Our Verdict
Brilliant design; a reward-happy, lighthearted multiplayer fray. One of the finest $15 shooters ever made.
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A robot has dropped a churro. The tasty Spanish treat tops off my Tank class character's life bar, and I push deeper into the blue team's territory, rending more automatons with my railgun as I go. En route, I pass a teammate dumping minigun shells into Monday Night Combat's adorable mascot, Bullseye—a guy in a plush, smiling suit that dances through the arena and bleeds coins instead of blood.
Monday Night Combat imagines a hyper-consumerist, hyper-violent future where cloning, corporate sponsorship and genetic enhancement combine to produce a future-sport—a hilarious vision that influences every aspect of its design. At first touch, the cartoony, six-on-six, class- and team-based shooter may appear to be a Team Fortress 2 knockoff. The game's six classes are all doppelgangers or amalgams of TF2 classes--like the cloaking, backstabbing Assassin or the the healing gun-toting, turret-dropping Support class. But when the action begins--and a sleazy announcer calls out a line like "It's Father/Daughter Day here at the Dome! Good to see so many dads in the stands sharing a day of mortal combat with their little girls," you know you're in for something different.
A big slice of MNC's originality comes from a cross-pollination with the mechanics of Demigod, a DoTA-style strategy game that many of its developers helped create. Every minute or so, both teams' bases churn out a wave of AI-controlled robots that march in a pre-defined path toward the enemy base. The carnage and attrition these minion-bots create is my favorite thing about MNC, and it almost creates two simultaneous, parallel modes of combat that players can participate in. I can wade into the crowds of marching droids anytime I want a break from hunting players, and I still feel like every bot I blast is moving my team an inch closer to victory. Reinvesting the cash I earn from killing bots to build turrets around my base, unlock jump pads scattered around the level or upgrade skills produces—like in DoTA games—creates an economy that I want to participate in. I've never played a shooter like it.
It also feels like a fairly careful port from Xbox Live Arcade to PC. MNC's beta period tweezed out the frustrating insta-deaths I experienced during the pre-release (many of the grapple moves--fighting game-style grabs that lock you and your enemy into a set animation--now only take a 1/3 or 1/2 chomp out of your life bar). There's a command console, too. More importantly, characters handle perfectly with a mouse and keyboard--the sense of friction you have against the environment when spin-turning or executing a jetpack dash as an Assault class feels just right. These gameplay elements have definitely received some PC-specific attention, though a few ghosts from the XBLA version still lurk: HUD logos and menu items take up valuable screen real estate, the server browser doesn't currently exclude servers that have a mismatched version, and the Call of Duty-style gamertag banners that you earn for completing achievements are still at the low resolution from the console version.
My other complaints are modest: the character classes aren't as lovable or expressive as I wish they were, the single-player content boils down to set of (admittedly challenging) player-versus-bot survival events, and some weapons feel hollow (the Tank's jet gun barely animates when it spits out its player-immolating laser beam), but this barely erodes at the sum of dynamism and humor MNC puts forth. With five mostly-similar maps, it may not stand in with the longevity of your primary FPS, but at $15, it's the best-available diversion to the 300-plus hours you've put into the shooter you're growing tired of. MNC also has the distinction of being a game where you can fire a grenade that coats an enemy's screen with ads for genetic enhancements. Go buy it.
Brilliant design; a reward-happy, lighthearted multiplayer fray. One of the finest $15 shooters ever made.
Evan's a hardcore FPS enthusiast who joined PC Gamer in 2008. After an era spent publishing reviews, news, and cover features, he now oversees editorial operations for PC Gamer worldwide, including setting policy, training, and editing stories written by the wider team. His most-played FPSes are CS:GO, Team Fortress 2, Team Fortress Classic, Rainbow Six Siege, and Arma 2. His first multiplayer FPS was Quake 2, played on serial LAN in his uncle's basement, the ideal conditions for instilling a lifelong fondness for fragging. Evan also leads production of the PC Gaming Show, the annual E3 showcase event dedicated to PC gaming.