Home / Gaming / 100 Reasons Why Monster Hunter World is the Best Monster Hunter to Date

100 Reasons Why Monster Hunter World is the Best Monster Hunter to Date



Share.

The series takes a big step forward.

Capcom really went back to the drawing board for Monster Hunter World, and the results are sensational. The team made so many improvements to the Monster Hunter formula there’s almost too many to list – but that didn’t stop us trying. Here are 100 reasons why Monster Hunter World is the best in the series to date. (Our full review is here too.)

01 – 4K Fidelity

Monster Hunter rose to prominence on portable systems: the PSP and the 3DS. The leap from 240p to 4K delivers a long-overdue upgrade that borders on sensory overload.

02 – Staggering Detail in Monster Rendering

All that extra graphics horsepower is put to good use, especially when rendering the real stars of the game: the monsters. The way tiny ice crystals form on the belly of the Legiana, the way the fiery Teostra’s mane glows from within… These beasts have a majesty they’ve never had before.

Cor!

Cor!

03 – The Accelerated Day/Night Cycle

It’s a subtle feature, but a powerful one. To fight a monster for 20 minutes or more in darkness, and to see the sun crest the horizon just as you fell the beast… magical!

The new multi-layered maps add tremendously to the atmosphere, and they also allow for furtive dive-bombing attacks.

04 – Endemic Life

Beyond the odd trash mob, the maps in Monster Hunter used to be largely empty. But in World, there are critters everywhere: birds, geckos, and even ants. And you can catch them all.

05 – Living Consumables

Here and there you’ll find plants and animals with tangible in-game effects; Vigorwasps that restore your health, or Paratoads that burst open into clouds of monster-immobilising gas.

06 – True Multi-Level 3D Environments

With myriad nooks and crannies and stunning vistas, the new multi-layered maps add tremendously to the atmosphere, and they also allow for furtive dive-bombing attacks.

XX

On the up.

07 – High-Concept Fantasy Locations

Monster Hunter locales were once the epitome of game level cliché: you’d get a forest map, an ice map, a desert map, etc. But new locations like the Coral Highlands and the Rotten Vale look and feel more like they are part of a complex fantasy ecosystem. They wouldn’t be out of place in a Roger Dean painting.

Erm, good boy?

Erm, good boy?

08 – Sliding Attacks

Running down a sloped surface will now trigger a sliding animation. This speeds up the pursuit of monsters between zones, and can seamlessly chain into a new range of spinning, leaping attack moves.

Have at you!

Have at you!

09 – No More Loading Between Zones

Overall loading times are a tad longer, but once you’re in, you’re in… and a phantasmagorical world is yours to plunder.

10 – Significantly Larger Maps

Another subtle, but powerful effect compounding the realism. The maps are huge, and when you explore them for the first time it feels like anything could be around the next corner.

11 – Multiple Camp-Sites

You can choose to start a quest at any of the base camps you’ve unlocked, so as to get to the monster-belting all the more quickly.

If you’re not in combat you can whistle for a Wingdrake at any time, and one of these friendly pterodactyl-like creatures will whisk you away to safety.

12 – You Can Fast Travel to Any Unlocked Camp-Site

If you’re not in combat you can whistle for a Wingdrake at any time, and one of these friendly pterodactyl-like creatures will whisk you away to safety.

13 – You Can Eat at Your Camp-Site

Pre-quest buffs are lost if you faint even once, but now you can apply fresh buffs in the field.

14 – You Can Change Your Equipment at Any Camp-Site

If the weapon and armour you chose aren’t working out you don’t have to abandon the quest and start over – you can swap out your gear in a matter of seconds.

15 – You Can Access Your Full Item Box at Any Camp-Site

Running low on mega potions? Need more flash bombs? Did you use the shock trap too soon in a capture quest? Again, no need to abandon the quest – you can restock at camp.

16 – No More Paintballs!

You used to have to throw a bright pink paintball at a monster so it would show up on your map. Hitting them was tricky, and you had to apply a fresh one every ten minutes. This was challenging, but hardly ‘fun’.

17 – New Tracking Game Mechanic Results in Actual Monster Hunting!

World doesn’t use paintballs – you actually have to look around for monster tracks. Once you find some the Scoutflies that live in a jar on your hunter’s belt will light up and lead the way directly towards the monster; a welcome convenience in the convoluted new maps.

18 – No More Books of Combining!

