Monster Hunter Rise - The Digital Foundry Tech Review - A Bespoke Switch Experience
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- Опубліковано 12 гру 2024
- Note: at 10:30 the Monster Hunter World and Rise logos are reversed.
Capcom's Monster Hunter franchise has a long and storied history - from technically impressive beginnings on PlayStation 2, through its transition to Nintendo machines back to Sony and Microsoft home consoles with Monster Hunter World, the series now arrives on Switch in a bespoke adventure made for the machine. John gives you the full low-down.
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"Monster Hunter has finally arrived on Nintendo Switch with Monster Hunter Rise"
MH Generations Ultimate: **cries**
This is the first BESPOKE Monster Hunter game for the Switch
well, the other was a port of a game that was actually released on 3ds in japan
They should have phrased it as the first made directly for Switch MH. Generations Ultimate was an enhanced port, I think.
GU is a port this was made purely for the switch
And PC
I had far more fun with Generations Ultimate on Switch than I did with World on PC, and ended up spending at least 3x more time playing it, so here's hoping that Rise is a great balance of the two and doesn't lean so hard into the 'Western friendly' features of World.
I really appreciate how DF essentially breaks down for us the engineering decisions devs make when developing for switch and other platforms - it’s like getting an inside look at the industry.
Well, he's wrong about some things:
World didn't have visible loading zones, however it was still using zones and could load nearby ones in the background. There always is one specific entry and exit point. In rise on the other hand it's one seamless openworld map. Like the big levels in mario odysee. So rises take on it is actually more demanding. In Monster Hunter World the distant animation rate is also 15fps. The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. It would not have made a difference performance wise. He's just right about the reduced shadow quality on vegetation and trough water and the palico reacting to beeing attacked.
@@HermesderWetterbote good point. IIRC from the demo, the areas don’t have those cases where you run into an invisible wall in the terrain and you have to manually enter the adjacent area, right? In Rise it seems they handle segmentation of maps by 1) making segment “doorways” line up with real world geometry and 2) hiding level loading with “corridor” areas. That’s what I got from the demo level I played.
Edit: regarding “feet touching ground” my assumption would be that a game would have a “collision” geometry and a “viewable” geometry. To save resources you would use a simpler geometry for collision. Or it could be that their method for placing “decorations” gave them freedom but didn’t mesh (pun intended) with their collision system.
@@kittenburger_prime Yeah, about the ground your first assumption is correct :) They have a collision and a viewable geometry. Interestingly when you climb a mountain they match. It's just in the areas on the ground that there is a difference. It's to increase the smoothness of the gliding leviathan monsters. (And probably why they could not be included in mh world - on rough surfaces with collision it would look really buggy.)
@@HermesderWetterbote an openworld continuously load in the background.
It's more a choice of game design than a technical constraint.
Collision detection can only be applied to the hero, it wouldn't make sense for big monsters.
@@WTFWHATara true, but that is more work i suppose. They simply have objects with and objects without collision detection. Also when you go to areas where Monsters can't get, objets like tree trunks and rocks have collision detection. so it's clearly for the monsters.
And yeah, Openworlds do load constantly in the background, but if you look closely in world the areas further away are not loaded at all. it's like the last of us or old james bond games. so they have a lot more recourses free for close details. and since you cant leave any area except trough the tight corridors they also dont need to add stuff where the player will never go. in rise however you can climb on the top of a mountain and see the monsters/ players all the way to the other side of the map. as well as all trees, rivers etc. at once.
The art direction is just top tier
Honestly. I couldn’t even tell that it was at 500p on switch handheld. THATS the sign of excellence in art direction.
I look much better than mh world i like more the animated art style
Really cool what Capcom did with gameplay. Impressive what they achieved graphics wise. And the overall natural animations, the cute voice-over, and the adorable interactions between you and your buddies are the perfect sauce for this dish. On handheld the 30 fps are perfectly fine (on a big screen I get a headache, like with every low fps game). I believe Switch games are optimized for handheld first, and that's the right choice for me. I love it💟
It speaks to the talent of the artists that the game looks genuinely beautiful despite not being as “advanced” as World.
The game looks gorgeous in-motion
@Spencer Madden thank you bot very cool
@Kylan Ira Thanks other bot! Very cool as well
@@nikkoa.3639 These damn Instagram hack bots are so annoying.
