Game makers often enjoy blending several different genres of play into their creations. In that light, the hybrid Monster Train 2 was crafted to be a roguelike, deckbuilding game with a tower defense focus. In other words, you play turn-based, permanent death battles using a deck of cards while defending a multilevel train against enemy attackers.
As odd as that combination might sound, it works like this: Monster Train 2 gives you five different clans of monsters to work with (three of which are locked at the beginning of the game), and in each battle run you choose two of them to mix into your deck. (However, not all clans and their unique strengths and abilities work well together, so it’s important to choose wisely.) Your monsters are taking a multitiered train (as monsters do) from their monstery starting point up through branching tracks heading to a final battleground against domineering Titans in Heaven.
The game shuffles your deck of monsters, buffs, attacks and defense cards (which you add to and subtract from in the course of play); and it asks you to use those cards in the three different levels of your train as foes enter at the lowest point and slash their way up.
The top level (or front) of the train is your Pyre (fiery engine) which you must protect at all costs. Unlike the monsters in your deck, damage done to the Pyre is carried over from battle to battle, and it can only be healed at random stops.
If you make it through each battle run, you have the option of selecting from two diverging paths that give you train stops where you can upgrade your beasties; add new buff and attack cards to your deck; gain new specialized monsters; heal your damaged Pyre; and generally find new ways to combine the buffs and equipment your growing team can use for each increasingly difficult run.
If you lose to an overpowering rush of foes, you go back to the beginning and start again.
Monster Train 2 can be played in single-player mode without the need for an online connection. However, the game also offers several other modes, including an “Endless” mode where players try to survive as long as possible against a never-ending stream of challenges, as well as some internet-connected competitive showdowns that allow gamers to compete against others on a global leaderboard.
There is a very light story in the game mix, and it suggests that the ultimate showdown features ousted angels and monsters who are teaming up against the Titans who now control Heaven. But truthfully, the story is barely noticeable or spiritual in any way. This game is quite simply battle after battle between groups of monsters, angels, creatures and beasties on a train.
Monster Train 2 is fast and offers lots of strategic and creative ways to make your team of battlers stronger and to work together to shield and strengthen one another. As the challenges get increasingly difficult, a close examination of new cards and a well-thought-through strategy is a must.
Ending up victorious feels very rewarding. And game run battles can be limited to short, manageable stretches of play.
This game is rated E10+ by the ESRB for: “Alcohol Reference, Fantasy Violence, Mild Blood, Mild Language.” The constant clashes between monsters of many stripes, is obvious. But the “mild blood” is less so. Mainly, gamers encounter red slashes that appear on creatures during battles with blades, magic blasts, fiery bursts and sharp claws.
During my eight hours or so of play, I didn’t hear any references made to alcohol or notice any rough language other than the game’s slogan that the battlers were “Raising Hell in Heaven,” and a written label of “Hell, yeah!”
Some of the dragons, vampires, dark magickers and beasts in the monster crews do have a horned, demonic look about them. And there are references to shadowy magic blasts and the deadly effects they can have.
All of the above said, the many, many paths and options of play might be Monster Train 2’s biggest drawback for some. Gamers have to keep track of their monsters and their triggerable abilities; their deck’s buffs and debuffs; varied enemy abilities and room effects; any artifacts that change the rules of engagement, such as the current phase of the moon; and many other strategic intricacies. Those aren’t necessarily content concerns per se, but the complexity of play could be frustrating for younger players.
Monsters on a train don’t naturally lend themselves to a compelling storyline. But as far as strategic deckbuilding and tower defense battles are concerned, Monster Train 2 works pretty well. You just have to be able to live with all those vampirely fire-breathers, fallen angels, and the like.
After spending more than two decades touring, directing, writing and producing for Christian theater and radio (most recently for Adventures in Odyssey, which he still contributes to), Bob joined the Plugged In staff to help us focus more heavily on video games. He is also one of our primary movie reviewers.