![]() ![]() Art skills are physical in nature and take a chunk off of your health when used, while Authorities are magical and sap your sanity, increasing your Madness meter. There were very few times where this happened in the more than 40 hours my playthrough took, and the big risk is that you must become Mad first to achieve it – but when the stars align, it’s a good feeling.Īll of Monark’s overlapping systems frequently gave me reason to pause and think about every action I took during combat, because everything you do comes with a cost. It is a rarity, but you can also become Enlightened – when you become Mad and Awakened at the same time – allowing you to deal even greater damage without losing control. Alternatively, each party member is able to defer their turn over to another character who has already gone, allowing them to act again – but in doing so their Madness increases more every time they are given an extra turn, which is a good way of limiting this powerful mechanic from being abused. Getting my Awakened meter up never felt like a priority, but if there is a round where you can’t hit an enemy it feels good that you can dedicate your turn to that instead of wasting it. This power is obtained by using the Resolve skill or by being damaged in battle. On the opposite side of the spectrum is becoming Awakened, a state where you gain the same kind of power as in Madness but maintain full control of your actions. The level of repetition and lack of variety in Monark’s level design is what eventually made it feel more like a chore than a pleasure. These are generally solved by looking through documents or student profiles on your phone, and that kind of sleuthing never felt satisfying. Most of the time this involves solving mundane puzzles to find a key to unlock the room that contains the Ideal, and that involves either a combination safe, a computer login, or hints that are too vague to be useful. All three of the Ideals for each Pactbearer are based in the same building, so your goal is usually to reach the roof, clearing out an Ideal on each floor one at a time. These Ideals are located in the Otherworld, a grim plane inhabited by daemons and where all of Monark’s battles take place. Each section of the story is built around a different party member, but their objectives are always the same: find all three of a Pactbearer’s Ideals (giant crystals that make up their inner self) and destroy them. ![]() The drawback, however, is that if this is used in the real world a mist will appear that will slowly drive people mad.īut even with those personal touches, Monark’s greatest sin is repetition. You take control of a Pactbearer: someone who has made a deal with an otherworldly daemon called a Monark that provides a unique power known as authority. Monark sets up a high-stakes story that takes place at Shin Mikado Academy, where a mysterious barrier looms over the school grounds and makes it impossible for anyone to leave. But Monark continuously trips over itself elsewhere due to a disjointed story, static puzzles, and repetitive level design that made staying interested a lot harder than it could have been. To its credit, it does introduce some fresh combat mechanics to an otherwise-straightforward tactical JRPG structure. Monark comes to us from Kazunari Suzuki, best known for his work on the Megami Tensei and Shin Megami Tensei franchises, so it had a ton of potential. Looking back we are happy with the purchase.It’s always exciting to dive into a new JRPG from one of the genre's veterans at the helm. It's a solid boat and I don't believe there is any skimping in quality, it handles big water well and gets both our jobs done well. One thing is fore sure it doesn't have the fit and finish of a Lund, Crestliner or Alumacraft, but it didn't cost as much either. We went and looked in person and sure enough, it had a jump bench in back that could be folded up for more seating or folded down for a massive rear deck, removable cushions in the bow for pleasure boating, and a Bimini top included, plus the fishing features I wanted. We continued to look and found a Monark forsale, judging from the pics it looked like something that satisfied both needs. After looking around I had decided that our best options were the Alumacraft Trophy or a Crestliner Sportfish, problem was the model years I needed for premium financing was out of our price range. My wants were simple, a front casting deck, a rear casting deck, storage and rod lockers. My wife had wants and I had wants, her wants were a full windshield, a deep floor (we have 2 small kids), "fluffy" seats in the bow and a couple other pleasure boating requests. I own an 04' King 170, with an Opti 115 on the back, I enjoy the boat, it certainly wasn't my first choice, but I wasn't the only one buying the boat. Monark is made by starcraft, the Monark line of boats are also known as Legend in Canada.
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