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Incline Monster Hunter World - G-rank edition. Now on PC.

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Furry Weeaboo Nazi Nihilist
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I mean, you're whopping things the size of buildings. It'd be kinda retarded if you could stunlock them and knock them out of any attacks they make.

I always felt MH series was really good about combat feedback actually, what with the various kinds of flinching and part breaks and the chance to do things like knock a monster over by focusing on it's legs.
 

sullynathan

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I think the problem with reactivity and such stems from the fact that monsters seem to move right through your blows, unless you actually knock them down or stun them. Therefore it can feel floaty when I'm swinging my 1-ton hammer around and the big bad just sort of does his mating call and interrupt me.

Not saying that the combat is bad per se, but it does seem to lack that nice feedback you get when you whop something with a weapon.
It feels that way at first, until you realize you have to use your big attacks to stop monsters in their tracks. Combat feels to grounded for it to feel floaty.
 

SerratedBiz

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It feels that way at first, until you realize you have to use your big attacks to stop monsters in their tracks. Combat feels to grounded for it to feel floaty.

Correct me if I'm wrong, but isn't there like a certain amount of times you need to hit a monster with your heavy attacks before you actually stun them? It's not like successfully landing a hit in a particular spot will guarantee the stagger. Therefore you could be hitting them in the head with your biggest blow, but it won't actually be til the nth time that they actually recoil from it.
 

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Furry Weeaboo Nazi Nihilist
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It's based on damage dealt to that location. You can actually prime a body part by hitting it a bunch without triggering the stagger, and then hit them during an attack to stagger them out of it. You can also fuck yourself over by priming a bunch of body parts, then triggering all the staggers at once, wasting them because the monster was already knocked down or whatever.

Sufficiently ridiculous attacks (fully charged greatsword hits with a strong weapon) on weak parts can trigger a stagger every time though.

Obviously if every attack caused stagger nobody would use slow weapons and you'd just stunlock everything to death with dual swords or something.
 

SerratedBiz

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It's based on damage dealt to that location. You can actually prime a body part by hitting it a bunch without triggering the stagger, and then hit them during an attack to stagger them out of it. You can also fuck yourself over by priming a bunch of body parts, then triggering all the staggers at once, wasting them because the monster was already knocked down or whatever.

This is useful info. So are staggerable body parts just head and legs? I've checked the monster guide and it mentions breakable parts, but I'm guessing they're not the same?

Sufficiently ridiculous attacks (fully charged greatsword hits with a strong weapon) on weak parts can trigger a stagger every time though.

Maybe it depends on the attack power. I've hit monsters so far with GS with fully charged hardest attack and they just keep on rolling.

Obviously if every attack caused stagger nobody would use slow weapons and you'd just stunlock everything to death with dual swords or something.

Don't be a retard.
 

sullynathan

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It feels that way at first, until you realize you have to use your big attacks to stop monsters in their tracks. Combat feels to grounded for it to feel floaty.

Correct me if I'm wrong, but isn't there like a certain amount of times you need to hit a monster with your heavy attacks before you actually stun them? It's not like successfully landing a hit in a particular spot will guarantee the stagger. Therefore you could be hitting them in the head with your biggest blow, but it won't actually be til the nth time that they actually recoil from it.
I know that you can hit them with attacks until they get staggered, but you can also break parts(head, tails, leg, horns, etc. ) which make them take more damage at that point and stagger them easier.
 

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Furry Weeaboo Nazi Nihilist
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Staggerable parts vary by monster obviously, and the effect of the stagger varies by part. Staggering a rear leg generally makes the monster fall on it's side for a good beating, staggering the head causes a good 1-2 second flinch animation (and is generally WAY easier to cause, both from requiring less damage to trigger and having low defense values), staggering something like wings might cause a very minor flinch that won't even interrupt an attack. Any location can trigger a stagger afaik. Breaking parts often causes an extra long stagger animation too, with severing tails being the most obvious, knocking the monster down long enough to carve the tail that fell off (or long enough to lay a trap or heal up or whatever if you're not greedy.)