@Spencer Madden Very helpful bot
I feel like we all were planning to give a actual comment, but replying to the bot took our energy away and we didn't bother saying what we actually wanted.
Well, annoyingly, at 10:30 in the video, the Monster Hunter World and Rise logos are backwards. It's at least obvious which is which but it's frustrating.
I still love you papi
I had noticed but everyone was too busy pointing out wankard pooser 😂
Just a reminder that not all old mh games had unlocked fps, mhgu on the switch and 3ds had a locked 30fps but it not all stable tho.
Yeah, I've noticed. But no biggie, you guys did a great job on this video, and I'm not even a fan of the franchise.
9/10 then.
I'm pretty sure the distant flying creatures lowering their fps also happened in MHW. At least I remember some creatures flying and looking choppier if i was far from them.
thats a fact, i thought it was weird
I was playing world just yesterday, and i can confirm.
They are also like this on 3DS, as a fun reference
@@kuroyukishishio5669 ur right! lol
Its the same on Psp with the flying creatures, this have been in games since so long 😅👍
The Switch is a pretty amazing machine. Pretty wild that a portable game looks a billion times better than console releases years ago, and open world to boot. Between this game, Skyrim, And The Witcher 3 port, Console quality, fully featured Open world on the go is now a reality. We've come a long way from the Gameboy, folks!
Switch games on this channel always get me hooked. It's so interesting to see what techniques and compromises have been made to have the gameplay and presentation shine.
But some are incorrect: The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. That's why they wherent in world. The collision detection when they glide over the ground would create lots of bugs. World didn't have visible loading zones, however it was still using zones and could load nearby ones in the background. There always is one specific entry and exit point. In rise on the other hand it's one seamless openworld map. Like the big levels in mario odysee. So rises take on it is actually more demanding. In Monster Hunter World the distant animation rate is also 15fps. It would not have made a difference performance wise.
@@HermesderWetterbote your last point is wrong since it does have a performance hit lol if it didn't why would they cut the framerate in that way? everything else is ok I guess
I just notice the palico is called Leadbetter XD
Kitten Leadbetter
Witchard 3: Wild Cat
*Calico
I am so tempted to steal that idea for my Palico...
Rich Leadbetter from Digital Foundry.
John "Bespoke" Linneman
"Exactly"
Yeah
Game is being released on PC later lol.
"Precisely"
@@vintatsh "In the here and now"
"As I see it"
"The meat and drink"
Wankard Pooser?! Tremendous work from whoever named their OG Monster Hunter character
A game looks this good on switch, while pokemon scarlet and violet looks like a ps2 game and runs at 15fps
Don't insult PS2 games like that.
I can see John sitting there chuckling to himself while naming his monster hunter character "wankard pooser"
And here I thought that was the default name lol.
And the cat mascot is 'leadbetter'.
Looks like we might have another 'This is one of the best title screens ever!' in a game. Really looking forward to digging into this game, I think it looks and sounds amazing.
The game is not my cup of tea; but I'll fire up the demo now and then, and just let it play that haunting intro for a while.
I'm personally a huge fan of Xenoblade Chronicles titles screen... So good
"Wankard Pooser"
...we just gonna ignore that, then?
And he was beating monsters till he got his raw meat.
@@LemonRush7777 😂🙈
Lmao
He was a real US politician from years ago. Best name ever : )
"So that's it? What? We some kinda.... Bespoke?" - John Linneman
I CLAPPED
I only really hear “bespoke” on this channel.
@@theadhi3216 And when you do, it is used incorrectly.
@@RandomUser179 right. first of all, to bespoke is a verb...
You bespoke, i bespoke, we bespoke...its first grade stuff Spongebob
I think it’s one of my favorite video of digital foundry. A little history of the serie, time to explain the choices of developers, comparison with MH world to better understand these choices, talking animation, sound... It was really interesting and well balanced. Thanks John ! And I’m really impressed by the game, the art direction is beautiful.
Quite happy to see how well-tuned this is for the Switch hardware.
Yes! I'm always a fan of some RE Engine sorcery!
The art design is great but thats about it. Technically is not more advanced than a typical x360 game with high res textures. No sorcery of any kind.
@@JaimeIsJaime Remember that they're rendering this with like 10 watts of power, compared to the 160 watts of 360. Also, RE Engine definitely has at least a little witchery cause you can get like 200 fps on PC on some the best looking games ever made.
