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Unfinished: Monster Hunter: World 08/24/17

Brad and Jeff take an early look at some big monsters, now appearing on big TV screens.

Sometimes we look at a game before it's done. When that's the case? Well... it must be Unfinished.

Aug. 24 2017

Cast: Jeff, Brad

Posted by: Ben

In This Episode:

Monster Hunter: World

123 Comments

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london_

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I want this in my life.

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Wiseman4545

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@dr_mel said:

The combat always looked like it lacked feedback, which is not uncommon to hear from people who aren't into MH games but it's also not uncommon to hear about in Japanese RPGs. You tend to just dance around in front of enemies and damage happens.

Dark Souls gave a ton of feedback per attack, except on occasions where targets would shrug off hits. Dragon's Dogma also did a good job of this most of the time.

I really am intrigued by the idea of heavy prep, a long fight, and getting good loot. But I'm not sure I'm going to be into the combat nor am I sure I want to do this solo since I can already tell none of my friends are going to bother with this game.

Lack of feedback is not something I associate with Monster Hunter. I know what mean in terms of Japanese games and this is definitely not one of those games. You definitely feel the weight and impact of your hits in MH, particularly with big heavy weapons like the Greatsword or Hammer. Nothing in Dark Souls feels quite as meaty and satisfying as a fully charged Greatsword attack. The only exception is Dual Blades, as they are about doing a lot of quick but light attacks, so the feedback is more minimal, but its still there.

The biggest difference between Monster Hunter and Dark Souls in that regard is that Monster Hunter spends far less time having you fight smaller fodder enemies that would easily stagger. The game is basically all about the boss fights, so they will shrug off your hits a lot more often. But if you get enough good hits in they will stagger or topple over. Not to mention the cutting off of tails or wings or breaking bones or horns.

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MiniPato

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Edited By MiniPato

@negativegray said:

"The archaic design choices weren't keeping you with the series either. Looking up google docs for weapon trees isn't what fans like about MH. Spending minutes of preparation time getting ammo and bringing mixing mats for my bowgun into a quest only to realize I forgot to eat or bring cool drinks and being forced to restart the quest isn't what was keeping me with the series. Instantly popping a psychoserum to immediately see where the monster is isn't what keeps fans with the series. "

It is what keeps me going back. Because at the end of the day, Monster Hunter is a game about learning. Learning patterns, learning the weapon trees, learning what kinds of ammo to use, learning to pay attention to what items you bring and to always make sure to have your inventory well managed and your buffs eaten. And learning monster's positions so you don't have to have a space for psychoserum, as well. Also, as I said in the previous reply, it was a choice you had to make. Inventory space/hassle of taking it out of the box or combining it versus ease to find the monster. It was a crutch that eventually you could let go of. This game doesn't seem to have you make these kind of choices.

"If you want to fight a monster with good ol combat instead of environmental trickery, you can still do that."

But then I have to do it solo, since everyone else will be doing this Cirque du Soleil stuff. Not that I mind, since I played on PSP and 3DS, I'm pretty much used to solo play.

"The combat , at this series' core, is what keeps fans with the series and MH World has only improved it with additional moves and mobility and new ways to build meter for respective weapons."

It also makes the combat easier. A crude analogy would be making a new Dark Souls game, only that it plays like God of War. Kind of defeats the purpose, doesn't it?

"MH World is the first time the MH team has made some really meaningful positive changes to the core gameplay."

Your opinion, not mine.

You're still learning monster patterns and still learning what types of ammo to use and typical monster locations/haunts. Diablos seems to hang out in the underground desert cave. Jyutsura hangs out where there's water and mud. Barroth seems to roam the arid parts of the desert. During the IGN gameplay, Diablos did took out half the player's health bar with a single hit. Nothing in the gameplay so far has shown that's not the case. And I don't know how you can defend the lack of an in-game weapon tree. Every hardcore player is celebrating the fact that they don't have to download a third party app on their phone for something they should have in-game. That's like defending Destiny's mobile codex.

