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25 minutes of Monster Hunter World footage

Village quests are bottom of the barrel content in MH and can be completed with eyes closed. Weird comparison tbh.
Dude compared the entire game to fighting Kalameet with dragons tooth. In a thread where a lot of new players might hear that and be put right off because think they'd get zero value out of the game. Village is easy. But it's also the first thing most players are going to experience in the game.

Like, even had someone in this thread get worried over what he said. Just trying to not completely put off new players.
 

Raide

Member
Thank you to all for the information about 1HKOs. Sounds like there's at least some room for slip ups as long as you come prepared.

Every monster is a learning process. Learn patterns, learn from mistakes and learn from seasoned players you group up with.

You will find out if you take lots of damage, it's usually a sign you might need to hear up. Usually this means finding out the elements etc and building gear that increases you Def etc.
 
Looks amazing.

It was obvious to me that MH: World would really be no different than what came before. Can't wait to see what the full game will deliver.
 

Raide

Member
Is MHW slated to take advantage of PS4 Pro and Xbox One X ?

Nothing been said yet. I am hoping so. Checkerboard 4k and 30 is probably what will happen. MT Framework does scale pretty nicely but since they are linking the servers, I dunno if they will push 60.
 

Raide

Member
Yup this will be my first Monster Hunter lol that looked hella fun.

Is this what happened to Deep Down?

Probably not. This is what happens when a developer wants to take a great series into next-gen and push for home consoles.
 

Akainu

Member
I think that monsters don't actually fight with superior threats. The dominant monster asserts itself with one attack and the weaker one flees. This is why we've seen Rathalos attack Anja, and Anja attack Great Jagrass, but never the opposite.

I could have sworn there was one video were the rex jumped rathalos.
 

AALLx

Member
On Souls vs MH...

Souls:
- more punishing in terms of damage and consequences to failure
- requires more stamina management
- more forgiving in terms of animation frame times and general movement
- attacks don't automatically hit like most action games do, but they usually connect as the player expects them to and lock-on allows for auto-correction in most cases
- difficulty can usually be compensated by some other method (leveling, summons, support items)
- overall experience tends to be more wholistic (level design + gameplay + enemy AI + lore/story)

MH:
- usually has bigger room for error in terms of damage and fainting
- stamina management is weapon or build specific
- overall movement and gameplay is very strict, you have to be very precise with how you play the game
- attacks need to be very deliberate; you have to know beforehand that your attack will hit and you need to aim it, otherwise you will miss most of the time and is usually the source of most frustrations
- support items can be used to make hunts easier, but in most cases monster knowledge is the most important thing in order to succeed
- the game becomes easier the more you play, because you as the player levels up
- overall experience is all about the feedback loop: hunt->carve->upgrade->hunt; your overall enjoyment pretty much depends on how much you like the gameplay+enemy AI interaction

My scale of how action-y these games are:
Bayonetta . . . Dragon's Dogma . . . . . BloodBorne . Dark Souls . . . MHX . . . . . MHFU
 
Imagine what they have been doing for 4 years and this is MH5 so expecting one or two of those massive fights like the one on the sand ships in 4. Can't wait to see what the big hunt in this game is like.
 
That's a bad example of that will only give new players unrealistic anxiety about Monster hunters difficulty. I still haven't killed Kalameet and yet I've finished multiple Monster Hunter single player modes. Most Monster Hunter enemies are easier than even the easiest Dark Souls boss. I'd put most on about the same level as fighting a single Cathedral Gargoyle.

That's definitely you having more difficulty with Dark Souls for whatever reason. Kalameet is pretty easy unless you're going for cutting his tail and doing that solo (then it's indeed one of the hardest bosses of all time, the bastard just won't keep its tail down). It has absolutely nothing on some of the harder MH monsters.

I would say both games are in the same ballpark in terms of difficulty; It's just that they're very different so that people can have a much easier time with one than with the other. Case in point; I'm the opposite, on acount of having much more experience with Dark Souls games than MH ones.
 

Raide

Member
Really liking the scale and detail of the world. Finally feels like you're out on the hunt.

Yeah, it really does seem more like Monster Hunting now. I like the tracking stuff but I can see why some think its just pointless and boring. Sure you can just roam around hoping to bump into the monster but the tracking also seems to give you a little tour. I wonder if they will have any drops linked to tracking, so you can craft something that requires tracked items. Maybe best not to force people to use it haha.
 
Looks fantastic, though I'm skeptical of whether or not they'll be capable of pulling off the same amount of content they usually do considering how much more detailed everything in the game is.

Also waiting for an exact date for the PC release. Hope it's a decent port.
 