@@bim8498 on PC maybe. just not here on switch
@@JaimeIsJaime
Ah yes, I love to take my X360 out on the train and play it.
This game definitely looks better than most x360 games ..I still play a lot of old exclusives on it. Rose tinted glasses really make old games pop .
I love the idea of being able to play this on a flight... you know when the world isn’t so terrible
Yeah forget about flying soon. Don't take that mask off there is a "dangerous varus".
@@freshnesbro3792 is varus a monster hunter joke? I’m relatively new to the series.
@@justinrowan4539 nah i mean covid, the bullshit varus.
Correction. MH4U on the 3DS had an unlocked framerate while MHX and MHXX were capped at 30fps
And MH3U was 30fps too I think. I never noticed unstable things
and on the new 3ds it was often hitting 60fps
Mh3u is 60fps and if you turn off 3D in game setting, it will mostly more than 60fps+ (actually it reach more than 80fps on new 3ds... Insane right?)
So many details that I never would have paid attention to, but now have a very high appreciation for the talent of the developers working on both versions.
Details you would have never noticed, and now will never _not_ notice.
@@Durwood71 That is unfortunately what's gonna happen
Well, he's wrong about some things:
World didn't have visible loading zones, however it was still using zones and could load nearby ones in the background. There always is one specific entry and exit point. In rise on the other hand it's one seamless openworld map. Like the big levels in mario odysee. So rises take on it is actually more demanding. In Monster Hunter World the distant animation rate is also 15fps. The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. It would not have made a difference performance wise. He's just right about the reduced shadow quality on vegetation and trough water and the palico reacting to beeing attacked.
@@HermesderWetterbote Interesting insight. Thank you for that.
@@Durwood71 I'm glad that you appreciate it :3
Capcom’s resurgence of amazing experiences since RE7 is so nice. I’m hoping they keep it up.
I wish Konami could follow suit.
As a long time fan, this game will be a godsend for me. The quality of life stuff from World plus all the mechanics of generations will be for one of the best MH games ever. I seriously can’t wait!
Sadly this game isn't as good as world, metacritic scores rated this game as just average at best
@@mauryj.3415 Judge yourself and not be influenced by just number
@@mauryj.3415 how the fuck is 86 from 56 reviews avg?
@@sonicandroxas that's very average for today's standards, 90+ is what we consider good games these and 94+ would be great games
@@wilsonzea5616 metacritic is mostly very accurate
The PSP era of MH. Damn that brings back so many great memories. Must have spent several 1000 hours on that. Even used Hamachi to be able to connect to other players on the internet.
PSP and 3DS eras were the best (minus the hand cramps), did not enjoy the World era nearly as much.
I'm excited for Rise.
Man those were the days!
@@steel5897 this ^
The amount of work and love you put in each video makes your channel one of the best here. Just the fact that you took time to show older titles in order to better show how the game evolved... Thanks for the dedication.
When I hear the background music from the older village I almost want to cry. I have been playing this this series for more than a decade(from MH2 on PSP) when I was in elementary school. I am really surprised and grateful that MHW is a big hit in the western world and MH series became one of the biggest titles in the grand scheme of games. I miss my childhood friends ;_;
“Finally arrived”? Then where is my copy!?😂
10:29 - 10:41 - Logos at the top left are incorrect.
First shot is World footage and the second shot is Rise footage.
Digital Fraudry caught in 4K faking footage to make Switch look more powerful than it is once again, paid by Nintendo surely. /s
@@louonthesun3325 Please remove the /s man. If people can't tell without it, then all hope is lost.
>Wankard Pooser
..... Im going to use that name for my alts
13:35 Did John really name his palico Leadbetter? Lmao!
explain the reference plis
Not just one of the hosts, he's the OG digital founder, the big boss.
@@Z50nemesis Richard Leadbetter is the head of Digital Foundry
Alex: "PlayStation 4 Professional"
John: "PlayStation Portable"
???
Rich: PlayStation 4 Amateur
Nintendo Dual Screen
Once I heard it was using the RE engine my worries disappeared. That engine is insane and you can run just about any game using it on a toaster while still looking pretty good.
Game barely output over 720p in docked. That's not that impressive. It's better than UE on Switch, sure, but is it good? Not really.
RE Engine is fantastic on mid-range hardware, especially for how good it looks. But even this engine can't make the Switch do miracles.