Video of someone staggering a monster with single blows repeatedly in an older game (Skip to about 2:30):

 
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Mr. Pink

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Really loving what I'm seeing so far. The sheer size and density of this jungle is blowing me away.

I find it interesting that they chose to let you drink potions while running, but made sharpening take twice as long. :smug:
 

Perkel

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1. you can't run away to other map anymore and do everything you want. You can run but monster more or less will follow you and in enraged mode you probably won't be able to escape
2. Monster no longer wait forever to attack you. They also way better morph animation so they can go into one way and fluidly make attack in other way.
3. There can be even 3 monster fighting with you at the same time. So you may run with monster hot on your tail into other monster. While generally this triggers turf war it doesn't happen always and they can gank up on you especially when it is very easy to hit other monster and make him notice you. I hunted Barroth and managed to close to Diablos. My teammate accidently hit him with bowgun and he charged and reeeeee us both.

And that is just low rank. I am yet to play high rank which is where most of monsters are even faster, have different more agressive AI and have new moves to counter obvious baits.

Overall i feel like MHW is simply more "tight" that rest of MH games. They clearly put on table general design of game focused on areas that didn't really make sense other than just slow down thing because their early game AI wasn't great (compared to now) and players needed to be stopped and have that risk placed on them when they use items.

My cons for MHW are really mostly nitpicks (though i am still at low rank so think might change)

- like reviewers said story is hardly something you actually want to follow. Imo MH4 story while wasn't great it really pumped you up for some fights (like Megala). He i mostly yawn. Only Nergigante really picked up my interest (the first ime you fight him). But that was mostly because i had like 1 potion so i had to be extra careful when dealing with it).
Especially character wise. Caravaner, Wycoon, etc. were more or less memorable characters despite lack of VA work.
In general characters in MHW are pretty weak. While this is MHW and story doesn't really matter imo characters like that gave MHW its charm i always liked and imo it always was somehow fun to see those crazy people requests.
Now it feels like everything is serious. Handler also is suposed to be some kind of important character but she is fucking block of fucking wood. Imo for MHW2 they should think about bringing charm back. Main reason for story is imo weak. Magdaros or whatever feels like force of nature rather than your archenemy you are pumped to fights while Nergigante while cool design he is really just randomly making apperence forcing you to fight where Megala felt like Moby Dick, you first notice it existence and soon you try to hunt it which ties to mystery of Caravaner artefact. Plot felt much more simple and personal.
- Village is weak af. While sure it looks "good" technically, there isn't really anything to set your eye upon, endless amount of ropes, wood planks etc. While certainly area is interesting being bunch of stacked ship hulls from outside in inside it is pretty boring.
- Village music suck so hard that it shocks me that they choose it in first place. Generally speaking on music front everything outside of battle music isn't really that great. Gone are the days when you hummed village notes.
- They took away whole music from making steaks. Imo needles change. Well done steaks either way would be soon done by canteen
- Weapon designs changed a lot and i mean look of them. It used to be that every weapon was completely different in therms of look, but now like half of weapons are kind of "upgrade" like case of hammer where mostly only parts around head change that weapon itself completely. IT is like tuning of weapon rather than upgrading weapon to completely new one. I am not particularly fan of that. I am guessing they wanted to ease their load and focus on more meaningful content since they are basically remaking everything instead of reusing content from previous games. So instead of dropping amount of weapon available to use like MHTri they kind of used cheap way to quickly inflate amount of weapons, to cover all bases. Hopefully with MHW2 they will go back to original idea.
- While i love change that there are not crappy gunner/blademaster armors division i also don't like that they completely took away second type of armors, change is understandable though and like i said in previous post if this means more power to create more unique armors then it is all good.
- joining story quest with friends is kind of pain. IDK why they don't allow people joint story quests especially when they do those quest first time. This is imo something that should change for MHW2.
- You can't take pig to house. WHY ? Cat dosn't ride pig.
- No Mosswine armor.
- I hunted 4 low rank rathians and i have 3 plates and only 2 spikes... rng jesus is joking with me...
- You can't see materials from your item box unless you choose sell item (there you can find materials tab)


