2D sprites, as well as the ways the camera shakes and sometimes swerves quickly in 90 degree increments. I feel like the game would have looked nicer (and been less nauseating) if the world map was in 2D with a stricter player movement limit, with less room for janky collision and puzzle malfunctioning, but I also understand that would have likely been much harder to implement. The music is a small part of this, but I also feel like the addition of vocals to existing instrumental tracks in certain areas and conditions made me get tired of hearing said tracks over and over very quickly; more songs to rotate through may have helped this, but I feel like the vocals were best isolated to the fusion battles, and even those ones start to get repetitive eventually.
Finally, I want to wrap up by talking about the story, because I feel like Cassette Beasts has a great story with an interesting cast of characters, but it's also very brief in total, and it often pulls its punches when it feels like there's something interesting about to take place. For example, one of the NPCs you can fight alongside in battles--I'll call these “companions”--is an ex-member of a cult that still actively occupies the island you're stranded on. Not only that, but she was essentially a high-ranking member with a good degree of participation and control over the cult’s activities; sounds serious and complicated. But dig deeper and you come to realize that the cult is little more than a paparazzi club for a guy who intentionally resembles a talk show personality, and the only real negative impact they have on themselves and others is the fact they hoard a small bit of land far away from anybody else, and are generally antisocial. Your companion will still act like she can never be forgiven for her involvement, to which your character will have two options of response that both say "it's okay, you're not a bad person"... which is true, because it seems like she never did anything of particular consequence. I don't think any of Cassette Beasts has to be gritty or serious or troubling; my favorite companion quest is the one where an artist's character from middle school has come to life and wants his validation, which is quite silly and fun, while also having real emotion to it. But it feels like sometimes the game dips it's toes into more serious topics with purpose--cults and depression/suicidal ideation being the standouts from the companion questlines--but then quickly retreats or covers itself with jokes before it can really make a proper impact, and I find that disappointing. (I do wonder if maybe these companions have their more potentially "undesirable" edges sanded off because 5 out of 6 of them are romanceable.) But aside from the companions, I really enjoyed the main storyline of the game, and the different "Archangels" you'll meet were the highlights of my visual and gameplay experience. The ending was satisfying and, in my opinion, nice and sappy in the best ways. I love a good story about alternate worlds and strange creatures and people rising to overcome any challenge. I really enjoyed the time spent exploring that with Cassette Beasts; my main criticism is that a lot of the rest of the game feels like a winding distraction away from this solid core conceit. Maybe in a more concise game a playthrough would take a nice 10 hours rather than 20...or maybe I would play longer instead in a game that makes you feel better about taking it slow.
Despite the criticisms I've had in this review, it is truly amazing to see the work small independent teams are doing nowadays, making titles that rival triple-A studio efforts. Especially when it comes to Pokemon, which has found itself producing increasingly unimpressive games over recent years, but also in general, as big game companies across the board rush to get messy products out the door, there's a great opportunity for indie devs to rise to fill the gaps of quality these studios have left empty. It is no small feat to do, but Coromon and Cassette Beasts shoot for the moon anyway, and I think they stick the landing quite well in their own rights. My criticisms are made partly in the hopes that they will be useful feedback for whoever comes along looking to make their own Pokemon-inspired title, be it these studios in sequels, or a newcomer to the game. These two games are fine candidates for someone looking to have a new, fresh experience with the classic monster-catching formula they enjoy; if either interest you, check them out below!
Coromon is available for $19.99 on: Steam, GOG, Nintendo Switch; $4.99 on App Store , Google Play
Cassette Beasts is available for $19.99 on: Steam , Nintendo Switch, Xbox / Xbox Game Pass
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