Monster Hunter Wilds looks bad I'm not monster hunter fan so maybe I just don't get it but an open world monster hunter game sounds like a terrible idea especially in RE engine. Is this something Monster Hunter fans want?
Performance is definitely a concern my brother was asking me how much hes gonna have to spend to get a pc that can run it all i could say was "a lot"I loved World (except for the clutch claw) but didn’t like Rise very much at all, so I’m interested in seeing if they manage to evolve ”big Monster Hunter” (as me and my friends call the World style) in a good way.
I’m not gonna buy it immediately since I want to see how it performs, but I know that I’ll have a good time with my friends down the line, no matter if it’s a weak or strong entry.
Yeah that’s probably a good comparison.RE Engine is pretty cool but I'm afraid Capcom is doing the same thing EA did with the frostbite engine in the 2010s forcing all their developers to use it even in projects that would be better off in unreal
Ballin'.whatever Chad Warden, you don't get it. Stick to shooting games or slick black PS3
I feel like the decisions they made for Rise were good because we finally get contained maps again AND you get to hunt along the town NPCs in Sunbreak, something i've always wanted in Monster Hunter since 4 onwards with how many games did to make singleplayer fun... granted you only get to hunt along side them in their own respective follower quest lists instead so that defeats the their purpose basically to tell the player to just play online and that this is just a taste of the core gameplay with more than 2 felynes (that games before it did better like Toukiden, Freedom Wars, God Eater, Soul Sacrifice)I loved World (except for the clutch claw) but didn’t like Rise very much at all, so I’m interested in seeing if they manage to evolve ”big Monster Hunter” (as me and my friends call the World style) in a good way.
I’m not gonna buy it immediately since I want to see how it performs, but I know that I’ll have a good time with my friends down the line, no matter if it’s a weak or strong entry.
pretty much same hereI'll hold on any sort of judgment until I try it myself, which is maybe a year or two from now, when they already release all of the DLC and stuff.
I liked it for traversal/exploration as a one-game gimmick, but I think it kind of ruined a majority of fights because you barely had to think about positioning, and if you got hit you could always tech a billion years late and come back unscathed immediately.That said, it is undeniable that the wirebug adds much to the movesets with offensive and defensive options.
No need to apologize, ramble on, we're sharing viewpoints here!I liked it for traversal/exploration as a one-game gimmick, but I think it kind of ruined a majority of fights because you barely had to think about positioning, and if you got hit you could always tech a billion years late and come back unscathed immediately.
The overly fast pace in Rise was, to me, worse than both the pace in Worlds/Wilds and the old games, because it made the maps feel the smallest by far (also didn’t help that it was a Switch game). Every fight feels overly formulaic, there’s zero prep it exploration, you just pick up the same twinklies when the quest starts. W/W both feel more true to the older games in this regard (even though I also don’t like how Wilds auto-marks the monster but it’s whatever to me really, I’ve always hunted in hunt quests and gathered/explored outside of them).
While Worlds/Wilds feel like natural evolutions and biggering of the core format (in both good and less good ways), Rise to me feels like some sort of weird limbo where everything is way too convenient and streamlined in a way I think feels boring and immersion-stifling.
I LOVE how the world in Wilds feels so alive, with outbreaks and forecasts, and being able to create quests from monsters you spot in the world instead of grinding the same optional quest with the same target rewards (which you still can). It feels dynamic and interactive in a way I think is great. My main complaint is still that it’s kind of too easy (wounds are great but feel slightly overtuned, even now as I’m on HR 40), but I don’t play MH for the difficulty, I play it to kill dragons with friends and have a good time.
Sorry for rambling, just got thinking more and more as I was typing :)
For difficulty I mainly meant that so far in Wilds monsters feel like pushovers if you’re 4 players because they can be staggered so much. Thankfully my squad is me and 2 buddies so it doesn’t feel quite as overpowering for the poor Blangongas.No need to apologize, ramble on, we're sharing viewpoints here!
I agree that the pace in Rise is overly fast and a bit frantic, but like I said it seems to borrow a lot from GU and that's why I value it so highly (GU is still superior in my book, I think I mentioned it before).