Things i like i didn't mention before:
- cat quests are fun.
- Kula-Ya-Ku is way better attempt at funny monster than Yan-Kut-Ku. You generally question yourself if you want to actually kill that dumb funny looking thing.
- there is extra effect if you find, mine etc something that is rare.
- mining and gathering is effortless now. Before you had to precisely choose to either hunt or gather now you can do it at the same time, getting to monster via swampy area on desert means that i will just pick up few sleep herbs for my tran bombs and so on.
- investigations are fucking great. IT is basically random quest where some things are randomized making them harder easier depending on RNG. Like i found investigation quest where i have to fight 3 monster but i can't die even once but rewards for it are improved a lot.
- squads are fucking great. IT basically works like private server. Once you start up game you choose instead of normal start squad session start and without communicating with any friend that you want to play together MH you just log in and see if someone is in squad session or not. So you don't have to fuck around contact people etc.
- SOS system is really fucking great. In general joining quests is effortless now.
- Catching various pets to house is suprisingly actually fun and i spend way more time that i predicted on it. There is shitload of things to catch Dung beetles, ants, geckos, bats, birds, butterflies and even classic things like Flashbugs that also work as etc. There are even some rare ones that you need luck to see and catch and some really sneaky ones that are hard to find on map and basically you need to find hidden areas.
- plates rubbies etc generally super rare materials have now nice looking fluff effect in item box (they are sparkling), but you can only see it when you click sell items menu which kind of counters whole point of this effect.
- slinger is way more useful and fun that i thought in beta. I wasn't sold on it on beta but when i started to use different types of ammos (especially scaternuts are great) i quickly learned to love it. Barroth covered in mud ? Pick up watermoss and send watery barage to clean him up, Rathian is flying around annoying you ? Few scaternuts and he will quickly go down. There are like 20 different ammo types and each have their own uses some more situational that other but either way once you get grasp of it is great tool without being completely overpowered. S&S weapon takes the most advantage of it because you can use it with weapon drawn.
- they completely changed how charms work which i find amazing. Gone are the days where you need to spend shitload of hours to find one charm you can fit into your set. This time you just craft them and upgrade them like weapons.
- character creator is great though it doesn't have a lot hair options, definitely you can make unique character now.
- Cats are WAAAAY more useful now. Your cat alone has great tools that are available once you finish cat quests and those tools upgrade changing how they work. Like my cat has flashbug in cage but upgraded to tunderbug in cage, it still can use flashbug to cause flashbomb but also it can lie down shock trap, this version of shock trap is weak but hey even 3-4 seconds is a lot in mh. Other cats that join you or animals are also useful but not as your main cat.
- Gunlance is so fucking fun to use you can hardly give other weapon their time. Changes in controls are amazing and you always feel like you are in complete control over what your character is doing. Similar story with Longsword. LS was my first weapon in MH games but quickly i found it boring and i changed to other weapons, Now LS feels with addition of those two heavy damage moves and general improvement on how you change animation like different weapon
- Bowguns are ton of fun to use. I never was fun of them but now they are great.
 
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Kitchen Utensil

Guest
So this is my first Monster Hunter game and I've just reached Coral Highlands, so I'm not sure whether my critique applies to MH in general or just MH:W specifically and whether it'll get better or not; but I'm pretty disappointed. While some of these points may be nitpicking, some are game-breaking. For me it's the sum of the points which makes the game unenjoyable so far. Your mileage may vary.


