Reviewed on
Aug. 13, 2010
For $15, there's an awful lot of varied, satisfying multiplayer action in here.
Read Brad Shoemaker's full review
Quick Look: Monday Night Combat
Uber Entertainment Walks You Through Monday Night Combat
You Won't Spot The Assassin In Monday Night Combat
Monday Night Combat is a downloadable class-based third-person shooter set in a futuristic game show environment that borrows elements from Team Fortress 2 and Defense of the Ancients.
Monday Night Combat is a downloadable class based third-person shooter developed by Uber Entertainment for the Xbox 360 (via Xbox Live Arcade) and the PC (via Steam). It was originally released for the Xbox 360 on August 11, 2010 for 1200 MSP ($15) as the fourth game in Microsoft's Summer of Arcade 2010 promotion. It was released for the PC on January 24, 2011 for $15 and also included both dedicated server support and a level editor.
The game is set in a sci-fi utopian world, where players fight to the death in a futuristic game show environment to earn money, fame, and prizes. The gameplay borrows heavily from both Team Fortress 2 and Defense of the Ancients (a popular custom scenario for Warcraft III: Reign of Chaos), as the game focuses on one or two sides, each with multiple players (called Pros), defending their own "Moneyball" from enemy computer-controlled robots (called Bots).
Both versions of the game includes 12 achievements (worth 200 gamerscore for the Xbox 360 version), ranging from completing the different Blitz scenarios to achieving special goals in Crossfire matches. There are two avatar awards in the Xbox 360 version that can be obtained within the game, each requiring little effort. The mask of Bullseye, the Monday Night Combat mascot, is obtained by meeting the mascot in the tutorial level. Completing Exhibition Blitz mode earns you a black t-shirt with the game's logo on it.
Uber released a free downloadable content package for the Xbox 360 version on December 1, 2010 (and will include it in the PC version) called the "Spunky Cola Special", which includes a new Crossfire arena, two new Blitz arenas (one including a new Blitz scenario), new game options for private matches (including class limits), a prestige system similar to Call of Duty 4: Modern Warfare, new ProTags/Career Milestones, clan tags, and a new random drop item (Churros, which give an instant burst of health and skill regeneration), as well as various bug fixes and balance changes.
The PC version was released on Steam on January 24, 2011. Team Fortress 2 players who bought the game before Feburary 1st were given promotional hats, as well as TF2-themed bonus items for the game.
The focus on Monday Night Combat is to protect your "Moneyball" from enemy computer-controlled robots. There are two game modes: Blitz and Crossfire. They can be played on two player-split screen on the same Xbox 360 console, both online and offline. The second player can play as a Guest online and does not need a paid Xbox Live gamertag.
During the game, players earn money. This money can be used to upgrade their class skills, build turrets, upgrade turrets, and buy access to special equipment scattered around the map.
Monday Night Combat features six unique classes with different weapons, skills, and upgrades. Players can also use the their cumulative in-game money to buy custom class slots which allow them to use different endorsements with one of the six unique classes. Each class has three endorsements, which increase the effectiveness of certain attribute of players. There are endorsements for the following attributes:
The three endorsements per class are ranked Gold, Silver, and Bronze, with Gold having the highest increase and Bronze having the lowest increase.
An all-around class designed to be a standard run-and-gun character. The Assault has an optimized jetpack for better maneuvering.
Default Endorsements
Weapons
Skills and Upgrades
A gruff, crude grunt, the Tank has the highest defense in the game. He carries a powerful flamethrower for short-ranged and mid-ranged combat and an accurate railgun for long ranges. He can also hover in the air by double-jumping.
Default Endorsements
Weapons
Skills and Upgrades
The Support class can heal allies (and leech health off his enemies), strengthen turret defenses, and can even turn enemy turrets against them.
Default Endorsements
Weapons
Skills and Upgrades
The only female class of the bunch, the Assassin has a weak defense and relies on stealth grapples and evasive techniques.
Default Endorsements
Weapons
Skills and Upgrades
Slow and not as tough as the Tank, but carries a powerful minigun and is able to do an effective ground slam. The Gunner can also hover in the air by double-jumping.
Default Endorsements
Weapons
Skills and Upgrades
Also as weak on defense as the Assassin, the Sniper is lethal at long range with his sniper rifle and is effective in short ranges with his submachine gun and traps.
Default Endorsements
Weapons
Skills and Upgrades
Each team is given a set number of turret nubs with which they can dump money into building and upgrading turrets. There are four separate turrets, each with their own unique functions. Upgrading turrets increases both its attack power and range. The Support class can also use his Hack ability to either increase the attack power of ally turrets or take control of enemy turrets.
Cost:
Function:
The Lazer Blazer is the weakest of the three offensive turrets, but due to its low cost it is most often used early in the game. It has very little firepower, and is usually unable to stand up to a Pro that is aware of its presence. If used correctly with other turrets, however, the Lazer Blazer is capable of dishing out a decent amount of damage.
