So, disclaimer: I only played Monster Hunter World. I'm also aware that there have been many Monster Hunter games for the DS and 3DS handheld over the years, and after Worlds, there was a temporary Switch exclusive called Rise. Now, we got something way bigger.
And I mean, this is looking to be the pinnacle of everything Monster Hunter games have built up to. Using open-world map design unlike any other, allowing users in and out of monster quests, constant traversal with so much space to explore, gameplay flexibility, and verticality, and dear god, the list of new and great things keep on coming. Capcom has exceeded expectations once more.
Though, on the visual department, I wish I could say more, it's pretty taxing for the PS5, running it on framerate priority looks pretty grainy. Oh wait, why am I not playing this on the PC? Well, because this is running on the same optimization as three months ago, kept crashing on my PC.
Right, so the beta is almost over, but the game is right close to release in less than 2 weeks. So, I'll try hopefully to provide ample info before you, with a pretty small chance like me, might actually preorder the game. It is hard for to wait, it's too tempting.
Actually, don't preorder. What I played in the beta, I'm hoping there's 10 times more of the content. We have to see if Capcom does a rug pull. Yet, the foundation set might make you forget World in some ways. Combat is refocused, your rider is basically the saving grace of every encounter, you can hunt in and out of the area as well as adding more dynamic elements to its game world.
To start with, the map is not only bigger, but is showcased in a 3D rotation. Meaning you can look at all the different levels, and where to go. That's a real godsend if you ask me. Secondly, some of those areas are hard to reach, including the items to retrieve.
The snatcher allows both faster and higher traversal, even grabbing items from afar. So I can even grab something while my rider just auto chases a monster's trail, resupply, and even craft, that 20-40 second window is plenty to even reload my light bow. Which, speaking of, yeah you can switch between two main weapons with a whistle blow away calling him.
I tried mastering both the switching axe, and light bow, two of the 14 weapons available to use. The former was a lot to master, it wasn't much fondly looked at earlier, till the developers added a counter. Which, my god considering how heavy this thing is, and tricky switching between axe and sword with various combos each, mastering it is hard, but I know that counter will be super of use. Can't say the same for the bow, the new interface change made it slower to switch ammos.
What you're seeing is me trying to combine mode shift, to using shooting ammo and then pulling a Max Payne dodge shot. That's only the tip of the sweet weapons combo iceberg. My switch axe easily took out multiple components from a single monster.
Yet its drawback is that it's slow, can easily leave me vulnerable, and requires me to properly position before them out. These monsters even indicate if they're focusing on you, and will have weakpoints flashing out. The snatcher let me shoot flashbugs from afar, but also climb on higher vantage points, and bring down debris from above thanks to environmental destruction.
Oh, I'm not done yet, remember that mechanic from Dragon's Dogma 2, grabbing onto large enemies before doing damage? Yeah, it's here, and works insanely. My rider can also help me provide shotgun assistance with my light bow from the distance. But without the special mode.
The day/night cycle and weather now effect every battle with particular monsters. Creating dangerous catastrophes from storms to raining crystals. The fauna will also react depending on the creature's state and situation. World is known for its strong ecology, Wilds triples down on it.
I cannot stress the amount of things you can do, like you can be the damage carry, but even if you feel out of place, you can help out in multiple ways thanks to how dynamic the environments are. With every new opportunity to take them down, and you should, these monsters don't screw around. They're pretty tough, and needs better studying.
Forgot to mention this earlier, but the character customization is much more robust and feature rich, especially if you're working around your Palico even. I can't comment on upgrades and collecting materials, it wasn't available. But monsters, there were plenty.
The last quest they had for us was the Arkvele. Now, I faced against fat lion types, lizards, small dragon types that shoot electricity, but the Arkvele is a twisted creation of eldritch kind. This dude was the toughest, and there were 3 and 5 start categories. Go figure.
Lost to him twice, and the second time I came packing with armor potions. I couldn't find ones for demons, so worked with what I had, that especially after meals. Second time I really felt invincible, now, tho I still relied on SOS help. But man, what a beast, he would almost one shot damage kill me, and I had to run so many times.
I've seen monsters even fall down quicksands in the desert part of Windward Plains. Birds flying in formation and swooping down on us. The beautiful visual design that might entice geo porno addicts. I'm sorry, but as of writing now, I'm saving up to get it. Time to go broke again. With that being said, Capcom needs to optimize the crap out of this too, no more excuses!