Kyoufu

Member
Dude compared the entire game to fighting Kalameet with dragons tooth. In a thread where a lot of new players might hear that and be put right off because think they'd get zero value out of the game. Village is easy. But it's also the first thing most players are going to experience in the game.

Like, even had someone in this thread get worried over what he said. Just trying to not completely put off new players.

I think most players will be jumping into the online guild and doing multiplayer hunts which will be more challenging than the village stuff.

Is MHW slated to take advantage of PS4 Pro and Xbox One X ?

They haven't said anything yet, but they were playing it on PS4 Pros at the live E3 demo I watched. I expect it.

They've got the Pro logo under their platform list so yeah that's happening.
 

Raide

Member
Looks fantastic, though I'm skeptical of whether or not they'll be capable of pulling off the same amount of content they usually do considering how much more detailed everything in the game is.

Also waiting for an exact date for the PC release. Hope it's a decent port.

Well, they have been working on it for a while now but it will be interesting to see how many monsters they announce. I think some of it will depends on their DLC/Expansion plans going forward. World could be a reboot of sorts and then the later G-Rank stuff appears to add more content.

I think the other change of open world style maps is that more than one monster could be there. The demo shows 3, so you may have later Volcano/Ice Zones with 2 or 3 monsters.
 
So since Scout Flies are the paintball replacement, I'm curious about one thing.

I already understand how they level throughout tracking the monster and eventually fully track it,

BUT

If:

A. You already know where a monster is (assuming they still spawn in the same area at the start of each quest as they have in the past)

OR

B. You or someone in your group runs into the monster without doing all the tracking stuff

Do the scout flies automatically level up to max and start tracking the monster from then on?

I certainly hope so. Wouldn't make sense to go BACK and do the tracking once you've already encountered the monster.
 
I think most players will be jumping into the online guild and doing multiplayer hunts which will be more challenging than the village stuff.
In which case they're still going through LR quests which are even easier than village because of co-op scalings (assuming they aim difficulty at two players again, though they may go back to aiming at four person difficulty being a thing again).
Takes a while to get to the hard stuff.
 
So since Scout Flies are the paintball replacement, I'm curious about one thing.

I already understand how they level throughout tracking the monster and eventually fully track it,

BUT

If:

A. You already know where a monster is (assuming they still spawn in the same area at the start of each quest as they have in the past)

OR

B. You or someone in your group runs into the monster without doing all the tracking stuff

Do the scout flies automatically level up to max and start tracking the monster from then on?

I certainly hope so. Wouldn't make sense to go BACK and do the tracking once you've already encountered the monster.

I think once you encounter a monster you can link the flies to it

Remember in the demo where he encountered rathalos? It did look like he tagged it with the bugs once it was done dropping Anja
 
I think once you encounter a monster you can link the flies to it

Remember in the demo where he encountered rathalos? It did look like he tagged it with the bugs once it was done dropping Anja

Sec, I'll rewind to that and post back.

Edit:

You're 100% correct! :D

iKF5DaM.jpg

In the part I boxed in red it says 「リオレウスを発見」 or "Rathalos found" plus a level up for your scout flies.

Well, that's awesome.
 
Sec, I'll rewind to that and post back.

Edit:

You're 100% correct! :D



In the part I boxed in red it says 「リオレウスを発見」 or "Rathalos found" plus a level up for your scout flies.

Well, that's awesome.

Very cool

Scoutflies are the new paintballs basically lol
 
Just managed to watch the entire stream thing now and saw they had lance gameplay. Noticed that at about 1:05:40ish the lance does a forwards almost dash thing. Is that a thing Lance has always had? I always used Gun Lance over regular Lance and don't remember it having anything like that.
 
Just managed to watch the entire stream thing now and saw they had lance gameplay. Noticed that at about 1:05:40ish the lance does a forwards almost dash thing. Is that a thing Lance has always had? I always used Gun Lance over regular Lance and don't remember it having anything like that.

No forward hop is new and a game changer for lancers
 
Just managed to watch the entire stream thing now and saw they had lance gameplay. Noticed that at about 1:05:40ish the lance does a forwards almost dash thing. Is that a thing Lance has always had? I always used Gun Lance over regular Lance and don't remember it having anything like that.

Lance has had forward dash into shield bash.

But it does look like lance can dodge forward now (sliding step, like side to side dodges work) where it used to not be able to.

EDIT: Here's a timestamp to the lance slide forward

https://www.youtube.com/watch?v=YU2NAsyFXRo&feature=youtu.be&t=17m56s
 

Doorman

Member
Looks more or less like a Monster Hunter game. At least I'm less concerned about the quest structure and all than I used to be, but there are still two things about the demo they showed that kind of annoy me.

