Monster Hunter needs a comprehensive regeneration, but its conflicts are very attractive

Monster Hunter needs a comprehensive regeneration, but its conflicts are very attractive

Monster Hunter Wilds is the best -selling game in Capcom’s history. It continues with Lord on steam charts, with vertices that can cause Counter-Strike 2 to glance down for a moment from the Olympus of the user-created hats, and while people are still booting out of the performance of the PC version, judging when the animal regime.

To suggest that now it is time to return to the formula is probably pure contrast, but wild making my brain itching. Based on (and hopefully not only recounting) Brendy’s Monster Hunter Wilds magazine, I think the series is balanced with the conflicts of prolonged conflicts throughout its design, from fighting through user interface to the world and storytelling topics. I think it has done it for many years, in reality, but wild, for me, where Monster Hunter’s confusion about itself has appeared.

Rey Dau, a big monster in Monster Hunter Wilds, roared with Hunter players.

Image credit: Short gun/capcom

The highest level conflict informs all others is a common, highly appreciated issue that Monster Hunter cannot decide to hunt monsters or love them. Se -ri has been hunting in a long -term style such as managing a wildlife reserve, with Hunter guilds to intervene to prevent rebellion hunting that disturb the fragile balance of the world. There is no way to reconcile that morality “caring” with the core loop of the game about indefinitely harvesting monsters shows fabricated weapons. Perhaps Capcom can be inspired by old hunting sects, and relying further into the ideas of monsters like sacred animals, both of which eat. And Being worshiped, but I am not sure that I will harmonize with the basic ‘modern’ mechanisms of the game, which is a blend of over -development through the missions that can be endless, heavy bureaucratic rituals, and Jovial performance working at the orders of a Ridealong manager.

The nearest monster hunter comes to the sacred day, I think, to commemorate the birth of a ‘practical ecological’, with meat and herbivores and all the ways of mixing and interaction of “circulating life”. Ignoring whether this eco lives in this term, emphasizing the life of the man only makes the act of killing monsters feel more murder. The quintessential game of Triple-A Mindset for honesty and naturalism is greater from repeating to repeat the activity against it in attractive ways, because the more reliable the creatures, the more reluctant to slaughter them.

This difficulty was caught by the new wound system in Wilds – back in the PS2 days, Capcom may have shown this as a collection of glowing weaknesses, but Monster Hunter’s technology is now smart enough to make the meat hacked reliably, and hit a strong wind. I am grateful to the damage numbers, which reminds me that it all is just to display.

The presentation of the wound also speaks to the second conflict that I found in Monster Hunter in modern times: The series cannot solve the reader of the world or the interface. The two are entangled in a way that sometimes feels sympathy, and sometimes like the two Wyverns are captured in a war, forcing you to tease custom options to ease their difference. The interface is the victory in the battle, not only because now it penetrates the “rough” geography and does not need to navigate.

A hunter with a shield and Lance fought with a Doshaguma in a powerful clash in Monster Hunter Wilds.

Image credit: Short gun/capcom

The main culprit has those children, introduced by Monster Hunter: World, which outbreaks and destroys any interactive object, while leading you to your point. I completely hate reconnaissance conflies. My surprise, there is still no way to completely turn off them without the mod, and the result is to reduce the lush and curious environment to a versatile Gumbo of the matrix code and button prompt. The reconnaissance worms are posed in this by struggling with your wrist, allowing you to find everything without having to approach to see the object below the reminder, and by Seikret Mock you unlock early in Wilds, automatically walk along the Conflies trail. Too much for “hunting” bit.

Seikret talks about another comprehensive issue in Wilds, which is to some extent, it wants to create a clean break from the hunting game of Clunkier you feel – Clunk has a combination of “game feeling”, but in reality, it cannot be done without causing the appeal of fans. I think a lot about Whetstone, for example. Back when I first played Monster Hunter Freedom on PSP, found a few seconds of the monsters’ movements to kneel and cultivate my blade is a thrilling nuisance, a real exercise about time. In Wilds, you can do it while the water of your Seikret, taking care of a wheel of items that cannot be defeated. The effect is that it makes weapons so easy that grinding weapons starts to feel meaningless. Just remove Whetstones, Capcom! Or recommend for them. Do not half and half of your innovation.

For me, this type of indecisive design of Wilds designed. Older monster hunters are forced to fight without locking by using a manual camera, which is particularly worse on PSP causing CrabClaw. This difficulty is a barrier to a broader acceptance, but I think it has resonated with the scene of a comic book of a person tied to the dragon skate movement. The monster hunters later seemed to want to completely let go of the cry, but could not decide how. There is a camera lock in Wilds, but it is bulky according to the standards of other action games, defeating the surrounding vision like a shopping trolley, and the result is an unnecessary or elegant experience as it can.

The same things can be said about the management of items in combat, which Breny is very beautiful in the evaluation of his Monster Hunter Wilds is “like rummaging through your mother’s messy wallet for the single money that she needs for the toll booth that is quickly approaching”. It is more correct for older monsters, but later games have soothed everything with automation bits. Wilds automatic electricity for you when you collect the right ingredients, to always have a type of ready wheels, and again, I wonder if the better approach here is just tearing and doing it completely without medicine. Wilds has all the features like this, feeling like an incomplete makeover of the main mechanisms from the PS2 period.

The weapon screen in Monster Hunter Wilds, with War Conga was chosen in a weapon tree.

Image credit: Short gun/capcom

Once again, I wonder if I am a protest. Or just don’t know anything – I played a lot of freedom, Monster Hunter 4 and World, but I could not give you Chuong and verse on each monster hunter. I doubt that for many people – for millions of people, according to sales – control issues and interfaces do not feel as evidence of incompatible vision. Especially if you are not familiar with the series, Wilds may simply feel like a heavy action game with a lot of items management in the middle of the match.

I will also say that, in a sense, I consider Monster Hunter’s conflict. Returning to my opening point about the false “care” story, and with the mandatory notes that I am a pure vegetarian, I think Monster Hunter is a useful evidence of a conflicting attitude towards anthropological animals. Its insults that hunting monsters can both have a profit and preserve the square with the participation of societies, where conservation cannot be doubled when exploiting, and the oceans are invisible – pet society, protection and respect for some animals while entering other animals. Perhaps in that perspective, Monster Hunter should be divided by himself. It is a website to discover our fake image. However, I can really do it without the flies.

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