@@claire6452 over 720p in a openworld map with up to 5 extremely detailed monsters at once is very impressive... Even mh world had a max. of 3 monsters on screen at once. And it still used zones, just without loading times between them, so it's less taxing because you dont have to add detail at places players cant reach.
@Dizzy Gear and you can record gameplay clips. In more demanding games for the switch, they only allow the option to take screenshots
Are we not going to talk about how gorgeous the (presumably in-game) cutscenes look with their high detail character models? Eg. Look at 5:55
It's all that beautiful color
Cutscenes are the highlight of the game. Then you go in game and it looks terrible. I hope it's a good indicator of how good the PC version will look, but considering how bad World was when it came out on PC, probably not ..
@@claire6452 that's normal though. Even DMC5 cutscenes look mind-blowing but actual gameplay quality is worse. And this is the same engine as DMC5. Control is another game that does this.
This game is proof that there can be some really impressive games on Switch.
Regardless of this analyzing, this game is about to do numbers. Especially in Japan.
Well, the analysis is wrong about some things:
World didn't have visible loading zones, however it was still using zones and could load nearby ones in the background. There always is one specific entry and exit point. In rise on the other hand it's one seamless openworld map. Like the big levels in mario odysee. So rises take on it is actually more demanding. In Monster Hunter World the distant animation rate is also 15fps. The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. It would not have made a difference performance wise. He's just right about the reduced shadow quality on vegetation and trough water and the palico reacting to beeing attacked.
@@HermesderWetterbote I was thinking about the Leviathan skeleton when he mentioned the rock collision. That makes a lot of sense.
And here I am still waiting for a new Switch version. Might as well just pull a trigger on the current one lol.
@@vals9838 theres not going to be a new switch, its a rumor to slow down the sales of the current switch, just get it now.
@@mr_m4613 I was not referring to rumors that are going sround for years, just hoping for next gen version st some point. But yeah, you are right. No harm in getting current gen. It should be relevant for at least few more years.
TIL Leadbetter is a cat and John attacked his boss with knives
The feet clipping through the terrain also is an issue that is consistent in ghost of tsushima.
The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. That's why they wherent in world. The collision detection when they glide over the ground would create lots of bugs. Some other points: World didn't have visible loading zones, however it was still using zones and could load nearby ones in the background. There always is one specific entry and exit point. In rise on the other hand it's one seamless openworld map. Like the big levels in mario odysee. So rises take on it is actually more demanding. In Monster Hunter World the distant animation rate is also 15fps. It would not have made a difference performance wise.
@Walther Penne there is a reason some games use this. its for easier animations and to prevent collision bugs. In Xenoblade x its because of the skells that they choose to disable it for moving objects and decorative terrain, in monster hunter the gliding leviathan monsters are the couse. (that's why they where absent in world) it doesn't save performance.
@Walther Penne true, but there's no collision with cars and people :)
@Walther Penne yeah, exactly... imagine your skell hitting people 😅
"Bespoke" in the title? You already know this is a hot Linneman joint...
I've not even started the video yet and already seen the word bespoke. This must be digital foundry
i was honestly surpised by the handheld resolution being 540p. been playing the demo since it got released and it looks pretty sharp that i could have sworn it was native 720p. still tho, great job on the video and also amazing job to the devs! can't wait to get this game 🔥
Tbf, pure resolution matters so little nowadays compared to texture quality and such
that's why i turn off anti aliasing in witcher 3 on switch xD sadly doom doesn't have such an option.
@@HermesderWetterbote Turning off TAA in some games can cause massive shimmering though. It works fine in this game because it was probably fine tuned to reduce shimmering because of its relatively simple geometry most of the time. You can still find shimmering in Rise but it's very rare and this is probably why they decided to not use TAA.
@@TexelGuy yeah, but i prefer a sharp shimmering game with sharp textures than everything blurry just to reduce shimmering 😅
No wii game had anti aliasing and still most of them looked fine. but anti aliasing on top of 480p ? that looks horrible 😅
One of the many Reasons why I got a Switch to compliment my SERIES X and PS5.. I’m lucky enough to be able to get the Trifecta .. each console serves its own purchase .. so I dont have a fav.. this game is prob one of the better looking games I’ve gotten on Switch that’s not mario or zelda .. first monster Hunter was World AFTER I got my PS5.. better late than never I guess .. but this game in particular helped me grab a switch after being beyond addicted to MH WORLD.. I’m impressed.. Capcom did one hell of job on this game! Thank u again for doing such a great job with you’re channel .. u guys serve an amazing purpose that I’ve noticed most channels are attempting to copy .. one of a kind purpose u guys serve in the gaming world .. and we ALL REVERE what this channel does :)
One thing to note, the distant creatures being animated at 15 fps are also present in World
The RE engine seems to have this flaw. It happens in the Resi remakes too.