Miscellaneous:
- The character creator is a joke. Only face customisation, and approximately 80% of the options for face shapes, eyes, hair styles, noses, mouths etc. are ugly, and there aren't that many to begin with. Standard body is shit, especially female. No waifus to be created here. Dragon's Dogma proved some 5 years ago what char creators are capable of. From ugly, fat midgets, noble muscular knights, brute giant warriors, hunched old witches to various kinds of waifu, everything was possible, and all with minimal clipping issues (see next point). Here? Nothing much to be customised.
- Armor/weapon clipping like I've never seen before. Yeah, it's not really important when gameplay is right, but since a lot of this game's appeal is supposed to be customising your character's armor/weapon, it's quite disappointing that this stuff is getting worse instead of better in 2018. Pretty much everything is clipping into everything. Even parts of the same weapon like bow and quiver.
- Way too much hand-holding: The first two hours or so feel like a tutorial. I think I would've learned the mechanics faster if the fucking game would've just let me try out shit faster without explaining obvious stuff with text-boxes. Scout flies are really the next step in the dumbing down of quest compasses (yes, things can get worse than a simple quest compass!* How long before a quest compass will be considered old-school?) They lead the way to everything, gathering spots, monster tracks, everything. And once they track the monster for you, they obstruct the whole view as they're way too bright and obnoxious. Complete shit.
- The story: Absolutely uninteresting and immaturely presented crap. The characters are all complete shit. Many unskippable cutscenes. Terribly gimmicky missions.. And with the focus on a shit-story and cutscenes like this, most dialogs aren't even voiced. The game generally tends to take control away from you too often for my tastes and has too much down-time. The cutscenes, tutorial texts, forced cam angles, results screens after a hunt, loading quests and actual loading screens just to name the most prominent offenders.
- HUD and UI: Holy shit — how complicated, cluttered, unintuitive and generically-looking can it get. Again, Dark Souls, Dragon's Dogma, many many games have okayish UIs and HUDs. Here? Want to see what kind of materials you have? Good luck finding that out (you have to go to a vendor and chose "sell" in order to see them). Taking items out of and putting them into storage needs way too many clicks. Upgrading armor and weapons takes too many button presses. Crafting takes too many button presses. Everything needs way to many clicks and button presses. It's a fucking joke. A genius couldn't have intentionally come up with a worse UI. And I'm sure the cluttered HUD and mediocre controls could be enhanced, too...
...and in some cases it's not even working. The order of your item pouch for example resets randomly and auto-ordering leads to semi-random results. You can work around this by ordering them manually and saving that loadout as a preset (and load it every now and then), but Jesus Christ, Dark Souls isn't that much less complicated and the UI there works just fine...
- Music is mediocre. The battle music, village music, everything. Actually, it ranges from mediocre (village) to annoying (hunting music).
- Graphics and performance are also mediocre. Especially the lighting seems to be somewhat fucked up. Tune it for dark places to look good, sunlit places are way too bright. Tune it for day at the beach to look good, and dark places are way too dark. Some places' contrast is way too high, others are washed out and look like mud. Textures are also nothing to write home about and a game looking this mediocre has no business running at less than 60fps on PS4 Pro and X1X respectively, but it does. Base models' graphics look like shit and constantly dip below 30, even below 20fps.
- Level-design/-layout: At first, the three maps I've seen so far (Ancient Forest, Wildspire Wastes, Coral Highlands) are quite impressive — verticality, forest, beach, muddy caves, rocky caves, a desert, a swamp, blooming march, a coral reef with really exotic sceneries etc. And from an artistic point of view, most places are great. But gameplay-wise they soon turn out to be lacklustre: lots of invisible walls. The invisible walls and the ingame-map, which shows all gathering spots and monsters after a while, in combination with the scout flies, makes sure that exploration is not really a thing in MH:W.
- Can't play offline (unless pulling the plug) and MP is barely working atm.
- And then the game feels all over the place. You can get story and optional quests and Investigations from the Quest Board (or the Handler), Bounties and Investigations (Investigations you have to accept, then they get added to the Quest Board and Handler menu) from another girl, some quests from a Biologist dude who lets you cultivate plants, herbs and honey, some quests from random people. Some get accepted automatically, some you have to accept manually, some get added to the Quest Board after you accepted them, some stack and can be done while doing other quests, some are main quests in that you have to start them immediately after you accept them. Some can be found in some kind of research log, others not. You can craft items from your pouch anytime, you can access the crafting menu from the storage. But everything requires too many clicks and is just the epitome of unintuitive. It's all over the place and bad game design, just like the UI and HUD. It's not hard after you know what is what, it's all just overly complicated whithout necessity.