Combining items into other items used to carry with it the risk of failure. The more expensive the item, the higher the risk. To minimise (but not entirely negate) this risk meant buying a five-volume encyclopaedia set, the ‘Books of Combining’. If you wanted to combine explosive ammo in the field, that meant lugging those books with you, and having fewer inventory slots for potions, gathering, etc.

19 – Unlimited Pickaxes!

Ore extraction in Monster Hunter has traditionally been an ordeal. You had to remember to bring pickaxes, and you had to contain your disappointment when they would break after a handful of uses. For much of the game’s history they weren’t even context sensitive; you had to select them manually, as you would a potion.

Now you just approach an ore deposit and hold down ‘O’ until it’s all yours.

20 – No More Bugnets!

Craftable critters once required disposable bugnets to capture, duplicating the busywork of ore-mining. In World you can see Godbugs and Flashbugs and Thunderbugs just sitting around out in the open, and you can run up and grab them with nary a second thought. They’re even colour-coded for your convenience. ‘Oooh, a blue one! I could use some more Bitterbugs!’

21 – Unlimited Whetstones!

Weapon sharpness is still a core game dynamic – a melee weapon will lose sharpness as you use it, diminishing its penetration and damage values. You still need to periodically sharpen your blades, but you no longer need to stock up on whetstones as you would potions.

Running out of whetstones during a protracted battle was one of the more aggravating ways you could lose; this ‘feature’ will not be missed. You still need to sharpen your war hammers, though.

22 – The Map Is No Longer an Inventory Item!

Previously you had to collect the map from the big blue box at your base camp. Every quest. Every single time. Or risk getting lost.

23 – Monsters Will No Longer Steal Your Possessions!

Mere words cannot describe how aggravating this ‘feature’ used to be.

24 – The Slinger

Attached to your hunter’s left arm, this projectile launcher allows for more deft use of flash bombs, sonic bombs, and the like.

25 – Nigh-On Unlimited Slinger Ammo to Gather

Piles of stones are everywhere, Redpit plants are plentiful, and hitting monsters will often make them drop even more damaging slinger ammo.

26 – Wedge Beetles

Your Slinger can fire a grappling hook that can attach to these conveniently placed yellow bugs, allowing for rapid traversal of the large new environments.

27 – Environmental Traps

Like the breakable dam atop the Ancient Forest, these are environmental features that can temporarily restrain a monster.

28 – Gathered Materials Are Now Sent to Your Item Box Automatically at the End of Each Quest

Supplies and gathered materials/monster carves are now stored in separate sections of your Item Pouch, too. It’s now quite rare to run out of room and be forced to throw something away.

29 – You Can Now Hold Down ‘X’ to Collect All Quest Rewards

You used to have move the cursor and tap a button repeatedly simply to select what you might assume would be the default option: to send all of your quest rewards to your item box. Now you can store them all in a flash!

30 – “Bounties” Are an Engrossing Secondary Objective System

They’re usually simple tasks, like ‘gather mushrooms seven times’, or ‘rummage through bone piles 15 times’. But every time you complete a Bounty, the Resource Centre will reward you with one or more Armour Spheres, for incrementally buffing your armour.

It’s been said that grinding is the ultimate video game fantasy, because it provides the illusion of being consistently rewarded for your efforts.

31 – Zero Palico Micro-Management

Beyond choosing his weapon, armour, and support gadget, your Palico requires zero care and attention. Earlier games would have you managing small armies of cats, effectively forcing you to min/max their personal development to get the best support abilities.

Dare I say adorbs?

Dare I say adorbs?

32 – Faster, More Streamlined Gathering

Gathering points are now liberally placed about the map, especially on the narrow corridors between zones.

33 – Quite Generous Gathering Drop Rates, Especially for Ammunition

It’s a subtle change, but a big one. In the past, crafting a specialised armour set just for gathering was pretty much essential, but in World I didn’t bother making one until around the 50-hour mark.

It’s a subtle change, but a big one. In the past, crafting a specialised armour set just for gathering was pretty much essential, but in World I didn’t bother making one until around the 50-hour mark.

34 – Streamlined Item Box Management

There are now tabs sorting your items into potions, ammunition, traps and gadgets, etc. Item stacking is less confusing, too.

35 – They Finally Differentiated Between the Icons for Potions and Mega-Potions

They used to be identical little green jars, and it used to be a little distracting.

