A Quick Review of 9 Monkeys of Shaolin
9 Monkeys of Shaolin was released in 2020 by Sobaka Studio. I believe it was their second game. Although many would describe it as a beat-em-up, it eschews some of the hallmarks of the genre in favour of an experience that courts more mainstream attention. With a level-based (rather than arcade) campaign, skill trees and item unlocks, and a focus on story sections, I would consider it more broadly in the 2D action genre, refuting the more specific descriptor. I enjoyed my time with it, although it was not particularly ground-breaking and in the end broke itself.
9 Monkeys most obvious departure from the beat-em-up
formula is the prominence of its story. Not every mission is heavy on the
story, but the opening prologue includes a forced loss which leads to
protagonist Wei Cheng’s recovery and training in the care of Buddhist monks. Wei
Cheng ultimately masters their techniques and takes a new name as he joins
them, achieving first revenge and then overcoming a threat of greater scope. For
all the emphasis on it, the story did not interest me much. If I compare it to Fight’N
Rage, which had a more engaging story that could easily be taken out of the
way, or River City Girls, which had a more amusing story that was less
easily ignored, the tale of 9 Monkey is not particularly engaging or
novel, instead bogging down missions (especially on replay). If part of the
pitch of this game was drawing a more casual crowd to the genre with this concession,
it wasn’t worth it and I doubt it proved effective.
More effective is the simple gameplay. Most attacks are
performed with three of the face buttons, with which players can kick enemies
or slash and thrust at them with Wei Cheng’s staff. Three forms of modifiers to
these buttons (holding them, or holding L2 or R2 before pressing them) use a
resource bar (qi, gained by fighting enemies and modified by equipable items).
Qi allows Wei Cheng to use more powerful moves, giving him better combo options
and control of space. His moveset is rounded out by a dodge and a parry, each
of which is relatively easy to pull off for the genre but has a bit of recovery
on the back end. When I got into a nice flow with my parries, I felt
untouchable for the evening. But the next day, when I hit the button too early
almost every time, I got picked apart by ruthless foes. There’s a good flow to
the combat system, once you get comfortable, based around spacing and parrying
and ensuring you don’t get surrounded. In another break from the typical
beat-em-up formula, there’s no sense of lanes (outside of the level with
sawblades travelling through the floor). Control of space feels like a natural
challenge, although one that quickly becomes too easy. What ultimately breaks
the game is the Seal of Attraction, which, with the right item loadout, has
basically infinite use. Spamming one move (with no execution barrier) then
carried me through every level on the hardest difficulty (although without the
accompanying trophy popping, much to my chagrin). There are also four
consumable items to help players, each a different flavour of tea found in
breakable items throughout the stages. One restores health, two reduce and
increase damage respectively, and the last temporarily gives infinite qi. They can
help you through a few tough spots, but I often ended levels with a surplus of
tea in my inventory.
Unfortunately, being a modern game, 9 Monkeys of Shaolin
has a skill tree alongside its unlocks. Really, it has nine skill trees, one
for each of your attacks. And each attacks’ tree has 2 components – raw damage
increase, as well as upgrades to the properties of the move – longer duration,
wider reach, new effects. When I had invested properly, I went from thinking enemies
were a bit too tough for such a limited combo system to carving through them
with ease. Discovering the Seal of Attraction tactic certainly didn’t help. It’s
not like that’s a particularly difficult thing to figure out; I’m not normally
someone that min-maxes or breaks games in any way. I just happened into the
optimal strategy due to getting frustrated with the ghost enemies (who can
typically only be damaged by qi attacks). The weaknesses of the combat system
and reliance on skill tree unlocks further distance 9 Monkeys from the
strengths of the beat-em-up genre.
Overall, 9 Monkeys of Shaolin is a fun 2D action
game that serves as a fun companion to the more traditional, hardcore
beat-em-ups. It’s worth at least a few hours of attention from casual players,
just to see what’s there. Perhaps you could bring a friend rather than going
alone as I did. If the glitched trophy had unlocked for me I might be a little
happier right now, but ultimately I’m not going to recognise this game as some
unheralded masterpiece. It’s a solid game that does some things well, but fails
to fulfil the core appeal of the beat-em-up genre, let down by both its core combat
and progression structure. With narrative sensibilities rather than arcade
ones, it lacks appeal for the hardcore crowd, but is nonetheless enjoyable through
most of its missions. Just hold off on the Seal of Attraction loops until you’re
sure you’re done with it.
Coda:
Not quite half of the posts on this blog are titled with
a single, eponymous game (even though my
piece on Shadow of Mordor focussed a lot on Phantom Pain). I
conceive of these pieces as responses, a habit started when the strength of my
feelings on Uncharted: The Lost Legacy inspired me to return to writing.
My need to express my feelings on it, and then on Shadow of Mordor, got me
back into the habit and laid out the foundation for my words. I never conceived
of these as reviews, and I never expected to do a review. Each eponymously-named
piece is a response to that game, to the feelings it evoked within me. More
general meditations on various subjects were initially to be titled with a
single word describing the focus of the piece – see Loading
and Omnibus,
the sort of precursors to the true revival of this blog. This trend was stopped
by my thoughts and fears for this years Resident Evil 4 Remake, as the
clickbait headline was too perfect to pass up. The titling of my piece on genre
was a sort of compromise, I suppose.
Anyway. I told you all that to say that this was not a response. 9 Monkeys of Shaolin did not inspire great passion within me. I played it for a week, then it was over. The Lost Legacy and Black Flag forced me to question the apathy they inspired within me. Shadow of Mordor had me questioning how we can push interaction with enemy characters in open world games. Mafia got me to plough through it without being interesting, a dynamic entirely worth interrogating. Nioh 2 was a case study of my disgust and despair at the ubiquity of the modern action-rpg, an opportunity to explore my hatred of numbers. There were no big ideas or core emotion to my thoughts on 9 Monkeys of Shaolin. I just wanted to spend a few words on it.
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