Gameplay:
Okay, here are some good things, but not enough to overcame the general feel of bleh. Mastering your weapons and the monster movesets is an okay experience. The weapons I've tried so far feel sufficiently different from each other and there should be a weapon for everyone's taste with wildly varying complexity. But that's where the positive stuff ends again. After you have mastered your weapon's moveset, it's pretty basic actually (some more than others). Weapons have between 3 to maybe 8 or so basic (combo) moves which you then have to further combine in combat according to situation. I don't know, but after playing a weapon for 2 to 5 hours or so, depending on complexity, it really, really starts to feel repetitive in a bad way. Not like "yay, I finally got it" but more like "Jesus, this is becoming tedious". Also, movement has that shitty inertia that lets your character continue to move for a while after you intended for him to stop. Realistic? Maybe. Good from a gameplay perspective? Shit no. Also, movement is automated to a worrying degree. No need to jump up ledges, no possibility to fall to your death thanks to invisible walls and no fall-damage. Even jumping from vine to vine is automated. It doesn't feel like I'm maneuvering my character through the landscape.
But the hunts, right? That's where it all should come together to make it worth it. With these exciting, huge, archaic monsters as your prey, and 14 wildly different weapons to master in order to tackle these monsters and take them down, some sub-par design decisions shouldn't matter that much. Well — you can mount the monsters, but it's a QTE minigame. You can track the monsters, but the scout flies do it for you and all you do is follow a glowing arrow. You can use environmental traps, lure one monster into the area of another, stronger or weaker, monster to hurt or distract it, you can set up traps and use various other items, but all this started to feel gimmicky after a couple of hours. And, also quite important' the monsters movesets are very limited, and from what I've read, the only thing that changes in High Rank is the damage they do and the HP they have. It's just not worth it, everything is too mediocre to give me any satisfaction or let me feel like I've achieved anything.


Well, this shit is too long already and and about as unfocused as the game feels and I know I missed a couple of things. I don't know what it is. I think hidden below all this clutter is a neat gameplay-loop, one which very much resembles the ideal action-rpg of overcoming strong enemies, looting them, upgrading your gear and customising your character to identify more and more with the character and the world and tackle ever more difficult enemies. But unfortunately it's submerged deep down below all that mediocrity. I'll keep trying for a bit longer, at least I'll finish the story, but I doubt it'll change my mind.



*another example: Witcher senses, which are not quite as bad as the scout flies.
 
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Hobo Elf

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Some valid criticisms there. Armor / weapon clipping is quite jarring and World has an annoying unskippable beginning segment. I think it sends the wrong message to new players here as Capcom tries to build up characters and a story since Monster Hunter was never about the story. Not being able to turn the game on in offline mode is dumb.
I disagree with limited character customization being a problem simply because this also traps new players into thinking that it matters, because it doesn't. Past the first hour of the game you'll never see your characters face again because you'll be equipped in armor that obscures all the humanly features.

I think the UI is great. It takes a bit of getting used to, but this is pretty much the same UI it has been always. It gives out all the important information that you needed, and now the game gives you even more info, which is good for new players once they get used to navigating it.

Haven't had any FPS drops so far. I'm playing on a regular PS4.

Also you, fork , seem to be confused as to what High Rank is like. You're not just going to be fighting against the same monsters again. You'll be fighting against new, harder monsters for the most part. When you do fight against a LR monsters in HR, they get some new tricks and are more aggressive, which makes them harder and more fun than in LR. HR will also introduce subspecies, which means you'll fight against color swapped monsters that have a different set of strengths and weaknesses and that can inflict different status / elemental damage. Don't think of LR > HR > GR (which doesn't exist in MHW yet) as simply being a difficulty slider. It's just a continuation of the game.