I love the art style Monster Hunter rise. Bright and colourful! The armour sets and weapons look amazing! Compared to world's dark, Neutral Earth tones.
The hype is real! Friday cannot come fast enough lol.
Its a bite-sized Monster Hunter World. Plain and simple. The game is really fun. If your a fan, its a must buy. It plays incredible fast. You can do a large monster hunt before you finish taking a number 2 in the bathroom.
My most anticipated game on the Switch this year! Can’t wait for Friday
I demand to see a video of Richard saying 'Meow! What a fur-ightful monster!'
I can picture the hand gestures now
The fact that this game looks and plays this good on a portable system and calling it "not mind-blowing" shows how much the media expects from graphics now...
"Leadbetter" :)
Anyone else see the splash image and was like, "Is that Count Olaf...wtf"?
I will see this on the switch pro 2022/2023 with DLSS upscaling 720p to 4k on tv
I'm waiting for that too. Upscaling can make a huge difference.
Joel, we really are the Last Bespoke of Us
Wrong. He didn't say that
In Monster Hunter World the distant animation rate is also 15fps. The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. It would not have made a difference performance wise.
As soon as I saw the word 'bespoke' in the title I knew this was a Jon Linneman video :)
Hey @DF not sure if y'all edit videos after they're up but there's just a slight typo at around the 10:20 mark. The footage labels are switched I believe :) Great vid!
Bespoke is an underrated word
Quite
I like your profile picture :D
I like my games and my suits bespoke ;)
@@jeveritt8398 Its from taiko no tatsujin, they had a breath of the wild collab
I actually love how every single Monster Hunter game looked.
I don't know how they did it, but I genuinely believe, that when played on their respective native hardware, every single Monster Hunter game STILL looks good to this day, and I think it comes down to art direction, how stylistic they are, the absolutely top quality of the animations within the game and all the subtelties that most people wouldn't notice such as the clouds moving, the rivers flowing in the backdrops, minor foliage sway, little waterfalls trickling down rocks, little bits of leaves through the air, miscellaneous insects that can't be fought and so forth. Each world regardless of which title it is just feels so packed to the brim, and I think they could manage that due to the instanced areas, but now with more powerful hardware they've done it open world.
Something about them is just so damn gorgeous. I love this series.
Edit: 9:10 Hmm odd, in past titles you used to be able to attack your palicoes, PSP and 3DS included. Interesting that it isn't here in Rise, or at least in the Demo that is.
I always thought Digital Foundry was one of those wannabe reviewers. I'm happy to know I was wrong. These guys know clearly what they are talking about. The detail and depth of this review is what other reviewers should strive to reach.
How did you manage to think like this on the first point, lol
@@murattyngoThought it was one of those useless game review/journalism sites like ign, kotaku, etc.
I love it that John called his Palico Leadbetter
Omg. That monster hunter portable 2 theme. Chills.
Major MGS vibes from the battle music at 16:05
If you didn't know already, I guess I'll be the one to tell you that (coincidentally) MH and MGS Peace Walker had a collaboration on PSP lol
MHFU got a weapon and a unique monster designed after Metal Gear REX, while MGS got a mission where you can hunt a Rathalos, Tigrex, or Velociprey. MHP3rd also got DLC armor based off of The Boss and Naked Snake
Rise looks pretty damn amazing, but it also gives me an even larger appreciation for World. It's insane how good that game looks despite the ancient engine.
World is incredible, I play on an ultra wide with everything topped, it's incredible, a new DLC could a been great. the long sword is so incredible with the DLC
Despite all the frame drops originally, it's phenomenal that it even ran like it did on that old architecture. Can't help but be excited for Rise now because of the new engine.
