Monday Night Combat Review
Desktop tower attack.
Version tested: Xbox 360
Tower Defense is gaming's youngest genre and it shows: endless waves of clones clog up iTunes, many as irresistible as their inspiration but few displaying much innovation. That's natural. Evolution requires a large gene pool before baby-step iterations begin to generate true diversification.
For that reason, Monday Night Combat's giant leap forward for the genre is exciting. It's like nothing seen before and yet, in its borrowing of game elements from a variety of other well-known titles, it's immediately familiar.
Monday Night Combat is built upon an orthodox Tower Defence foundation. This much is made obvious in the first of the game's two core modes: Blitz. All of the elements of the fixed path Tower Defence form are present here. Your base is known as the 'Moneyball', which you must protect from waves of enemy bots that approach it along fixed paths.
To fend off the attacks, you erect turrets in predefined build locations using what limited funds you have. They automatically fire upon attackers when anything enters their range, and can be upgraded using money you earn from the enemies they take down. Survive a set number of increasingly challenging waves without losing all of your Moneyball base points and the game is won. So far, so StarCraft mod.

The game uses Title Managed Storage to allow developer Uber Entertainment to make tweaks to class balancing without the need for a title update.
The game's first innovation is in casting the player not as some disembodied mouse cursor, clicking on build points like an abstract strategy god, but rather as a soldier, on the ground, running in between and around the turrets and attackers. You essentially act as a turret with legs, able to line up shots on bots as in any third-person shooter, yet also tasked with running up to build points and erecting static turrets to provide back-up.
Your character, as well as packing two projectile weapons, has three unique abilities to use on the playfield. Each of these can be upgraded with money from felled bots. This introduces a new layer of tactical consideration: should you spend your resources on building new static turrets, upgrading existing ones, or turn yourself into a more powerful weapon? Who do you trust more: the AI, or yourself?
All of this is made yet more interesting by the fact the game supports up to four players working together. With six character classes to choose between, each with their own strength and weaknesses, the raw number of different factors in play dwarves that of most Tower Defence games, even as the core objective remains constant.

The combination of AI units and player competitors in battle is unusual yet wonderfully effective, discouraging camping and providing a continual focus.
The game demands its players to organise themselves effectively, deciding who is going to cover which bot path, and on what element each member is to spend their money on. If a multiplayer version of Plants vs. Zombies combined with Gears of War's Horde mode sounds appealing then rest easy: you're home.
Blitz Mode, with its five challenges scaling from ten waves of attackers to infinity, is interesting and well balanced enough to stand alone. However, the package is elevated from fascinating to essential by the inclusion of Crossfire mode.
Here the fundamentals laid out by Blitz remain the same, except two teams of four players are pitted against each other. Now the task is a dual one: defend your base from the waves of enemy bots, and chaperone your own bots as they progress toward the enemy base.
Character classes that previously seemed like a neat, but perhaps unnecessary addition become a core component of the experience, the cat's cradle of factors in play most heavily influenced by the character class composition of each team and each player's efficiency with their character.
There are six classes to play as, each of whom has three special moves in keeping with their build and approach. The 'Assault' is the all-rounder, with moderate offense and defence. His remote-detonated bomb skill is useful for laying traps, while his assault charge can be used to slam opponents from the play area, or just as a plain evasive manoeuvre.
The 'Tank', as his name suggests, is a heavy built entity with a 'Product Grenade' that, when upgraded, plasters advertising over the enemies' screens, temporarily obscuring their view.
The 'Assassin', the most popular character class on the game's servers right now, is lithe and fast. She has a useful cloaking ability to hide her from being seen, which can be used in conjunction with her dash move to sprint into enemy territory undetected.
The 'Support' can upgrade turrets to increase their range and fire rate, while his Air Strike can prove invaluable in laying down a blanket of fire when enemy bots have invaded your base.

Turrets are limited to four types, each with a different build cost and effect.
The 'Gunner' is one of the most useful classes, somewhere in-between a 'Tank' and 'Assault', with a fast, powerful minigun that can be upgraded to a dual version of itself. Using the Gunner Deploy ability, you can set up in a prime spot and (at the cost of being able to move) increase the amount of damage you can take and deal.
Finally, the 'Sniper' makes up for his weak defence with the ability to lay traps around a sniping position and, of course, a long range rifle that can take down most targets in two clean shots.
While the classes appear like carbon copies of those perfected in Valve's Team Fortress 2, a game from which Monday Night Combat also borrows a number of its visual cues, in play there are key differences. Add to this the option to purchase custom character classes as you build your cash reserves through playing the game online and the tactical options available become dizzyingly broad.