I think the greatest new addition in MHW that I have noticed so far is the armor skill that reduces the chance of insect bodies breaking into pieces when you kill them, and at max rank makes them always die with the body intact. No more poison bombing insects for carves!
 

sullynathan

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fork That's a fair bit of criticism and as someone whose played previous games, I will say that most of it applies to previous games too.
The character creator is a joke. Only face customization, and approximately 80% of the options for face shapes, eyes, hair styles, noses, mouths etc. are ugly, and there aren't that many to begin with. Standard body is shit, especially female. No waifus to be created here. Dragon's Dogma proved some 5 years ago what char creators are capable of. From ugly, fat midgets, noble muscular knights, brute giant warriors, hunched old witches to various kinds of waifu, everything was possible, and all with minimal clipping issues (see next point). Here? Nothing much to be customized.
character creator has never been big in these games, there's more options now than before but it isn't touching Dragon's Dogma. Most action games or action rpgs aren't touching DD's character creator.

Way too much hand-holding: The first two hours or so feel like a tutorial. I think I would've learned the mechanics faster if the fucking game would've just let me try out shit faster without explaining obvious stuff with text-boxes. Scout flies are really the next step in the dumbing down of quest compasses (yes, things can get worse than a simple quest compass!* How long before a quest compass will be considered old-school?) They lead the way to everything, gathering spots, monster tracks, everything. And once they track the monster for you, they obstruct the whole view as they're way too bright and obnoxious. Complete shit.
Scout flies and long tutorials are things previous games didn't have which is where this whole Monster Hunter is super complex thing comes from. They wanted to appeal to the west with MH World so they put a tutorial and a quest compass.

Okay, here are some good things, but not enough to overcame the general feel of bleh. Mastering your weapons and the monster movesets is an okay experience. The weapons I've tried so far feel sufficiently different from each other and there should be a weapon for everyone's taste with wildly varying complexity. But that's where the positive stuff ends again. After you have mastered your weapon's moveset, it's pretty basic actually (some more than others). Weapons have between 3 to maybe 8 or so basic (combo) moves which you then have to further combine in combat according to situation.
Weapons here have greater movesets than Dark Souls and Dragon's Dogma, both you've referenced twice now.
 

Hobo Elf

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fork

Okay, here are some good things, but not enough to overcame the general feel of bleh. Mastering your weapons and the monster movesets is an okay experience. The weapons I've tried so far feel sufficiently different from each other and there should be a weapon for everyone's taste with wildly varying complexity. But that's where the positive stuff ends again. After you have mastered your weapon's moveset, it's pretty basic actually (some more than others). Weapons have between 3 to maybe 8 or so basic (combo) moves which you then have to further combine in combat according to situation.
Weapons here have greater movesets than Dark Souls and Dragon's Dogma, both you've referenced twice now.

Also, simple combos on weapons doesn't make them simple weapons to use. The Hammer has the simplest move set out of all the weapons, yet it's one of the toughest weapons to use simply because it forces the player to fight face-to-face with the monster, which is always the most dangerous area of a monster. If you want to perform well with the Hammer then getting to know the monster's' behavior and tells is mandatory. Being able to avoid monsters while sticking to their head area and aggressively pummeling their heads sounds simple on paper, but it's not simple to pull off.
 

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I think the greatest new addition in MHW that I have noticed so far is the armor skill that reduces the chance of insect bodies breaking into pieces when you kill them, and at max rank makes them always die with the body intact. No more poison bombing insects for carves!
This alone makes it the best entry in the series so far. Will buy 2 copies when it's released on PC.
 

Kitchen Utensil

Guest
The character creator is a joke. Only face customization, and approximately 80% of the options for face shapes, eyes, hair styles, noses, mouths etc. are ugly, and there aren't that many to begin with. Standard body is shit, especially female. No waifus to be created here. Dragon's Dogma proved some 5 years ago what char creators are capable of. From ugly, fat midgets, noble muscular knights, brute giant warriors, hunched old witches to various kinds of waifu, everything was possible, and all with minimal clipping issues (see next point). Here? Nothing much to be customized.
character creator has never been big in these games, there's more options now than before but it isn't touching Dragon's Dogma. Most action games or action rpgs aren't touching DD's character creator.