1. As much as I like the concept of looking for clues to actually track down a monster, the means of doing it by just following a swarm of fireflies directly leading you around from point to point feels way too in-your-face and, to me, kind of defeats a lot of the purpose. Same with them directly tracking the monster. I know you had paintballs and all before, but removing the sense of search entirely rubs me the wrong way a little. I'd much rather a tracking-point just give you a general direction of where you should be heading and let you find things on your own once you get there, rather than merely following the lead like that.

2. Mostly personal preference but I'm still not a fan of the damage numbers popping up. Previous games already had decent feedback to let you know if you were doing weak or powerful hits and they could have expanded on that, this again just feels like less reliance on observing the environment and the monsters and more of just the game telling you things in flat terms. I know that Monster Hunter is already a very "video gamey" series, but something about those damage values does take out part of the game's natural feel to me

Still plenty of time before release so I'm sure I'll be excited by the time it's ready to launch, but I hope that this trend of expediting things for the player extends to stuff like gear management and not simply the hunts themselves.
 
This is it. This is the new multiplayer game for my group.

SO glad they're finally putting this series on main platforms. Will finally get to experience the joy of hunting with a group of friends. Gotta get the hunting horn ready!
 
Looks more or less like a Monster Hunter game. At least I'm less concerned about the quest structure and all than I used to be, but there are still two things about the demo they showed that kind of annoy me.

1. In all the previous games, once you fought a monster once, there was literally no "sense of search" as you put it, because every monster spawned in the same area in each map EVERY TIME across every quest that's in the same map. That was a confusing sentence, so example:

You realize Rathalos spawns in area 5 in Forest and Hills. In EVERY QUEST where Rathalos appears in Forest and Hills, it will ALWAYS spawn in area 5. No search required.

2. You can turn the numbers off and it will work exactly as it has worked in the past.
 

Akainu

Member
1. In all the previous games, once you fought a monster once, there was literally no "sense of search" as you put it, because every monster spawned in the same area in each map EVERY TIME across every quest that's in the same map. That was a confusing sentence, so example:

You realize Rathalos spawns in area 5 in Forest and Hills. In EVERY QUEST where Rathalos appears in Forest and Hills, it will ALWAYS spawn in area 5. No search required.

2. You can turn the numbers off and it will work exactly as it has worked in the past.

People sure are concerned/worried about optional stuff aren't they?
 

Brazil

Living in the shadow of Amaz
This video had the exact opposite effect on me compared to that dumb-ass reveal trailer. Always count on Capcom to ruin everything - even an awesome game's reveal.
 

Doorman

Member
1. In all the previous games, once you fought a monster once, there was literally no "sense of search" as you put it, because every monster spawned in the same area in each map EVERY TIME across every quest that's in the same map. That was a confusing sentence, so example:

You realize Rathalos spawns in area 5 in Forest and Hills. In EVERY QUEST where Rathalos appears in Forest and Hills, it will ALWAYS spawn in area 5. No search required.

2. You can turn the numbers off and it will work exactly as it has worked in the past.

1. Has there been any indication from the devs so far (I haven't seen a translation of any of the Q&A stuff if this has been addressed or not) to demonstrate that monsters will or won't start each quest in the same region this time around? If it's not randomized, then the situation you describe hasn't changed at all regardless of the tracking features. If the monster spawns are randomized...then following the bug swarm from point to point right to it invalidates the reason for randomizing it in the first place. If the goal is to save time from having people randomly wandering, then just plunk the monster in front of home base and be done with it instead of this half-measure.

2. True and I'll most likely be doing that. I just find it a curious choice to make this time around when watching and learning the monsters themselves has typically been one of the unique points to the series. Not a deal-breaker, just weird.
 
1. Has there been any indication from the devs so far (I haven't seen a translation of any of the Q&A stuff if this has been addressed or not) to demonstrate that monsters will or won't start each quest in the same region this time around? If it's not randomized, then the situation you describe hasn't changed at all regardless of the tracking features. If the monster spawns are randomized...then following the bug swarm from point to point right to it invalidates the reason for randomizing it in the first place. If the goal is to save time from having people randomly wandering, then just plunk the monster in front of home base and be done with it instead of this half-measure.

2. True and I'll most likely be doing that. I just find it a curious choice to make this time around when watching and learning the monsters themselves has typically been one of the unique points to the series. Not a deal-breaker, just weird.

Maybe its just a thematic thing. Much like a hunting dog you are using these bugs as a tracking option instead of paintballs.... which made no sense to begin with?
 
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