Quit acting like cheapo tactics is something new in MH multiplayer. MH4 was mount and charge blade city. We already had people flipping around spamming the Insect Glaive moves and jumping off ledges to do mounting attacks in MH4. Sleep bombing. Even all the way back in MH1 on PS2, people would insist on using the black dragon lance to headlock monsters so they were indefinitely stunlocked in a hit animation while the rest of the people wailed on it. If you wanted to play your own specific way, you always had to play solo or find friends who would accommodate you. People grind for monster parts and look for the fastest and most efficient way to kill a monster because you need to kill a Rathalos about a hundred times to get it's heavenly plate thanks to the RNG. Adding more ways to fight a monster because you're farming it for rare mats is not a bad thing at all. When people start farming these monsters looking for the fastest way to kill it, they're not gonna go luring the monster around the map into every single environmental hazard. They're gonna kill it right then and there wherever they find it.

Watch Arrekz weapon videos on MH World. Watch the Polygon gameplay where a Gunlance main felt like he could easily pick up the Gunlance in World because they play and feel the same just like in the old games. Nothing about the combat looks like God of War or DMC. People said that about generations and it still played like Monster Hunter. You can't cancel out of a weapon swing. you can cancel out of a greatsword charge which makes sense as you haven't actually swung your sword yet. You're still locked into animations once you swing your weapon. Jason and Brad were using the two most mobile melee weapons in the game series. But they weren't moving while they were slashing. Jason was still locked into a longsword slash and could only roll out after the animation finished. This has always been how the longsword plays in MH games. I don't see how you can look at the combat and say it looks like a God of War. A better comparison would be Dark Souls 1 to Dark Souls 3. Dark Souls 3 absolutely sped up its combat and took huge cues from Bloodborne. It's a slightly more slightly faster type of play, but combat still feels like a Souls game. And that's definitely the case here in MH World.

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Sonny009

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dis game look good

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ripelivejam

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Edited By ripelivejam

@jimmi: 4u is the one that really clicked with me, personally. It also seems the best at introducing you to the gameplay, weapons, and systems. Generations is more of a best of hodge podge, still fun but not really the same.

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Edited By Hornet

Cooking is timed to the music and the color of the meat. The popup from The Handler that said that...

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Nice to see some quality of life changes like that radial menu. The series has way too many archaic mechanics that people blow off as "charm". A lot of stuff will be better, simply by virtue of being on a console as well. It's looking good.

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doncabesa

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Edited By doncabesa

Very excited to see this on the xbox one x enhanced list. Might finally give this series a try.

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Edited By JazzmastaJ

Never played a Monster Hunter game, but this looks super interesting. Would love to play it!

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Backstabuuu

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Edited By Backstabuuu

@bcorliss9 said:

I've always found the barrier-to-entry in these games to be a little too much for me. This looks great though and I hope it sells well so we see more games coming over.

Also, I really hope the "Level 2 Helmet over here" keeps popping up

If this game is anything like Generations, the barrier to entry should be very low. Possibly even less so since you'll not be dealing with awkward handheld controls.

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Edited By animateria

Jeff who is known to dislike Monster Hunter + Brad who doesn't really know much but played a little...

Interesting combination... As in... Coulda just waited for Jason + Brad QL considering they played the game together.

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MerxWorx01

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@dr_mel said:

The combat always looked like it lacked feedback, which is not uncommon to hear from people who aren't into MH games but it's also not uncommon to hear about in Japanese RPGs. You tend to just dance around in front of enemies and damage happens.

Dark Souls gave a ton of feedback per attack, except on occasions where targets would shrug off hits. Dragon's Dogma also did a good job of this most of the time.

I really am intrigued by the idea of heavy prep, a long fight, and getting good loot. But I'm not sure I'm going to be into the combat nor am I sure I want to do this solo since I can already tell none of my friends are going to bother with this game.

I apologize if anyone has already responded to you but they were fighting some decent sized enemies in the game and as far as I can tell none of them were using any of the larger weapons. Large enemies that are full strength shrug off most blade attacks if hit in non critical areas. The same way with a giant boss in a souls game won't register weak attacks in non-critical areas. Hammers, Cannons , GunLance and Bombs hit in critical areas tend to show some stagger, hit feedback and maybe a change in status or behavior. None of that is including status effects like electrical or fire damage. Small, weakened or inraged enemies display animation differently as well as damage animation. One of the great things about this game is the "tells" different monsters give and when you know when to attack and when to back off.

