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Monsters and Memories Anonymous 10/11/2025 (Sat) 11:15:24 Id: cce29e No. 1837265
Monsters and Memories is an upcoming MMORPG which is, as described the game's developers, a love letter to Everquest. A classic style MMORPG with camp grinding, zone lines, trains, corpse runs, slow combat, reliance on other players, obtuse and lengthy quest lines, secrets, long reputations grinds, massive cities, etc, etc. The game is currently set to release in "early access" (more on this below) during Q1 2026, with the devs trying to push for a January 2026 release. The devs are currently finalizing a few more core systems before they can launch into closed beta. There is an upcoming open 10 day test starting on November 1st. <Features >Monthly 15$ dollar subscription >fresh modules every 3 to 4 months including new zones and potentially new classes, races, professions, etc >trained in-game GMs that actually understand and write English >large zones that can currently hold up to 500 or so players before things get laggy >tons of dungeons both, coming in in all sizes, and with tons of secrets to discover >a MUD system where you can use commands to interact with the environment and NPCs, stuff like /inpsect barrel, /pry gem (while holding an object capable of prying on your cursor), /taste liquid, /pull rope, etc, etc >mount system where you can tame or buy mounts and use them as either beasts of burden or as rideable mounts; equip them with bags or armour depending on your needs >multiple types of server including box, no-box, enforced RP, and PvP; potentially more exotic servers depending on player demand >religion system with a pantheon of gods to choose from, able to change religions, gain boons and abilities from your god, convert others >starting cities for EVERY SINGLE RACE (currently Human and Half-Elf cities are in, Deep Elf city coming in the first post-launch module) <Design tenets >game is based on familiar, tropey, fantasy stuff >"timeless artstyle" over amazing graphics >"We don't accept money until we're ready to launch the game" The devs have/are staunchly refused to accept money from players until the game goes into EA. >no micro-transactions, no P2W, no pay for convenience, no pay for out of game services like name change/server transfers If you want to support to the devs outside of your monthly sub, there will be merchandise, and the ability to buy subs for specific players or to buy subs for the game devs to hand out in give aways and whatnot. >no instancing unless it's absolutely necessary They might include area caps for bosses to prevent zerging, but it's not in right now. >it's important for non-murderhobos players to be able to progress and achieve things in the game >strong possibilities for RP/trading due to systems like caravans >end game raiding mostly coming in the form of Expeditions Expeditions are events that require massive prep work from a guild. The current model they're working on is you charter a ship, gather supplies, ready consumables, and after a few weeks of work you embark on an Expedition which will be a raid zone detached from the game's main continent. Eventually guilds will be able to purchase their own ship/hire their own crew. >zones are not made to feel like a theme park Most zones will have a wide range of monster levels. You're not supposed to get to a new zone and go "oh this is the orc zone" and 80% of the stuff in the zone is just orcs. >dependency on other players No class can do everything, no one can solo everything. It's a grouping game, and you're supposed to interact with others frequently. There some decent solo potential, but you're expected to group up. There's plenty of stuff to do for smaller group sizes. >open world housing That's right, open fucking world housing. There's also stalls in cities that you can rent for a day in order to sell stuff to other players. <Links https://monstersandmemories.com/ <--- main website https://monstersandmemories.miraheze.org/wiki/Main_Page <--- very incomplete wiki https://www.youtube.com/channel/UCKp7Os1smchzDc0R16evBdA // https://invidious.nerdvpn.de/channel/UCKp7Os1smchzDc0R16evBdA the youtube channel https://monstersandmemories.com/our-world <--- races, classes, lore https://monstersandmemories.com/media <--- the media
>>1837265 Wait this might actually be fun, let's see... >trained in-game GMs that actually understand and write English Ok nice try mister liar liar pants on fire We all know that's bullshit and never going to happen