@@nikkoa.3639 Rise on pc will be amazing for sure
@@ImPolonn Yeah I cant wait for the release in 1 year
@@ImPolonn This video got me thinking. At first I thought it was strange for the PC version to take a whole year to be finished. I thought they were just being cautious due to COVID and/or the decision to release on PC was indeed as last-minute as they made it sound like. And while all of that may still be true, now I'd add another factor: maybe they'll actually revert some or all the compromises mentioned here. I mean, I'd be happy with just a port upscaled to higher resolutions and framerates, but considering the amount of PC-specific stuff they added to World over time (DLSS, CAS Fidelity, high-res texture pack, new keybind options and so on)... I expect them to go beyond a simple upscaled port with Rise.
Logos are swapped at 10:30. :)
MH Rise looks great even next to World. I was worried by the frame rate issues in the promo, but they have cleaned this game up really well.
12:00 In regards to frame rate cap, only half of the 3ds games were uncapped, MH4/G hovered around 40 fps iirc with a noticable dip when monsters spawned in the map (Hunters actually used this as a way to know a monster spawned). X(Gen) and XX both had a capped framerate with a reduced FoV. The switch port of XX (GenU) Retains this cap due to 3ds-switch crossplay, which was only in japan. If you notice something else, the mainline team tends to leave the framerate uncapped, while the portable devs have been capping framerate.
Shoutout to Homer Junior
"The kids can call you HoJu" lol
I'm just speculating here, but I think the Palicos not reacting to player attacks in Rise was a decision Capcom made to keep the game's fast paced nature consistent. Some previous entry in the series (PS2, PSP, 3DS era) had Palicos react to players' attacks. It's a cool attention to detail sure. But it keeps interrupting the cat's animation so much even when it's blowing an all helpful healing horn during quests, that it's not even funny anymore.
the review for the PC version of Monster Hunter Rise will be very interesting
Err oops! Starting at 10:30, you mislabeled the 2 games. It says Rise in the upper left on the World footage and vice versa.
Anyway, great stuff as always, keep up the excellent work!
This looks stunning for a game running on Switch. Looking forward to playing it
Oh the sweet "Nintendo Switch Free Pass". If you want a game with PS2 terrain textures to be called "stunning" just put it on Switch and everything will be fine.
i love that there's an option to activate gyro aiming whenever you activate a weapon that needs aiming
They did amazing on this game. It looks gorgeous and plays very well in both modes! Along with surround sound! Definitely one of the best 3rd party games on switch in terms of visuals and performance. Great job capcom!
Though I'd note just because it's capped on this iteration of switch hardware, doesn't mean it can't be uncapped (or alternatively capped at a higher FPS outright) on future iterations of switch hardware. It doesn't take all that much programming to detect hardware differences (and it could also simply be patched in outright).
We are so hyped for this game.
The one thing that put me off from monster hunter world to this day was the level of detail. I know it sounds stupid, but it always feels like there is too much to take in, too much to process. Playing the demo of rise was a lot more fun as the level of detail is much lower, you can easily find what you are looking for which is huge for me.
I never think a game such as this is never a downgrade compared to the higher resolution and more complex counterpart. But I take it as more of an art choice and working with what you are given you with. I think it's always important to work with and exercise with limitations then unlimited power to refine your work and increase efficiency
14:17 back in world, whenever a teammate carted, the game would hitch.
It got to the point that any time there was a stutter, I would immediately assume someone died.
I started playing during MH3. The ocean and water environments blew me away!
Always happy to see DF and Monster Hunter in the same video. Great job John!
So monster Hunter world was the first monster Hunter I couldn’t get into. I always felt it was just to bright and their was to much foliage. I don’t know why it bother me but it did. I’m really happy how it turned out on the switch
10:37
oops, think the logos were switched between scenes
It's huge hit not Only in Japan. But in the rest of the East Asia.
The pc version will certainly be a big hit in china, just like mh world's pc version.
This is a series I really need to get into. First World and now Rise.
Been playing Monster Hunter since the first PS2 game and I cannot wait for Monster Hunter Rise!
Playing since PS2 game but i don't want to play Rise
Yes, world didn't have visible loading zones, however it was still using zones and could load nearby ones in the background. There always is one specific entry and exit point. In rise on the other hand it's one seamless openworld map. Like the big levels in mario odysee. So rises take on it is actually more demanding. In Monster Hunter World the distant animation rate is also 15fps. The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. It would not have made a difference performance wise.
Also, I kind of wish that COVID wasn't a thing so you could test local multi-player.
Covid19 here is killing 3000 people per day. And 1000 in my city alone yesterday, a huge new record.
