Tales of Monsterland DX Review

The release of the ModRetro Chromatic has been a gift for fans of the Game Boy and its early iterations. Around twenty Game Boy games have already been released under the ModRetro branding in the past couple of years. It’s great for the community to have access to all this software, and even though these aren’t official releases, physical versions are also available. Whether you play these games physically, on real hardware, or you emulate the titles on other devices, it’s great that there’s activity in terms of new games for the old 8-bit handheld. Of the original Game Boy games, some of the most well-loved include simple platformers like Kirby and Adventure Island. The relatively new Chromatic release, Tales of Monsterland DX, takes much inspiration from those past titles. A one-person development team has given a great attempt at creating a simple platformer that is a relaxing experience where progress occurs as you explore, and the difficulty level is quite low. Tales of Monsterland DX includes transformations, item collectibles, and heart upgrades, and is fun for its three-hour run-time. Read on for a review of Tales of Monsterland DX, for the Game Boy Color.

What is a quintessential Game Boy game?

Most of us originally played the Game Boy as kids. The games we played on the system were often aimed at younger people, but that didn’t always mean that they were easy games. Titles from the ’80s and early ’90s are famously hard as nails, and would make most gamers today cry before quitting. However, titles like Kirby on the Game Boy were designed to break that trend, and Kirby in particular was meant to be a laid-back experience that was fun, yet easy to make progress in. Kirby was a major influence in the development of Tales of Monsterland DX, as the developer, Joel Jarman, has discussed (in the game’s instruction booklet). The game also seems to take inspiration from the Monster Boy series, as the gameplay looks similar. The Game Boy era ushered in many easier games. Zelda: Link’s Awakening arguably follows that trend, and the Pokémon games are certainly relatively easy RPGs. Tales of Monsterland DX follows in the same footsteps. The main character, whose sprite seems to be mainly head (similar to Monster Boy and Bonk), picks up a sword early on, and the swipe from the sword is the main means of attack in the game. There’s also a slightly floaty jump to traverse the game world. Tales of Monsterland is a platformer at it’s heart, but that doesn’t mean that the title doesn’t have light RPG elements.

Gameplay and Story

There are heart pick-ups scattered across the game’s diverse environments. Each heart adds one whole heart to our player character’s life bar. There are also coin collectibles and some other weapons (there’s a ranged attack that you can pick up later in the game). The game starts off with an old lady, maybe a grandma, telling a story. It’s a typical Dark Wizard tale, and it’s a good setup. You only go back to seeing the grandma when the credits roll. There’s a village from where you head off, although I wouldn’t describe it as a hub since it only has one exit. However, you will need to return here to buy goods. The dialogue is well done and can be clever and funny. The gameplay of Tales of Monsterland DX comes down to platforming, killing enemies, and monster transformations. Similar to the Shantae games (and from what I hear, the Monster Boy games), our main character can transform into creatures to do things such as swim and fly. Each transformation is locked behind some difficult task. There are also a few bosses. They are fun and not too difficult. However, the hit detection isn’t great.

Presentation, Art, and Sound

More importantly, the game kind of glitches every time you get hit, and in some other moments. It breaks up the experience and sometimes puts your character in more danger than they’d otherwise be in. The charm of the game means that any performance issues don’t ruin the experience. I think the issue occurs because of the Game Boy’s simple and ancient internal architecture. In terms of art, everything is charming and looks good, but the title doesn’t push the Game Boy Color to its limits. In terms of sound, the main theme is catchy, and the sound effects work great. I had no issues with the sound or art. Tales of Monsterland DX even has three alternative endings. Each depends on if you’ve used continues. The game world isn’t too big, and you won’t require fast travel. The charming adventure is over a bit too soon, and you can finish Tales in Monsterland DX in an evening or two. There’s some replay value because of the multiple endings.

Conclusion

Overall, Tales of Monsterland DX is a fun little title for the Game Boy Color. The sense of progress, as your character builds hearts, items, and transformations, is meaningful. It has the most important quality in a game like this. It is fun. On top of that, there are multiple endings, and the presentation is top-level. However, the glitchy nature of transitions and receiving damage is a blight on the experience. I can’t help but feel the game would be so much better if the combat were buttery smooth. Despite my saying this, the glitches do not ruin the experience as the combat still works, and the charm of the game world is vibrant and obvious. The game is short, around three hours, but I can see myself playing through it again to catch the alternative endings and just because it’s a fun Game Boy game. The game only had a one-person development team, and that comes across. However, it is a great addition to the Game Boy library and a fun, simple platformer that doesn’t outstay its welcome. Happy gaming.

6/10

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