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Daneasaur

Monster Hunter Rise Demo impressions

Using my previous journal on this topic as a springboard:
https://inkbunny.net/j/402490-Daneasaur-more-monster-hu...

Now what do I think since I've had my hands on Rise?

Well, all my previous positives are still present, though there is one I want to address:

+No wild bugs that give mega potion health boosts:
I was incorrect, there ARE bugs that restore about a Mega Potion's worth of health. HOWEVER, there are a couple things about them. Namely that there is no telling where they are, they can only be grabbed when you have your weapon sheathed, and they don't respawn in the mission.

Now, to address my main Negative marks on the previous journal before discussing new topics.

-Damage numbers return:
Despite being able to turn them off, they are on by default and many tutorials push you to have the numbers on. This is lazy design when all a player needed before to determine specific damage effects was either a sound effect or a color flash.

-Can heal/eat while moving:
It's extremely slow movement, but still movement and does not properly encourage the player to not spam healing items whenever they want.

-The perk of the Palamute is almost null because of that last negative:
Palamutes have no purpose. Their entire purpose is to be something you ride that allows you to eat or heal while in motion. However, you're able to be in motion while eating or healing anyway, so there is no point and you're better off having two felyne partners since they can use much more elaborate skills on par with a hunter AND deliver dialogue giving you info on things happening around you.

Now to judge some of the other content I wasn't sure of yet:

?Weapons can be traded out at camp:
Answer: They can. However, even though there are "infinite farcaster" back to camp, because there is only one camp, it's more trouble than it's worth. Maps are HUGE in this game and even the starting map in the demo can eat 5 minutes of your 50 minute time limit to get from your camp to where the monster is. If you mess up and feel you are not equipped to deal with the monster in your current gear, so you go back to camp to re-equip, you're going to likely eat close to 1/5th your available time to actually win, likely resulting in a long, drawn out fail state.

?Item Box at camp:
Anwer: There is. Just like with swapping armor, it's more trouble than it's worth since you would only want to go back to camp to either deliver items or because you got your butt kicked and carted.

?Large monster roar = shockwave?
Answer: Oh Yes. Large monster roars give a well defined screen distorting ripple and the sound balancing is much better so said roar dominates everything and leaves you no question as to why your hunter is not moving.

Now, onto the new things:

Wyvern Ride:
By using Silkbind attacks or certain items enough, a monster gets covered in enough wirebug silk that you can both ride it AND control it's movements, allowing you to use the monster to attack other monsters or trick it into hurting it's self on the environment. There is a time limit that is rendered shorter as the monster you are on is hit by incoming attacks.
Opinion: What began as "pinning" the monster in Monster Hunter 4 has turned into this. One of the themes of this game is dealing with many monsters in an area at once and so a viable tactic is to use one monster against another. Now, what is significant about this is that while it looks cool, it's severely limited. Silkbind attacks are very situational in the first place as they have long windups and specific distance requirements to perform. You also need to hit the monster several times within a specific time span for the bind to even take effect, so the monster has to already be compromised to even start the mechanic. Doesn't seem intrusive or OP to me mainly due to...

Lack of "turf battles":
Monster Hunter World was a joke due to turf battles; two monsters entering the same area would ignore the hunter and go after each other, doing large amounts of damage. While turf battles CAN happen here, it generally doesn't and leads to both monsters wanting to kick YOUR ass. Oh, by the way, after the wyvern ride runs out? Get ready to run, because you can bet your ass BOTH monsters want to kick it now.

Overall Opinion: I'm actually pretty fond of it. It FEELS like Monster Hunter, which is more than I can say for world.
Viewed: 19 times
Added: 3 years, 3 months ago
 
Jewelwriter
3 years, 3 months ago
I would clearly never go Double dog.

But the dog and cat combo can be helpful depending on the mission (especially if they are able to do more damage than the cats.)
Moglo
3 years, 3 months ago
Wtf?
ragnarakk
3 years, 3 months ago
I was a fan of world.. not as much as 4U... but still it was a good game, it had a lot of things that monster hunter has needed for a lot of time, that being accessibility to new players.. hell i got like 20 new people into the series... and the demo seems to have taken a lot of the best parts of world so far... personally i liked turf battles for the sheer spectacle.. and it helps new players hunt harder monsters
Daneasaur
3 years, 3 months ago
I personally find more enjoyment in scaring off casual players since they innately lack the dedication for such a game in the first place. World had far too much hand holding.

Turf battles seem neat at first, but then you realize all you REALLY want is to see what happens when the monsters fight, which used to be part of the long forgotten Ecology videos that showcased the monsters in their natural habitat.
ragnarakk
3 years, 3 months ago
Ill be real with you.. That's a reaaaaally shitty attitude... why would you wanna cull a player base that literally meant we get more mh in the West. That superior attitude can die in a fire..
Daneasaur
3 years, 3 months ago
I believe you misunderstood what I meant (or I said it wrong, both are options).

World had some neat things added to it, but it also had a lot of very bad things added to it that encouraged bad player behavior (playing fashion at camp and wasting time, fiddling with items at camp and wasting time, infinite stamina when not in battle leading to players not knowing why their character suddenly can't move anymore when they are in the same room as a monster, etc)

Rise is fixing a lot of those "bad habit" functions and leaning it more towards the "you either have the time and dedication to play the game well or you don't progress." that monster hunter was always about. THAT is what I meant.
ragnarakk
3 years, 3 months ago
maybe so... but i prefer it this way... if people waste time and lose out.. its a learning experience.. its making them learn themselves.. being able to refresh items at camp was great too... got rid of that frustration of getting into a quest and realising you forgot an item.. i think world was great for introduction and getting people into the game without the punishing attitude that MH has always had... and that made me stop playing
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