Yeah, but why? They have the technology. Why not use it for MH:W? Why is the character creator of a 5 year-old game so infinitely better?


Way too much hand-holding: The first two hours or so feel like a tutorial. I think I would've learned the mechanics faster if the fucking game would've just let me try out shit faster without explaining obvious stuff with text-boxes. Scout flies are really the next step in the dumbing down of quest compasses (yes, things can get worse than a simple quest compass!* How long before a quest compass will be considered old-school?) They lead the way to everything, gathering spots, monster tracks, everything. And once they track the monster for you, they obstruct the whole view as they're way too bright and obnoxious. Complete shit.
Scout flies and long tutorials are things previous games didn't have which is where this whole Monster Hunter is super complex thing comes from. They wanted to appeal to the west with MH World so they put a tutorial and a quest compass.

Well, the quest compass in form of the scout flies and the tutorials don't help the game. The former makes the exploration and quests, pretty much everything gamplay, less enjoyable, and the latter doesn't explain the things which would need explaining, but instead states the obvious shit. They should have made the UI easier to navigate and structure it somewhat logically, made custscenes skippable etc.. there are many ways to make this game more "accessible" and interesting. I don't think they've implemented any of them.


Okay, here are some good things, but not enough to overcame the general feel of bleh. Mastering your weapons and the monster movesets is an okay experience. The weapons I've tried so far feel sufficiently different from each other and there should be a weapon for everyone's taste with wildly varying complexity. But that's where the positive stuff ends again. After you have mastered your weapon's moveset, it's pretty basic actually (some more than others). Weapons have between 3 to maybe 8 or so basic (combo) moves which you then have to further combine in combat according to situation.
Weapons here have greater movesets than Dark Souls and Dragon's Dogma, both you've referenced twice now.

I disagree. I'd say being generous towards MH:W the most complex movesets might be on par with a complex loadout in Dragon's Dogma. Take Assassin or Mystic Knight for example. They can each take six skills (out of many, so there's more customisation here...) which may interact with each other in quite a lot of interesting ways, then you have your core skills, augments and weapon choice on top which add to the complexity. Besides, Dragon's Dogma's controls are way more elegant.
I think that's my main point: MH:W is convoluted, but not complex. Dragon's Dogma is a deeper game in every way imo. And more accessible.

Whatever, it's just not for me I guess.
 

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Furry Weeaboo Nazi Nihilist
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Why not use it for MH:W?
Because midgets would be OP as fuck or people would bitch endlessly about their midget hitboxes not being accurate.
Take Assassin or Mystic Knight for example. They can each take six skills (out of many, so there's more customisation here...) which may interact with each other in quite a lot of interesting ways, then you have your core skills, augments and weapon choice on top which add to the complexity. Besides, Dragon's Dogma's controls are way more elegant.
Well, that's not really a fair comparison is it? The 'many' skills you're refering to come from multiple different weapons, and largely overlap between classes and weapons. There's really no difference between the shortbow or longbow version of the single target arrowspam move, just number of arrows fired per volley is different. And many of the skills the assassin uses are the same as other classes that use the same weapons. That's not the same kind of difference as there is between a greatsword and longsword in MH, where one has a bunch of charge attacks and can block while the other has evasive attacks and a momentum based mechanic that encourages aggression. The controls are also more elegant because they're standardised- there are no special attacks in DD that require leading up to them with a combo, you can just spam any of them endlessly, which makes a lot of the combat less interesting because it's just spamming an optimal move, while in MH you'll find it's better to vary your attacks based on your position and situation for timing reasons, stamina, etc.

And lumping in passive abilities without comparing them to the armor skill sets in MH is also unfair.
 

