Dawn of the Monsters (Switch) Review

A Loving Tribute to the Tokusatsu and Kaiju Genres

The last few years have been fantastic for kaiju and tokusatsu fans. Between several series getting new anime and plenty of upcoming films, it makes the release of Dawn of the Monsters feel more substantial. There are kaiju games out there, several we’ve explored already, but there are not many that allow the player to feel the power of being a colossal being. Dawn of the Monsters from 13AM Games and Way Forward successfully creates a beat-em-up that stands as a tribute to the entire genre. It’s a game that is jam-packed with little references that will mostly go unnoticed but to longtime fans stick out, indicating that the game was made by extreme genre fans. 

Two local players can take up the mantle of one of four characters, each being a layered reference to iconic monsters and heroes. Out of the four, I found myself most drawn to Aegis Prime, an Ultraman-style hero. What makes him more interesting is his human persona that of Eiji Murasame, a tired dad who’s been fighting the Nephilim monsters that threaten the Earth for many years before the other three characters joined the fight. Something about tired heroes is extremely compelling, much like how I feel when seeing an older Wolverine in Logan. There’s a legacy behind Eiji, both in-universe and as a representation of an archetype. It also helps that Aegis Prime is an excellent character for juggling enemies with impressive combos. 

Dawn of the Monsters started development as a fighting game but was eventually pivoted into a more traditional cooperative beat-em-up. Being that beat-em-ups are going through a bit of a Rennaisance in the medium this makes a lot of sense. Yet, the fighting game foundations shine through as the game’s combo system is more akin to a fighter with just enough depth that rewards player timing and knowledge of how moves cancel into each other. At times this game feels more like a hack-and-slash or a character action game. 

Players will spend most of their time going through levels that repeatedly throw varied enemies at them. Each one does have a strategy for a quick defeat, making the game feel more like the combat puzzles of DOOM Eternal at times. Dawn of the Monsters even has an execution mechanic that gives players back heath, allowing them to stay in the fight longer than most beat-em-up games. Rather than a level-up system which most games in this genre have opted for, Dawn of the Monsters features an augment system that adds stat increases as well as a perk that changes up playstyles. 

Combat is deliberate and full of small decisions.

The augments allow for things like powering through minor attacks or getting lifesteal or getting guaranteed critical hits with certain strings of attacks. Unfortunately, the augments are created through a randomized system, meaning there are a bunch of copies or minor improvements between the same ones. I’ve never been a fan of this approach to items, much like what is found in looter shooters like Borderlands or endless dungeon games like Diablo. It devalues items and I often just slapped on whatever might have synergy, caring not about optimizing my build. Honestly, I think a more meaningful upgrade system would’ve done wonders for Dawn of the Monsters but I expect that more augments could be added in a patch or DLC. 

What really kept me playing through most of the game was wanting to learn more about the characters. Each of them has interesting enough stories and as I mentioned earlier in this review, I really like Aegis Prime so I wanted to see how that story concluded. Not being able to play the game’s co-op online though, meant that fewer of my friends could play with me so once the game started getting too challenging for one player I quickly lost interest. Much like River City Girls, soloing the game is doable but it is an uphill slog and there doesn’t appear to be much balancing between solo and co-op play. Like most beat-em-ups, Dawn of the Monsters is best enjoyed with two players. 

Bosses get fun introductions through slightly animated displays.

Criticisms aside, Dawn of the Monsters is an absolute delight for anyone who enjoys kaiju or tokusatsu content. It’s a well-crafted title with tons of visual flair, inspired dominantly by manga, and playing as the monsters is so much fun. Each punch or super move just feels cool with just enough impact to feel powerful. The game’s world is lovingly crafted and there is a ton to enjoy. Several genre masters and actors also joined the game’s development, mostly in voice acting and artwork to make the game really feel authentic. It’s not a perfect game by no means but this is a solid foundation to build an amazing sequel or branch off into additional media such as a comic, collectibles, or even a film. Hopefully, 13AM Games get another opportunity to either expand Dawn of the Monsters or develop a new kaiju title. 

SCORES

GAMEPLAY - 9/10

VISUALS - 8/10

SOUND - 8/10

CONTROLS - 8/10

REPLAY VALUE - 7/10

OVERALL - 8/10

More information about Dawn of the Monsters is available on the official website. Screenshots were captured via Nintendo Switch functionality. A digital copy of the game was provided for review. 

For even more about Dawn of the Monsters, be sure to check out our collaboration with kaiju academic Nathan Marchand in an interview with the creative director of the game.   

Alex McCumbers

Twitter: @ACMcCumbers

Alex has been steadily shaping his writing, networking, and production skills for over a decade. He got into games journalism to keep his writing skills and habits in check as he has always wanted to create a novel or write a game's narrative. Sites that have published his work include Giga Geek Magazine, Marooners' Rock, Twin Galaxies, and Popular Mechanics. Several guest pieces have been uploaded on other sites. His work has also been physically published in both volumes of the SNES Omnibus where he contributed essays on several games. He grew up in rural West Virginia, surrounded by Appalachian music and culture.

Forever Classic was the branding that was invented during a faithful summer where he became absolutely fascinated by the world of Let's Play videos and video essays on YouTube. The Forever Classic brand name has always been at the back of his mind, tying it to projects here and there, but this website will be able to collect all of those efforts into a single place as Forever Classic Games LLC. 

"Welcome to Forever Classic Games, I'm Alex McCumbers."

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