@@alinepiroutek8932 3000 per day is 90 000 people on month don't know what are you smoking but you should stop
@@NikolaBevanda Search for "Brazil Record Covid" and you will find your answer
I'm hoping that they patch in the Palico reacting to your weapon swings. That was such a cool little detail.
It's about the experience, not the needless engineering complexities. Dark Souls is an example of this.
Hooray, a quality Linneman video on Monster Hunter Rise! I'm glad y'all are giving this one a good video :D
"Solid animations"? MH has incredible character animation imo.
@Walther Penne Huh, never seen anyone gush about Xenoblade Chronicles X' animations.
I did play that game and liked it.
Character animations weren't as meaty and weighted like those of Monster Hunter though imo. I'd say that things like movement actually look kinda bad, but they do so in most big scale JRPGs, so it didn't really bother me.
So I do not agree.
@@KaiSchSp neither do I and I love the game. Animations are definetely better in monster hunter. Though honestly they are very different games
@Walther Penne I never thought I would see someone bring up Xenoblade Chronicles X in such a way and be so wrong. I love that series, but this comparison makes absolutely no sense.
The framedrops you're referring to occurred as a result of an odd glitch involving having too many people on your Switch friends list---50 or more I believe. This was a problem in the first demo but was fixed in the second, and given the positive impression of the performance in multiples reviews I've seen, I have no doubt the framerate will be just fine online in the full release.
Got my preorder set for Friday my first monster hunter can’t wait!
Same here, the dog mount was a game changer for me!
This game made me drop my jaw so hard. After so many blurry, smeary titles that came out recently, this one is what THE number one game for Switch in terms of graphics and image quality.
Couldn’t agree more. Capcom put some serious effort into this one and shows how much the Switch is capable of.
This is right up there with Nintendo's own Mario Odyssey and Breath of the Wild in terms of making the most of the hardware available
Update after 20h: Yes, it is the best MH I played ever ;) Dropped the MHW:I clutch claw mechanics, for a much better movement toolset. Can't wait to play it more.
What a great video. Thanks for being the best at what you do, John.
MH on PSP was my first and only MH experience. It was epic, especially online. It's so cool to see how far the series has come. I might buy this one for my kids.
That distant monster frame rate drop was in World as well. I think it was more noticeable as it dropped it from around 60 to around 15 FPS
1:29 "Wankard Pooser"
brilliant name
Edit: apparently that's the name of a real politician in the 1940s
Great video as always John but at the 10:45 mark, the logos are incorrectly swapped
Now it has been pointed out, I can't stop seeing the character feet sinking below the surface of the ground. what a strange decision
Same happens in Ghost of Tsushima. DF runined the beauty of that game for me 😁😉
There are loads of games that do this on PC and PS4/XBONE. It’s annoying but you learn to ignore it.
Never really noticed it tbh because my character was so far zoomed out and I was just rushing for the bosses but now I'll never not notice it
Meh. This is a switch release and a damn good looking one at that. No need to nitpick small details. The gameplay is amazing and that's all that matters. The fact that I can charge in to battle on the back of a wild dog, brandishing a weapon several times my own body weight is more than enough for me.
Some things i want to point out:
The clipping trough ground in the walking animation is because they removed collision detection from decorative stones/ objects in order to make the leviathan monsters work. That's why they wherent in world. The collision detection when they glide over the ground would create lots of bugs. Some other points: World didn't have visible loading zones, however it was still using zones and could load nearby ones in the background. There always is one specific entry and exit point. In rise on the other hand it's one seamless openworld map. Like the big levels in mario odysee. So rises take on it is actually more demanding. In Monster Hunter World the distant animation rate is also 15fps. It would not have made a difference performance wise.
The biggest change for the entire series was the open world format. No more loading between areas is huge, especially as the load times were particularly heinous on the PSP, even worse if you played from UMD disk. It really cannot be understated how incredible a technical achievement Rise is here, it's even better than World with it's multiple fast ways to get around a level and able to scale near every wall making platforming fun instead of an inconvenience. The rock solid framerate even with 4 players with 4 dogs and huge well animated monsters multiplayer on the aging Switch makes it a joy to play. The brighter colourful palette suits the more cheerful Japanese stylings of Rise compared to the more gritty detailed westernised World. That there is so little to complain about on a technical level shows the talent and commitment Capcom has to it's flagship IPs.