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More in-depth stuff about the game. <Classes https://monstersandmemories.com/classes None of the classes are currently finished. Their class kits are being finalized, but the intention is a very clear identity and a very clear inability to do everything on your own. <Casters >Wizard Pure DPS class. Has access to portals and teleports to various zones. Meant to be bit "Gandalf-y" type caster with some melee action. Right now the devs feel that the class feels too elemental based instead of arcane based, so it's still being iterated on. >Enchanter Support/CC. Good old (un)reliable. Put up buffs, mez everything, charm a pet, buff the pet. Everyone loves you. One of the more complete classes. >Necromancer Pet/support. Does some damage, has some CC, has some debuffs, has mana transfer. Anti-undead kit. Strong overall class, and of course quite popular. >Elementalist Pet/DPS. Summon a pet, pick from one of the four elements. Very straightforward class. They're being given some combo spells to work with their pets, not sure if the wiki currently reflects this. <Healers >Cleric Plate. Only class with a rez. Their main heal is a very strong and mana efficient delayed heal. Anti-undead kit. Weakest buffs out of the three healers. Felt a bit boring since 99% of your gameplay is sit > delayed heal > sit back down. >Druid Leather. Has SoW. Has access to different portals and teleports than the Wizard. Heal over time spells and lots of buffs. Decent solo capabilities with access to dots/snares/roots. Can charm beasts. Gets a pet later on. >Shaman Chain. Has SoW. Direct heal + heal of time split spells. Tons of buffs and debuffs. Gets a pet later on. Has Cannibalize for mana, making it quite a busy class compared to Cleric. <Physical >Archers Pure DPS. Pure archer with little to no melee. Selfish class. Early on you have to craft your own arrows. Later on can buy cheap shitty arrows, but you lose on damage. Currently one of the more unfinished classes. >Bard Support/Puller/CC. The bullshit class is back. Currently overpowered for soloing, though charm as a whole is getting looked at. Songs, mez, charm, move speed, health regen, mana regen. You're a god, you know it, everyone else knows it. >Beastmaster Pet + melee/shaman hybrid. Currently one of the more unfinished classes. They're considering how the implementation of the Animal Taming profession will tie into the class. Great for soloing. >Monk Puller/DPS. Has stances, some self healing, some AoE healing decent soloing capability, can off-tank in a pinch. >Ranger Ranged/Melee/Druid hybrid. Jack of all trades, master of none. Stated to be getting elemental/magical arrows based on Druid magic. Has a group DPS aura, brings the Ember line of spell which reduces enemy AC. Great support for physical heavy groups. >Rogue Pure DPS. Sneak, lots of stuns and interrupts, will get poison. It's a Rogue, so go and backstab shit. >Spellblade Pure DPS. Melee class that procs spells on melee hits. Currently has two infusions, stated that they'll get more soon. <Tanks >Fighter DPS. The DPS tank. The "best" tank on physical mobs by a small margin. Can probably fill a DPS spot in a leveling group if you have another tank. Very simple class, though they'll be getting more tools later down the line. >Inquisitor Anti-caster/CC. A Warrior/Enchanter hybrid. Some buffs, lots of debuffs. Has a silence, cast speed debuff, mana burn, dispel, purge. Gets a mez spell. Also gets an unresistable Charm on a 30 minute cooldown that lasts a whooping 15 seconds (which is getting looked at, kinda weak right now). >Paladin Self-heal. Comes with anti-undead toolkit. Lots of self sustain tools, but shit damage. >Shadow Knight Self-heal/DPS. Halfway point between Fighter and Paladin. Super popular class. Gets a pet later on.
[Expand Post] <Races https://monstersandmemories.com/races Currently there's Dwarf, Gnome, Goblin, Halfling, Human, Wood-Elf, and Ogre. Deep Gnome, Deep Elves, and Deep Dwarves will be coming in with module 1 around late spring/early summer 2026. High-Elf, Troll, and Lizard races will be coming in the future. There's race/class combo restrictions. There will be account based quests to unlock more exotic race/class combos. <Crafting Tons of trade skills. No limit on how many you can learn. Some of them aren't implemented. Some of them won't be implemented for over a year, notably Spycraft, Mapmaking, Astronomy, etc. They're currently rebalancing item stats and trade skills for their push towards closed beta, but expect lots of utility items. hidden recipes, recipe drops, etc. <Cities They're fucking huge. No auction house. The current Human city is a main hub and it's the size of World of Warcraft's Westfall zone. Tons of secrets to undercover, lots of factions vying for control, has two fucking dungeons. Merchant NPCs don't buy everything, the butcher won't buy plate mail, and the woodcrafter won't buy your cloth. Takes 30 minutes to get used to, then it stops being a problem. The Wood-Elf city is quite a bit smaller though, so we can expect that some of the "lesser" races to also have smaller cities. Banks aren't shared between cities; this either means it's bothersome or awesome if you're a pack rat or a hoarder.