Also: Different ammunition types are marked much more clearly, instead of the old paradigm of endless identical stacks of white bullets.

36 – Auto-Combining

This handy feature will automatically convert gathered mats into consumable items.

37 – Auto-Combining Is on by Default

Tool around gathering herbs and nuts and your item pouch will start filling with potions and gunpowder. Genius!

38 – Standard Potions No Longer Need a Herb and a Blue Mushroom – They Just Need a Herb!

Pretty sweet, considering you’ll be using potions more than just about any other item.

39 – Antidotes No Longer Require an Antidote Herb and a Blue Mushroom – They Just Need an Antidote Herb!

Again: This is huge.

40 – Completely Re-Imagined Armour Skill System

In previous Monster Hunter games skills worked on a far more complicated point-based system, with typically a minimum of ten points in a given skill required to activate it. You might get, say, a mere two points in a skill in each of the five components of an armour set. This meant you usually needed the complete set of armour from a given monster to activate those skills.

Creating mixed sets was a dark art akin to alchemy, entailing the use of elaborate computer programs created by dedicated fans. Not exactly user-friendly.

In World, an armour piece typically has one or more active beneficial skills, guaranteed. And they all stack.

Now with less dark alchemy.

Now with less dark alchemy.

41 – Less Grinding For Armour

With no more emphasis on complete armour sets for skill activation, a la carte gear selection is the default. You can splash out on new pieces when it suits you, or simply use armour spheres to upgrade your armour’s defensive value from time to time. There’s no pressure. Get a decent set early on and it’ll last you all the way to High Rank.

42 – Armour Set Bonuses Encourage a Coordinated Wardrobe

That said, certain monsters’ armour sets will grant additional bonuses if your hunter wears a certain number of parts from the same set. Eg. Equip two pieces of Rathalos Armour and you’ll increase the elemental damage you do when landing critical hits.

43 – Fewer ‘Clown Suits’

Armour components are generally more aesthetically subdued. Creating an ensemble of pieces from different armour sets is far less likely to turn your hunter into a walking fashion disaster.

44 – No More Negative Armour Skills!

This was one of the many, many ways Monster Hunter used to troll you. A complete armour set would impart beneficial skills, but it might also have a skill that hindered you. For instance, the Steel armour set in Monster Hunter Tri would give you Guard +1 and Speed Sharpening, as well as ‘Doggy Paddler’, a skill that made you terrible at swimming (in a game with loads of underwater combat!).

You’d have to gem out those dud ‘skills’, or learn to live with them. Good riddance!

45 – No More Distinction Between ‘Blademaster’ and ‘Gunner’ Armour

Melee specialists used to hesitate at the thought of experimenting with ranged weapons, as it meant investing in a whole new armour set. Not any more!

46 – Straightforward Distinction Between ‘Alpha’ and ‘Beta’ Armour Options

Starting at High Rank, every monster has two varieties of craftable armour sets: Alpha, with more skills, and Beta, with more decoration slots. Easy to remember!

47 – Completely Re-Balanced Skill Effects Challenge Rusted-On Min/Max Orthodoxies!

No longer is there always one ultra-optimised, min/maxed choice – there are many viable equipment options for every situation.

48 – You Can Make Your Helmet Invisible!

World has the most in-depth character creation system in the series to date, hands down. And because this system doesn’t give a good impression of how your hunter will look in cut scenes, many players found themselves re-starting several times just so they could get a head that doesn’t look too wonky. After going to all that trouble, it seems a waste to hide your hunter’s chiselled features under a helmet. Well, you don’t have to!

49 – Craftable Charms

Previously, the paradigm was that decorations were craftable, and charms (or ‘Talismans’) were found or earned as-is. Now decorations are the rare, randomised rewards, and you can craft charms as you please. An arbitrary change? Perhaps. But it forces returning fans to look at how they optimise their armour sets with fresh eyes.

50 – Streamlined Palico Equipment Creation

Some of the previous games would add an extra layer of busywork when crafting weapons and armour for your battle cats. You might get ‘scraps’ left over when making your hunter’s equipment, and only those ‘scraps’ could be used for Palico gear. Now they use the same mats you do, and in very small quantities. A single kill can be enough to give your kitty a whole new wardrobe.



Source link

About admin

Check Also

Spotify for Xbox One now works with Cortana voice commands

Spotify arrived on the Xbox One back in August 2017 to give gamers the option ...

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.