Bots come in a variety of shapes and sizes from tiny buzzing irritations, to giant behemoths that plod heavily towards your base.
The metagame is simple but enjoyable. As you meet predefined criteria in play, so you unlock Street Fighter IV-style 'Tags' that can be attached to your gamertag and that pop-up on an opponent's screen when you kill them, in the Modern Warfare 2 style. These tags must first be unlocked, by performing prescribed feats, and then purchased before they can be used, and there's fun to be had in trying to catch 'em all.
Monday Night Combat is far from the most attractive game on XBLA. It's character designs are derivative while the primary colour American gameshow setting is boisterous and noisy, a feeling exacerbated by a witless, jabbering commentator.
But the systems the presentation clothes are nothing short of beautiful. This is a game designer's game, one that cherry-picks ideas from gaming's contemporary landscape and melds them together into something at once fresh and familiar. There will be a need for class balancing as the weeks roll by – that much is true of any team combat game – but even in this initial guise the experience sparkles, offering a worthy distraction no matter what the day of the week and providing a significant step in the evolution of Tower Defence.
9 / 10
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Comments (63) Latest comment 2 years ago
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Actually i already bought it last night tbh. I kind of new this was going to ba a good one. Just like Limbo.
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Certainly will be tonight though, and if its as good as it sounds then BANG sold
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As someone who tends to play the support class in online shooters playing the support felt the most natural to me and hacking your own turrets to upgrade them more than normal is quite handy.
A fun game indeed and beating the shit out of robots with your "grapple" is nice too.
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But each to their own I guess!
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This is why I love XBLA, lower budgets = more creativity.
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Doubters, silence! I shouted.
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Err, did you read the review? Its so much deeper than WaW's zombie mode, they're not even comparable IMO.
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And I'm not sure where Parkin is coming from with this review, the game honestly doesn't play that brilliantly and the whole thing whiffs of a publicity brochure with a little bit of a critique thrown in. Very shocked this scored over a 6.
If only Team Fortress 2 hadn't been so broken on the 360
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Well done finexi. You win a new pair of crocs in a colour of your choice!
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Somehow its a tower defense, despite being very clearly modeled on DOTA which in itself was a rip-off of cult classic Future Cop LAPD's multiplayer mode.
[link url=http://www .youtube.com/watch?v=W2rPuRDtL_s
]http://www .youtube.com/watch?v=W2rPuRDtL_s
[/link]
If anyone wants me I will be banging my head in a corner.
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GOD IT HAS THE SAME SCORE AS HEAVY RAIN.
Just a little bit worse than Super Mario Galaxy 2, though.
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Standards sure have changed.
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Also: don't feed the trolls...
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I've really enjoyed it so far. It's fucking suberb IMHO. Looking forward to some serious Crossfire over the next few days. I'm sure if it sells there will be more arenas and game modes etc. as DLC.
One thing about the tutorial. It's only for Assault type isn't it?
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I can't really say anything about the balance. The first few matches I thought assasins were overpowered but once I got used to them I could spot and kill them most of the time. At this time it's all about learning what all the classes can do and how to counter/avoid that.
The commentator is definately annoying, I hope they'll add a setting to mute him. The game itself has charm though, it's clear and crisp and the classes are easily identifiable. This game is hectic with robots, turrets and players duking it out, so it makes sense to stick to a very primary easthetic. Animation is very well done as well.
One worry I have is the number of maps, it seems like there are only a few.
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/geek
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In my opinion it's a pretty deep game yet still has responsive controls and feels great to play.
I think 9/10 is too generous for a game that's fairly light on content but it is a great concept and is a nice little innovation for the fledgling tower defense genre.
8/10
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I think the Title Managed thing is to do with there being certain bits of data that the multiplayer side of the game uses stored on a server somewhere - specifically to do with the various character classes and weapons. This means this data can be tweaked without the need for actually patching the game - so underperformers can be buffed and overpowered combos nerfed very quickly.
Given Microsoft's torturous certification process on patches, this is an interesting take on being able to update the game and tweak game balance within a short turnaround, something that has, IMO, shafted other games where people give up due to abuses or unbalanced gameplay taking too long to get fixed.
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If you enjoy the trial and want to play it more that's probably a good sign.
This paragraph is also pretty apt: "Monday Night Combat is far from the most attractive game on XBLA. It's character designs are derivative while the primary colour American gameshow setting is boisterous and noisy, a feeling exacerbated by a witless, jabbering commentator."
Basically if you can look beyond the obviously brash aesthetics (the announcer blends into the background after the while, but the chosen colour scheme and some of the models are a little dodgy), then it's got a solid concept behind it.
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This game is an XBLA game that sells for 1200 points. In this context Monday Night Combat gets a 9/10, is it so hard for you to understand how review scores work? what on earth makes you think it's score should be compared to multi-million pound budget full price retail games?
Let me guess, I bet you're also one of them types of people that thinks no game should ever get a 10/10 because "no game is perfect"..
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Not that it's all their fault, the industry has been guilty of buying into it and believing their own hype ever since review aggregate sites got popular. The developers themselves have been savvy growing up with game reviews and scores on box art and pullquotes, they understand what publications mean when they score things.. but that doesn't mean they/their publishers won't take advantage of it for some easy sales.
It's all a bit tiresome. I like the idea that if a game gets a 10 from EG or EDGE or whomever, or a 90s score from PCG, then it's a special gaming experienc. That's entirely reliable.
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It's like this whole 10/10 business, a full score to me doesn't mean a game is perfect, it just means it's one of the best games you can play of it's genre and I always consider the review score in their correct context, which is mainly based on price point (ie. retail or XBLA/PSN/Wiiware), the system's former benchmark set for the genre of the game being reviewed (ie. a great 3D platformer on 360 would likely score higher than on the Wii as the Wii has Mario Galaxy to compare to) and finally the system's own technical limitations (pointless comparing review scores from multiplat games on Wii to 360/PS3 unless they've made a point in the review of doing that).
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Another was being frozen and unable to do anything at the spawn point.
Changing class after dying doesn't give you an idea of how long it will take to reapwn again, you're just a floating camera until the game decides to spawn you.
After finishing one game of Crossfire the screen just stopped on the Monday Night logo and would not go to main menu, I had to exit to dashboard and go back in.
I tried starting a Scramble Blitz game with 2 friends but when I started it, it kept changing to Playoff Blitz.
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