Cost:
Function:
The Long Shot functions like a mortar, being able to fire shells towards the enemy base (potentially wiping out any enemy Bots or Pros that enter its range). It is a very lightly armored turret and there are only a few nubs on each map where it can be placed effectively, so anyone wishing to utilize one will have to think strategically.
Cost:
Function:
The Shaveice is a heavily armored turret that is capable of slowing down any Pros or Bots that enter it's radius. Any cloaked Gremlins or Assassins that pass through the Shaveice's field will also be made visible for a short time. The Shaveice is perfect for stopping a onslaught of attackers right in their tracks which is why it sees most of its play in the Blitz game mode.
Cost:
Function:
The Rockit Turret is the priciest turret of the four, but it is also the most deadly. It packs an extremely powerful rocket attack capable of taking out multiple enemies at a time as well as heavy armor capable of soaking up massive amounts of damage. It is the ideal turret for base defense, though due to their high cost they rarely see much play in the early stages of a match.
The computer-controlled Bots in Monday Night Combat are both your most valuable allies as well as your most annoying enemies, as they are the only units capable of taking down the Moneyball shield. Every bot moves along a set path designated by a trail of illuminated arrows on the floor of each map. Breach Bots are typically only concerned with attacking the Money Ball, while Eliminator Bots will seek out enemies to attack first. There are also several other kinds of bots that deal with unique roles like long-range assault and skill denial.
In Crossfire mode, it is the job of the Pros to escort the Bots to the enemy base. In addition to the generic bots that spawn at set intervals, there are also class specific bots that each Pro can summon for $100 at designated spawn points.
Lightly-armored and fairly weak attackers, the Slim usually ends up as cannon fodder to protect their companion BlackJacks. All classes can take them down with minimal effort.
Standard bots with moderate armor and attack power as well as a close-ranged grapple attack. They're one of the few bots that can be grappled. In Crossfire mode, the main objective is to escort these to the enemy Moneyball.
Barely visible swarms of kamikaze bots that pilot themselves into enemies and explode on impact. In hectic situations, a group of Buzzers can become a major annoyance. However, they can be taken down by a single hit from any weapon. Three buzzers are spawned per purchase.
A heavily armored melee-only bot that rush towards the nearest enemy player and immediately go for a grapple. A group of two or more can quickly take down a standard base defense. It is advised to keep your distance when facing the Bouncer, as its grapple attack takes even the most heavily armored players down to half health or below. The Bouncer can also be grappled, though it is difficult to pull off without getting grappled yourself. One bouncer is spawned per purchase.
Note: The Assassin with passive level 3 can one-shot a bouncer with a grapple, giving her an advantage against these otherwise resilient bots.
Essentially a walking Long Shot Turret, they continuously shell the enemy base while simultaneously marching closer to it. While they are fairly easy to take down, even if an enemy is guarding them, a good number of them can wipe out most of the enemy turrets (even killing some Pros). The GapShot is also one of the few Bots that can be grappled. One gapshot is spawned per purchase.
Weak bots that are able to cloak themselves, much like the Assassin. They will typically converge on a single target in groups and follow it relentlessly until it is either out of their sight or dead. When their attack animation begins, they uncloak and will are immediately targeted by idle turrets. After their animation ends, they go through a short delay before re-cloaking. Three gremlins are spawned per purchase.
A lightly-armored breach bot with the ability to drain the skill charge of nearby enemy players, forcing them to wait longer for their skills to recharge. Two scramblers are spawned per purchase.
Steel behemoths that are able to soak up huge amounts of damage while dishing it out as well. The JackBot's two primary attacks are energy projectiles and a large-radius Slam move (similar to the Gunner's Slam ability). Snipers and Assassins are able to grapple onto them and temporarily disable them, doing heavy damage in the process. Spawns at 5 minuet intervals (except in Overtime, where it spawns more regularly).
At the center of every map (as of this writing: Grenade III, Steel Peel, Ammo Mule, and Spunky Cola arenas) is a floating "!" within a circle that represents the annihilator. Over time, the annihilator charges up (its progress can be determined by the red ring around it. If it's green, it's ready). A player from either team may activate the Annihilator for $250, which destroys all enemy bots (only dealing heavy damage to Jackbots) and damages enemy players. The Annihilator is a great way to prevent the other team from downing your moneyball if their bots are about to break through.
Ejectors are two-part mechanisms: The activator is a floating "!" that is similar in appearance to the annihilator, but is smaller. The second part is a large, yellow "!" pad somewhere nearby. For $50, any player may activate an ejector, which will immediately deal damage to all enemies (bots and players) standing within the pad's radius, and will cause severe knockback to survivors.
| Game Name | Monday Night Combat |
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| Original US Release |
Aug. 11, 2010
need a fuzzy date? |
| Original US Release | 2010 know the real date? |
| Aliases | MNC |
| ESRB |
ESRB: T
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| PEGI |
PEGI: 12+
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