Wonder Boy: Asha in Monster World box art

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Wonder Boy: Asha in Monster World

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Wonder Boy: Asha in Monster World

Apr 22, 2021

Remake of Monster World IV

2.95 average rating based on 19 ratings

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Asha, the warrior protagonist of the game, is involved in a serious incident that will affect the survival of her world. Our green-haired heroine doesn’t have to save the world all alone, and sets off on an adventure with her cute flying friend, the blue Pepelogoo. Asha and the Pepelogoo have to work together to become the heroes the world needs them to be. The road ahead is long - will they be able to save their world?
Release Dates
Apr 22, 2021 (Japan)
Nintendo Switch, PlayStation 4
May 27, 2021 (Europe)
Nintendo Switch
May 28, 2021 (Worldwide)
Nintendo Switch, PlayStation 4
Jun 28, 2021 (Worldwide)
PC (Microsoft Windows)
Jul 03, 2025 (Worldwide)
PlayStation 5, Xbox Series X|S
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User Stats
82
In Collection
12
Wish Listed
3
Playing
37
Backlogged
How Long Is Wonder Boy: Asha in Monster World?
Main + extras: 8.5 hours
Total completions: 2
Related Content
Floweypowey
Floweypowey gave Jan 6, 2022
Floweypowey gave Jan 6, 2022
Trasha this Monster World

As I played through Asha in Monster World, there was one question I kept asking myself: Why does this game exist?

The original Monster World IV was released exclusively for the Japanese market on Mega Drive in 1994, but fan translations as well as official western ports made accessible via online services for 7th gen consoles and the Genesis Mini has gained it global recognition as one of the console pinnacles.

Monster World IV has many things going for it. It's one of the best looking games on the Mega Drive, has excellent soundtrack and fun platforming+combat physics. A few areas of improvements such as revamped boss fights and more save points could have been added, but overall it is an excellent game. How does one recreate an already competent title?

I think the development team (which mainly seem to consist of former members of Wetstone that created the original) had three good options here:

  1. Release the original game but with some improvements and optional modes (similar to Sega Ages release of Wonder Boy in Monster Land)
  2. Remake the game in a completely new manner, be it a 3D-remake, an Action-JRPG interpretation or something completely different
  3. Make a sequel

Sadly …

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As I played through Asha in Monster World, there was one question I kept asking myself: Why does this game exist?

The original Monster World IV was released exclusively for the Japanese market on Mega Drive in 1994, but fan translations as well as official western ports made accessible via online services for 7th gen consoles and the Genesis Mini has gained it global recognition as one of the console pinnacles.

Monster World IV has many things going for it. It's one of the best looking games on the Mega Drive, has excellent soundtrack and fun platforming+combat physics. A few areas of improvements such as revamped boss fights and more save points could have been added, but overall it is an excellent game. How does one recreate an already competent title?

I think the development team (which mainly seem to consist of former members of Wetstone that created the original) had three good options here:

  1. Release the original game but with some improvements and optional modes (similar to Sega Ages release of Wonder Boy in Monster Land)
  2. Remake the game in a completely new manner, be it a 3D-remake, an Action-JRPG interpretation or something completely different
  3. Make a sequel

Sadly enough, they went with option 4: a remake almost identical to the original game but recreated in a new engine. This is a really weird decision for a game that by no means suffered from its hardware limitations in terms of graphics and sound. And the ironic part is that the game actually turn out worse in almost every area compared to a 27 year old game.

The graphics are underwhelming, with character animations and movement feeling stiff and assets uninspired. This isn't helped by constant frame drops. The musical reinterpretations of the original tracks feel constrained by budget limitations, with the poor flute performance in the Ice Pyramid theme and a cheap piano version of the Sky Castle theme being notable examples.

Worst of all, the recreation of the game in a new engine hurts the gameplay experience, with the collision physics and hitboxes being the primary offender. You basically bounce off every enemy you touch in a way that makes the moment to moment gameplay frustrating, and once stunlocked me for 2 minutes in a boss battle with many enemies.

In the end, the result is a game that looks, sounds and plays worse than its origin. And even if all was well made, this would still just be a pretty rendition of an already existent and fully enjoyable Mega Drive classic that no one asked for.

