“No two runs are the same” is a repeated speaking line in terms of Rojuelix, and it is probably not more true than Monster Train 2. A side mode of five new clan, new card types and dimensional challenges, each run is different, but combat is never less satisfactory. Despite some cuttings, which leave a lot to be desired, bright shoes have prepared one of my favorite Rojuelix ever, which is improving the previous title in every way.

In the Monster Train 2, you lead various armies of hell in a war against Titans, an old, powerful group that endangens your world’s existence. To stand against such a impose threat, you have control of many clans, for unique societies of magical creatures that each have their own playstines. Angelic dissolved the clan, providing additional armor and damage, focusing on Velor buff, while the Draconic Perrebourne clan hurled gold and provoked piragel, a debf that causes more damage to the enemies. Each clan also consists of two champions, powerful units that you make around your run, to choose. When a run begins, you choose a primary clan and a secondary clan, and to unlock with five (as well as a load of secret people), the sheer number of combinations is shocking.
Combat rides on titular locomotives, which have four levels of train cars – three for their units, and to catch the fourth, to the life of the train. If it takes too much damage, it explodes and your run ends, so it is in your interest to finish the enemies as soon as possible. The final result is part deckbuilder, part Roasuelic and Part Tower Defense, as you draw cards to place units on each floor and defend the train from waves of attackers.

Most card mantras, dealing with damage, treatment, provoking status of status, and more, but Monster Train 2 introduce two new types of cards: equipment and room cards. The equipment is played on a friendly unit to give them better data and capacity, while the rooms add a modifier to the entire car, such as promoting spell potency or giving money when units die. The game also adds unlockable pairs, which has active or passive abilities to make your runs even more interesting. Each feature brings some new and exciting table, so originally entered the gameplay that I often forgot that they were absent from the previous game.
Each run uses one of the two clan, each in two champions and related initial cards, which means that if you exclude secret clans (which grow in total), there are 80 ways to start a run. While I have not played each sequence, I have surprisingly exciting each combo launched so far, as each cleverly designed clan coordination with another in a unique way. It is not randomism for the sake of large numbers – each run that I have played have felt fun as one before, and this is an impressive achievement.

The Monster Train 2 also includes a collection of 21 dimensional challenges, which prohibits you to add a predetermined combination of the clan and to change the game. For example, “weapon make the warrior” reduces the upgrade slot of all cards to 1, but the tool makes the card two times powerful and gives a low cost to play. “Twofer” earned all money, doubles status effects, and every time you add a card to your deck, you get a copy of it. Unlike the standard, eventually adaptive base game, it is a collection of carefully cured rules and modifies. I appreciate that these challenges adjust your strategies and the difficulty of the game, which makes it difficult. Many roguelikes include unlocked settings or difficulty modes limiting your abilities, but sometimes I want to challenge in different ways, and Monster Train 2 understands it.
My main issue with the game lies in his story, which is, thankful, immoral and easily ignored. On completing the run, you are congratulated by Cuttackn of conversation between various champions of the clan as they try to find out what to do further in their fight against Titans. It seems half-baked, reused war models stand against the plain background and turn left or right to point to what character they are talking to. The dialogue is mostly disguised as interactions, and most characters are reduced to the most basic symptoms of their clans – dragons are greedy and gold -like, while Lazarum pays attention to league science and experiments. The Monster is inspired by the gameplay of Train 2 and designed expertly, but its Cuttanen is clinch and forgetful.

Nevertheless, I did not come to Monster Train 2 for an attractive story. I came for hours of stress, strategic matches, upgrading and optimizing units, and that it was specificly roguelike power fantasy to start with scrap and to blank my way to the top. The scope of Indi Roasuelix is ​​competitive and crowded, but despite years of hard competition, Monster Train 2 has firmly established its series as one of the leaders of the pack. In other words, many games are good; Some are good as hell.