Kitchen Utensil

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Yeah, it's hard to compare, I'll give you that. But still, one set loadout in Dragon's Dogma is not less complex than one set loadout in MH:W. Just take a look at some of the synergies that are available to Mystic Knights. And when you start to compare all possible different play styles, i.e. allow for swapping weapons, armor sets, charms, mantles on one side and vocations, weapons, armors, skills and augments on the other, I'd say Dragon's Dogma offers more variety.

But that's not even the point. MH:W combat is not bad. In fact, it's quite enjoyable. But there's too much shit surrounding it and dragging it down. Most of which I've mentioned above.

Also, that argument against a good character creator is a joke, right? They took the easy way out, that's all that it is. I understand there could be some balance challenges with different body types, but with some effort such stuff can be handled. See Dragon's Dogma. They were too fucking lazy is all.
 
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Perkel

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MHW weapon move-sets are simple but using them isn't simple at all. You need to know when and which move to use and this is basically crux of MHW combat. You learn monster and with each weapon fighting new monster is trial that will give you something new to learn about your weapon.

Overall good critique. As someone new to series it is pretty reasonable.

tips:
- bouties don't give you usually anything more than armor stones. So don't fret about finishing them. Take few leave it and check in once in while.
- same with farm. While it is true you can every turn use fertilizer overall it is not that better with it.
- if you by any chance find some monster boring as in they are to easy just try to get to High Rank.
 

Blaine

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Grab the Codex by the pussy
Can't wait to play this with Lazing Dirk when the thing releases for PC IN FUCKING AUGUST.

Given this is Monster Hunter we're talking about, I should be deeply grateful it's coming to PC at all.
 
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I'm bummed out that this shit is only releasing on PC in August - I have 2 RL friends who own PS4s and are playing it, but fuck if I'm going to buy a shit console for one game, and pay a fucking subscription to play online.
 

sullynathan

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eah, but why? They have the technology. Why not use it for MH:W? Why is the character creator of a 5 year-old game so infinitely better?
My guess is Capcom laziness and it didn't even cross their mind to include that from DD

I disagree. I'd say being generous towards MH:W the most complex movesets might be on par with a complex loadout in Dragon's Dogma. Take Assassin or Mystic Knight for example. They can each take six skills (out of many, so there's more customisation here...) which may interact with each other in quite a lot of interesting ways, then you have your core skills, augments and weapon choice on top which add to the complexity. Besides, Dragon's Dogma's controls are way more elegant.
I think that's my main point: MH:W is convoluted, but not complex. Dragon's Dogma is a deeper game in every way imo. And more accessible.
I stopped playing DD so I don't know the full extent of it's combat depth but I have beat a MH game before and the combat from MH was a hell of a lot more enjoyable.

I'm bummed out that this shit is only releasing on PC in August - I have 2 RL friends who own PS4s and are playing it, but fuck if I'm going to buy a shit console for one game, and pay a fucking subscription to play online.
Ask your RL friend to log on your PS4, then you get online for free.
 

Damned Registrations

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MHW weapon move-sets are simple but using them isn't simple at all.
A big aspect of this is hit location mechanics. In DD or Dark Souls you can plant your face in a monster's crotch and hack away, but if you try that shit in MH you'll probably have your weapon be bouncing off an armored dick or get trampled to death (or both.) There's a huge difference between a move that generically hurts enemies if you hit any part of them and a move that can hurt some parts of an enemy but not others. The difficulty of evading attacks also makes using the skillset a lot more technical- you can't just swing half assedly and then spam roll for iframes when you see the monster wind up.
 

Blaine

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Grab the Codex by the pussy
Monster Hunter boss fights (pretty much every MH fight is a boss fight, with a few smalls to keep you on your toes while picking flowers) aren't the absolute most bleeding-edge difficult boss fights in the gaming world, but they're the epitome of hard-but-fair difficulty and are extremely enjoyable and satisfying when you get them down pat.

Artorias Rolls 3 really whetted my appetite for Monster Hunter-style boss battles. I'm almost tempted to get it for console first, and then again for PC... almost.
 

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