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negativegray

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@minipato said:

You're still learning monster patterns and still learning what types of ammo to use and typical monster locations/haunts. Diablos seems to hang out in the underground desert cave. Jyutsura hangs out where there's water and mud. Barroth seems to roam the arid parts of the desert. During the IGN gameplay, Diablos did took out half the player's health bar with a single hit. Nothing in the gameplay so far has shown that's not the case. And I don't know how you can defend the lack of an in-game weapon tree. Every hardcore player is celebrating the fact that they don't have to download a third party app on their phone for something they should have in-game. That's like defending Destiny's mobile codex.

Quit acting like cheapo tactics is something new in MH multiplayer. MH4 was mount and charge blade city. We already had people flipping around spamming the Insect Glaive moves and jumping off ledges to do mounting attacks in MH4. Sleep bombing. Even all the way back in MH1 on PS2, people would insist on using the black dragon lance to headlock monsters so they were indefinitely stunlocked in a hit animation while the rest of the people wailed on it. If you wanted to play your own specific way, you always had to play solo or find friends who would accommodate you. People grind for monster parts and look for the fastest and most efficient way to kill a monster because you need to kill a Rathalos about a hundred times to get it's heavenly plate thanks to the RNG. Adding more ways to fight a monster because you're farming it for rare mats is not a bad thing at all. When people start farming these monsters looking for the fastest way to kill it, they're not gonna go luring the monster around the map into every single environmental hazard. They're gonna kill it right then and there wherever they find it.

Watch Arrekz weapon videos on MH World. Watch the Polygon gameplay where a Gunlance main felt like he could easily pick up the Gunlance in World because they play and feel the same just like in the old games. Nothing about the combat looks like God of War or DMC. People said that about generations and it still played like Monster Hunter. You can't cancel out of a weapon swing. you can cancel out of a greatsword charge which makes sense as you haven't actually swung your sword yet. You're still locked into animations once you swing your weapon. Jason and Brad were using the two most mobile melee weapons in the game series. But they weren't moving while they were slashing. Jason was still locked into a longsword slash and could only roll out after the animation finished. This has always been how the longsword plays in MH games. I don't see how you can look at the combat and say it looks like a God of War. A better comparison would be Dark Souls 1 to Dark Souls 3. Dark Souls 3 absolutely sped up its combat and took huge cues from Bloodborne. It's a slightly more slightly faster type of play, but combat still feels like a Souls game. And that's definitely the case here in MH World.

"And I don't know how you can defend the lack of an in-game weapon tree. Every hardcore player is celebrating the fact that they don't have to download a third party app on their phone for something they should have in-game. That's like defending Destiny's mobile codex."

Because, just like Destiny's codex (which I also defend, by the by), it's not forcefed to you. It's something that you can look into if you want. The whole point is discovering the weapon tree, learning what each weapon does and which one is the best by trial.

"Adding more ways to fight a monster because you're farming it for rare mats is not a bad thing at all. When people start farming these monsters looking for the fastest way to kill it, they're not gonna go luring the monster around the map into every single environmental hazard. They're gonna kill it right then and there wherever they find it."

Not really, they are just going to cheese them, which with the new many options, seems a lot easier to do than it already was.

"Watch Arrekz weapon videos on MH World. Watch the Polygon gameplay where a Gunlance main felt like he could easily pick up the Gunlance in World because they play and feel the same just like in the old games. "

I did and as a gunlance mainer, I hated the changes. It is way too fast now, you have too much mobility. It's going to be far too strong.

"Jason was still locked into a longsword slash and could only roll out after the animation finished."

But the sword is faster and more forgiving to use now, especially the spirit combo.

"Nothing about the combat looks like God of War or DMC."

I never said it did. What I meant was that it is now much more simplified, fast and easier, hence the comparison between Dark Souls and God of War.

