Monster Hunter World
I’ve played several Monster Hunter titles in the past, but
I’ve always been very much a casual fan of the series. I was never the type to
be teaming up with buddies to take on huge quests, and I wound up spending way
more time with Monster
Hunter-style games (Toukiden, Ragnarok Odyssey) than the
series that started the trend. Those games were simply more accessible, and
felt less stiff than the very calculated combat that Capcom’s series was known
for. It also didn’t help that the series had been relegated to the 3DS’s small
screen and makeshift control scheme. Now Capcom is releasing Monster Hunter: World, the
first proper console installment in years, and one that has a real opportunity
to take the series to a new level of popularity.
A lot of what defined Monster Hunter was its rigidness. It was
about going on long hour-long quests where you’d have to cook your own food,
carefully find a place to hide before consuming anything since it stopped you
in your tracks, and each map was separated into zoned off areas. This formula
had worked for years, but thankfully Capcom went against the conventional
wisdom of “don’t fix it if it’s not broken,” as they’ve finally brought the
series to a more modern feel thanks to three key changes: maps are fully open,
you can move while eating, and combat is less stiff.
That first change is the biggest, and it’s a large reason
why Monster Hunter:
World has the subtitle that it has. Each of the game’s handful
of maps are a multi-layered ecosystem filled with wondrous secrets. In my many
hours with the game, I never stopped discovering more about each environment,
and Capcom has done a fantastic job of crafting a world that is governed by
logic. For every aggressive monster that you’ll have to hunt, there’s dozens of
smaller creatures that make the world feel alive. It’s quite the
accomplishment, and I loved exploring every inch.
Fight the Good Fight
Of course, it’s not just all about exploration and
finding craftable objects within the environment (although there’s plenty of
that). The big draw is that players will be going head-to-head against some of
the coolest fantasy creatures seen in video games. The art design has always
been fantastic in Monster
Hunter, but this is the first time that the series really gets the
chance to wow players graphically. There are over a dozen different monsters to
hunt during the game’s core story (and even more in the post-game), and each
has their own properties, attack patterns, and challenges to master.
The in-game ecosystems also come into play during these
hunts. It’s not uncommon to see two of the huge beasts coming across each other
during a hunt, and there were even a few instances where I saw three monsters
going at it. The player can even try to lead monsters into the same path if
they want to tempt fate, as this can be used to their advantage. These sort of
dynamic moments make the game truly special, and separate it from the rest of
its competitors.
As mentioned previously, hunting a monster can be a
lengthy affair. These powerful creatures don’t go down without a fight, and
this means that missions often last over 30 minutes. If you don’t have powerful
gear (which requires grinding many of these battles in succession to pick up
specific drops) then one good hit can take out a giant chunk of your
character’s health, so it’s really a war of attrition as players slowly chop
down the foes. As long as you’re appropriately leveled, these fights are a
blast as they become real tests of strategy and keeping your calm during tense
situations. One of my most memorable battles saw me faint twice early on due to
sloppy play (if you faint three times you fail the mission), and then I
basically had to fight a mistake-free fight for the rest of the battle. This
resulted in one of the most tense moments I’ve ever had while playing a game,
and it felt so satisfying when I finally conquered the beast.
Of course, the flip side is also a very realistic
possibility. It’s totally possible to fail a mission after spending nearly a
whole hour on it, and that feeling totally sucks. Players have to learn from
their mistakes, though. There’s always a lesson to be learned in Monster Hunter, and with
each successive hunt I felt that I was getting a better grip on my weapon, its
combos, and how I could effectively use them. Things really started to click
after the 10-hour mark, and I found myself having a blast.
One of the coolest additions to World is that the
story quests can be done in multiplayer, rather than just additional ones. That
said, there are some arbitrary restrictions that show that Monster Hunter hasn’t
been fully modernized to the extent it could be. For example, if a story
mission has a cutscene in it, a player must encounter the cutscene first by
themselves, then the other player can jump in. That coupled together with an
overly confusing menu system to simply play with a friend makes things more of
a hassle than it should be.
Those multiplayer quirks are overcome quickly, though,
and I enjoyed my time the most when I was playing with friends. It should be
noted that the monsters get considerably more difficult in multiplayer, but it
really makes the hunts feel like a team effort when completing them. It all
results in a really satisfying gameplay loop of gaining different types of
armor, collecting specific drops, and learning your weapons. There’s always
something more to do in Monster
Hunter: World.
This is the modernization
that Monster Hunter definitely
needed. Not only is it the most dynamic title in the series to date, it’s just
a fantastic action role-playing game. Even if you’ve bounced off the series in
the past, I highly recommend giving Monster
Hunter: World a try. It’s where the series finally truly clicked for me, and
that is very much by design. Capcom has updated their formula for a new
generation, and it’s a real treat for all.