The concept of the faithful remake has become really destructive to the video game medium, since it simultaneously discourages developers to put resources into preservation of classic games (by remaking them instead of releasing the originals with QoL-features) and makes them prioritise remakes over actually doing something new and interesting with classic franchises.

On a positive note, this seem to be an exception for the Wonder Boy/ Monster World-franchise. The recent Monster Boy from 2018 was a new title in the series, and the Wonderboy III-remake was faithful, but in this case it was of a game with excellent gameplay but a dated graphical profile.

Hopefully, Asha in Monster World is just a deviation.

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TheBeautifulEric
TheBeautifulEric updated their status Apr 18, 2023
TheBeautifulEric updated their status Apr 18, 2023

Saw this in Wonder Boy Asha and it got me thinking: I know about dropping through platforms because I play a lot of games, but I can’t think of when that ability started. I can’t even think of the earliest game I played that would have used this mechanic. Anyone have any ideas? What is the earliest game you can remember that let you drop down through platforms? Adveture tip 4: dropping through platforms

TheBeautifulEric
TheBeautifulEric updated their status Apr 16, 2023
TheBeautifulEric updated their status Apr 16, 2023

Didn't play the original, so I can't compare, but according to the game itself it added the ability to save wherever you want and the ability to replay levels which is neat. As for more general impressions of the game:

Pros
  • Nice, simple game. Easy to just pick up without needing to learn complex mechanics or an involved story.
  • I really liked the art style, I think the 2.5 style really works for this game.
  • It was cool getting equipment and progressing. Each piece of equipment had different enough properties to make me excited to see what I would get next and how much stronger I would get.
  • I think one of my favorite things is that enemies will always do 1 damage to you when landing an attack. As a side effect, getting more hearts actually makes you feel stronger rather than making you feel like you're just keeping up with the enemies. The consistency was also nice because it took out the stress of having to calculate how much damage you could take from the next attack and when to heal/retreat, it was obvious at a glance no matter what enemy you were fighting.
Cons
  • Spoilers for story …
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Didn't play the original, so I can't compare, but according to the game itself it added the ability to save wherever you want and the ability to replay levels which is neat. As for more general impressions of the game:

Pros
  • Nice, simple game. Easy to just pick up without needing to learn complex mechanics or an involved story.
  • I really liked the art style, I think the 2.5 style really works for this game.
  • It was cool getting equipment and progressing. Each piece of equipment had different enough properties to make me excited to see what I would get next and how much stronger I would get.
  • I think one of my favorite things is that enemies will always do 1 damage to you when landing an attack. As a side effect, getting more hearts actually makes you feel stronger rather than making you feel like you're just keeping up with the enemies. The consistency was also nice because it took out the stress of having to calculate how much damage you could take from the next attack and when to heal/retreat, it was obvious at a glance no matter what enemy you were fighting.
Cons
  • Spoilers for story events: When your buddy gets eats more fruit, you feel it because of how you can no longer walk when carrying them. When your buddy is out of commission for the rest of the game, you feel it because you can no longer double-jump and glide. As cool as it is to feel the loss of your buddy via gameplay, it is also dreadful that you get less abilities. It also locks you out of collectables where you need your buddy to collect (missables suck).
  • The first major dungeon of the game is probably the worst. The way platforms were placed made the buddy system feel tedious. It made me wish that Asha unlocked the ability to double jump alone rather than needing to hold her buddy to do so. The platforms that are meant to be dropped through are also a problem for me personally. The way they're designed makes it look like you can't actually drop through them because they're so thick. I think to make it more obvious, they should've swapped them out with thinner platforms.
  • The English text is pretty dreadful. This one might be nitpicky, but there's just a slew of typos and it seemed like there was an issue with character limits or they just didn't bother to proofread the script in the final product.
This is the second remake of a Wonder Boy game I've enjoyed, I'm tempted to try out the other games in the series now.
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BMO
BMO updated their status Jan 8, 2021
BMO updated their status Jan 8, 2021

This is a disappointing looking remake of the original. I really love the Lizard Cube/Dot Emu version of Wonder Boy: The Dragon's Trap, so I was hoping this game would be of equal quality, and it doesn't look like that's the case at all. It's a shame.