"Dark Souls 3 absolutely sped up its combat and took huge cues from Bloodborne. It's a slightly more slightly faster type of play, but combat still feels like a Souls game."

Guess what I hated about both Bloodborne and Dark Souls 3. Also, not really. The difference is significant, especially in difficulty.

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@negativegray: I can understand your frustration but for the vast majority of players the hardcore sim of gather/prep/eat, and then can you fight, is too much time to get to the fun. Im sure the G Mode will still require a good bit of setup. But always hated having to take missions where all I did was spend 20 mins gathering herbs and honey.Im glad to see that while chasing the hunt target I can run and harvest nodes. From even this short video the Rath fight had whole lot less of the tutorial chatter. Anything is than pages of NPC dialog in town, that you forget by the time its useful

I'll eat my shoe if there is an actual G-Rank in this game. And by that I mean not something called G-Rank, actual G-Rank with much more difficult monsters than High with new moves, new subspecies and especially a ton of variety between them.

I enjoy that side of 'hardcore sim'. It is optional, you can always skip it. But then you will be unprepared. I really enjoy this notion of mking things easier on yourself by working a little bit of menial work

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@dr_mel said:

What platform would Monster Hunter: Y'all be on?

The Haystation. Sorry.

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Edited By dstopia  Online

@dr_mel said:

The combat always looked like it lacked feedback, which is not uncommon to hear from people who aren't into MH games but it's also not uncommon to hear about in Japanese RPGs. You tend to just dance around in front of enemies and damage happens.

I wonder if you've ever played with a hammer, or any weapon other than sword and shield or dual swords -- or if you've played the game any length of time. Strong feedback in combat is the number one reason I like this franchise. Whenever you hit the monster on a weak point, the whole animation has a oomph to it that no other game of this nature has ever had. In fact, I'd say my main gripe with Souls combat is not feeling as weighty as MH's, despite being 100% inspired by it.

For reference as to why I love this game (ignore the edgy mid 2000s music):

Loading Video...

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Edited By Xeiphyer

Holy Fuck this game is going to be good. I've been into Monster Hunter since the PS2 days and I've been patiently waiting for their return to consoles.

Too bad Jason couldn't sit in on this QL. It would have been nice to have someone who knows whats up and what changed here to talk about.

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Pleaaase let the PC port be good. Please, Capcom!

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That's not a big sword, that's clearly a Long Sword! Not to be confused with a Great Sword!

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ive played every monhunt game since the ps2 and this looks so good.

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Edited By Ohnonono

I have loved every MH game and this one looks amazing. Those on-boarding improvements and being on a huge console in the US should really help. Being on the Switch would have been nice, but this way people can voice chat and play how they like.

"Level 2 helmet over here."- I am glad this made as much of an impression on the crew as it did when I watched that stream, lol

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Edited By Dan_CiTi

@dstopia: dude, that was a video of a guy stunning as bunch of enemies in the head and then hitting said stunned enemy over and over until they died...kind of an antithesis to your point.

Anyway as someone who got bored quickly of MH on PSP years ago, this actually looks like a fun game. The modernizations and production values give the game a whole new glow that the constraints of the portables lacked. It really killed the scene of adventure that I always wanted out of this sort of boot-strap hunting experience. Hopefully the content of the game is actually good, of course.

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Edited By dstopia  Online
@dan_citi said:

@dstopia: dude, that was a video of a guy stunning as bunch of enemies in the head and then hitting said stunned enemy over and over until they died...kind of an antithesis to your point.

Well, my point was to the weightiness of Monster Hunter's combat. Hitting a monster in the head with a hammer and knocking them out is one of the most satisfying things I've ever done in any video game.

Also some of the things done in that video are pretty hard to do and require lots of practice (the hammer charge hits on charging monsters, specifically).

And even though I did not say anything of the sort in the original post, I do believe Dark Souls' combat is way easier than MH's, at least when it comes to bosses. Being able to dodge backwards and the fact that the fast roll has so many i-frames and is so much faster amd spammable than MH's roll makes it easier by considerable amounts. Especially if you go back to Gen 2 MH games where hitboxes on monsters' attacks were nuts (hi Plesioth hip check!).