The lack of preparation/excessive streamlining is certainly there, but to me it affects every game post GU equally - a lot of information and supplies is basically handed down to the player whereas before you were expected to actually observe a monster's behavior and exploit it, but no, you are often just told flat out what the weaknesses resistances are and so on. You have to fight the monster, yes, but regardless you are given a wealth of information for basically free.
Rise maps feel compressed even further than they already are due to quick traversal options, like you said, but Wilds stumbles on the same issue in a different way: the maps are large, open and beautiful, but you are actually doing very little exploring unless you purposefully ignore what I like to call "ride by wire", that is, the Seikret will just tail the monster with laser focus precision at all times, so am I really exploring, or just having downtime between monster scuffles?
All in all, Wilds is an excellent entry, mind you, save for the performance issues that are beside the point in this particular exchange, and I like it infinitely more than I do World by a huge margin.
Further, I feel Wilds adds very important and welcome changes to the core gameplay in the way weapons now work (having innate offensive skills, I feel it should always have been that way) and I also think the way armor sets now work is a net positive.
Difficulty... that's always a big can of worms isn't it? difficulty is very relative and I do think a lot of people confuse low difficulty with merely convenience. It's undeniable MH games became more and more convenient as time went on: in MH 1 the decoration system didn't exist, in Dos you couldn't remove decos once applied, in MHFU dung bombs were finicky... I could go on, really.
Does all that mean some games are harder than others? surely, but they are probably harder for the wrong reasons.
Yeah same, Rise felt like they released the game in the wrong order. The game really felt as if it should've came before World as an experimental title to test the waters with the new engine, not the other way aroundRise to me feels like some sort of weird limbo where everything is way too convenient and streamlined in a way I think feels boring and immersion-stifling.
I’m not a fan of ”modern looking fantasy wear” either, but thankfully I didn’t even have to start with the box art gear and went with chainmail instead.I prefer the older titles when it comes to my preferences. Generally if you liked World you will probably like Wilds and that's the majority of the modern MH community because it exoloded in the West when that released. I'm not a big fan of the changes that were made to streamline the games for a modern audience myself, to me they aren't bad games but the westernization of the franchise is something I find quite tragic. It's lost a lot of it's character and charm in my opinion! When I watched the first Wilds trailer it's the clothing of the characters in that bothered me more than anything else, there's a blandess to it. I'm not sure how to describe it other than fantasy slobwear. And while I'm aware it's not representative of the whole game and there's interesting armours.. It feels so totally alien to me.
I never thought about this before, but I agree with you. I always felt a certain proximity in experimentation and freedom between GU and Rise; they've made more sense back to back, with World coming later, possibly on a more refined RE Engine rather than straining MT Framework like it ended up happening.Yeah same, Rise felt like they released the game in the wrong order. The game really felt as if it should've came before World as an experimental title to test the waters with the new engine, not the other way around
I feel the same. I think you and I had this particular talking point before.Generally if you liked World you will probably like Wilds and that's the majority of the modern MH community because it exploded in popularity in the West when that released. I'm obviously not a big fan of the changes that were made to streamline the game for a modern audience, to me they aren't bad games but the westernization of the franchise is something I find quite tragic.
Yeah I don't like the Spiritbirds in Rise either, I find it most forgettable. Unlike you I like Rise, though, as a whole but I fully agree with you that Wilds did a lot of things right; wounds are a cool extra that doesn't break the flow like the Clutch Claw did, which is a huge positive.Ultimately my heart belongs to classic MonHun (especially 4U), but I'm pretty happy with the direction Wilds has taken. It has definitely streamlined a lot of the prepping and survival elements of the pre-World games, but not so much as to make it feel like it cuts back on exploration. One of the things I disliked the most about Rise, for example, was the Spiribird system, which felt like a chore that added nothing to the game. In Wilds you can pick up stuff as you go with the slinger, which gives you something to do as your mount takes you to your desired location. You can even do it during those walk-and-talk cutscenes.
I like the Wirebug attacks (they are essentially Hunter Arts, in a sense, along with some Switch Skills) but I do think the wirefall in particular is overturned. Maybe larger cool downs would help fix it.That's fair. I didn't hate Rise or anything, I played through the campaign and quite a bit of the post-game and DLC, I just found it made a lot of weird decisions. The wirebug system felt like it completely eclipsed the rest of combat, the raids were awful, the game felt incomplete at launch... but my overall experience with it was positive in the end.