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I've been following the game for about 6 to 7 months now. I was dubious at first, but I've seen rapid and precise changes to the game over that period of time. It is at its core a passion project: no one on the team is getting paid since the company isn't making any money, and won't be making money until the launch happens. From what I've seen, the company has a non-corporate attitude, and they are recruiting like minded people. They have an open development policy, frequently interact with their community through streams. The best way I can describe the team's attitude towards Monsters and Memories is that they're making the type of game that they want to play. As a bonus, I have seen no signs of woke shit. In fact, I've seen signs of a healthy work environment with lots of joking around, friendly ribbing, supporting, teaching, coaching, etc. They're not bullshitting the fans or making empty promises. They're clear and open about their goals, and so far they've shown themselves to be quite capable of accomplishing those goals on time and within budget. Or at least, within budget once they get a budget. I know the game producer and one of the original founders of the project wants to buy a war fund in order to be able to pay severance to employees that are forced to leave due to reasons. This team seems like it's the real deal. It's not all sunshine and rainbows though. The game is ABSOLUTELY unfinished, but they're getting very close to a point where it's finally good enough to be worth asking money for. They've just started additional texture work and beautification on Night Harbour, the main Human city. Half the classes are missing chunks of their toolkit. There's tons of obvious "this is going to be a dungeon eventually" spots in the zones (which is probably a good thing, everyone loves dungeons). The vendor system where not every merchant buys everything turns off some people. The nights are super dark, you need torches to be able to see anything (unless you crank up your gamma or play a dark vision race). The combat is the oudated EQ model, slow and not super engaging. On the flip side, they've hit the nail on the head with some of their design choices. Getting an item upgrade feels amazing, and you know you'll be keeping that item for weeks, and possibly passing it on to an alt. The feel of the game is great, the spider infested crypt feels claustrophobic, the ashira dungeon (were-jackal people) feels like an ancient city carved from the cliff sides. There's a big green glowy castle in the distance that you can see from the newbie yard. It's 2 zones away, and you won't get there until you're in your 50s, but god damn it'll feel so fucking good once you do. My favourite thing about the game though is that they're taking hard learned lessons from other MMOs and are applying them in an intelligent way. A mistake most MMOs do is that they make the "old world" obsolete once they start pumping out expansions. Players converge on the new cities and there's little to no reason to go back to the original launch areas. EQ did this, and so did WoW. Once The Burning Crusade came out, the vanilla world became a ghost town. One of Monsters and Memories' design tenets is that once they reach 1.0 and start expanding the game beyond the starting continent/underworld, the devs will ensure that players will be forced to return to the main hub cities like Night Harbour. The way they're doing this is super simple: they won't put in permanent settlements in the new areas they'll create outside of the continents. One of the examples the game's producer gave is that "if we send you do the moon, there won't be any convenient cities there to vendor your loot, stash your gold and items, replenish your consumables, craft, etc". So they're idea is that players will leave to these new areas, fill out their bags, and their mount's bags, and their caravan, and then go back to the old world to handle the piles of loot they've gotten. Overall, I'm expecting the game to start off being a solid 7/10 and then grow into something bigger and better over time. If you're started for an MMO that isn't some bland gook p2w spam fest or some dead on arrival western garbage game, this might be it. And as I said in the MMO thread, there isn't all that much else coming out in the next few years, so it should be well worth it to at least give it a try and see if you like it. Once again, there's going to be another 10 day test starting on November 1st.
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A few final things to mention. >community and reputation will be essential, if you're a dickhead or if you're shit at the game, people will tend to shun you >you drop EVERYTHING on death, including your spell book, but you can have multiple spellbooks for corpse runs and whatnot; casters and re-bind you outside of dungeons for easier corpse runs and with the mount system you should be able to have access to back-up spellbook + gear in order to do corpse runs easier >their planned post-launch release cadence is to have 3-4 zones + some extra released every few months until the main continent is done, all the classes are finished, and all system are finalized >once that's done they'll release 1.0 on Steam; however there will be NO WIPES for EA characters >it's REALLY fucking dark at night, can be a turn off for some people >music is awesome, made by a band member of Turisas (look up their Rasputin cover, or End of an Empire) >they're still actively changing and finalizing systems, so expect nerfs and big changes >lots of little and big things not implemented >giants look awesome in-game, didn't take screenshots though >combat animations are surprisingly decent >a lot of the game's style isn't properly conveyed by my exceptionally poor artistic talent and inability to take good screenshots, instead take a look at https://monstersandmemories.com/classes and https://monstersandmemories.com/races and https://monstersandmemories.com/media


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