01:40 The Ice Cream Analogy 08:30 Part 0: Housekeeping 22:36 Part 1: Introduction to a Foreign Game 34:11 Part 2: Hunting Simulation 1:02:00 Part 3: Immersion 1:18:20 Part 4: Farming 1:26:00 Part 5: DPS 1:46:42 Part 6: Weapons & Armor 2:15:42 Part 7: Debunking "Quality of Life" 2:40:44 Part 8: Evaluation of MH2Dos as Art 3:11:55 Part 9: Conclusion; is Dos worth playing? 3:19:57 Part 10: Wishful Thinking
Okay I really gotta ask, how do you run World on a mac? You're using Wine? I'm on linux and I tried with Wine and miserably failed, mostly due to my GPU being fucky with its drivers and wine being not comfy with that. But the knowledge it is actually doable might give me the courage to try it again.
Monster Hunter did not forget anything. At its core it is a game about boss fights because no other series gives you something like it. New MH games just cut out the tedium and focus on what only ever mattered in the series : fucking boss fights. If I want to hunt there are other games that allow it, games that focus only on boss fights are so damn scarce though, Furi is only recent example I have in mind. MH's soul is in the bosses.
My biggest complaint so far, is the longsword comparison. It's grossly mismatched, to the point of being moot. MHW had like a much longer, and more gently sloped upgrade tree. The Devil slicer would be more on par with the Iron gospal I or II, honestly 2 is the closest to what the Devil Slicer would have been. The raws are close, and I know the bloated forumla in world is a little different, and it has different sharpness. You must remember by the time they got to world sharpness was treated very differently than in MH2. However, the cost in zenny for Iron Katana I -> Iron Gospel II is 52.3k Still less but by far a much closer cost. Not to mention a plethora more materials, and harder to get materials. The old MH games didn't have a dozen different ores. Dragonite was frequently used in high rank, verses it's relegated to the beginning of high rank as you get into carbalite, and Fucium ores, firestone, firecell stone you get the idea. In short I don't think a "4 upgrades vs 4 upgrades" is remotely fair, or even logical as rarity isn't factored in, the ramping slope of expense, increase in raw, and sharpness, is vastly different. the LS tree in Dos only has 5 total upgrades, ending at rare 6, which is an endgame LS. Verses in MHW (No IB) stops after 6 upgrades, and the iron line isn't very useable compared to anything else at a similar end of the tree rarity. The costs aren't quite the same if you go all the way to TDS, and then you'd need to look at a branching line in world for something that compares more fairly.
1:40:52 I disagree with this sentiment, having invisible hitboxes in any game just says lack of polish in my opinion. If you want a monster to have a large hitbox, visualize it properly to make the placer react, don’t make it a guessing game. There are better ways to condition a player to not a attack certain areas (like the legs) compared to giving monsters invisible hitboxes.
Same. If you've ever played Freedom and know the pain of being railed by bullfango whilst trying to hunt a yian garuga, you'd know the level of frustration that invisible hit boxes will cause among other things.
@Emil. Yon. P I agree. Giving the monsters more moves would be difficult at first, but adding small moves that have impact on how you fight the monster would be a great improvement. I remember ruiner nergigante having an attack where it's a small, very close range paw swip that barely does damage, but if you're constantly relying on temporal or just hyper armoring through his attacks, he had fast way of killing you if you got to low health while close to him.
@Emil. Yon. P Yeah, I feel like sticking with old conventions like big hitboxes you can't easily see is really bad for the long term. Just giving the monsters more moves or at least tweaked to fix small details would be the best solution.
Freedom unite was my first game and extended hitboxes (what they're called in the fgc) are cancer. they're cancer in fighting games and its imho cancer to a game. Still love freedom unite, but no doubt that irked me....that being said still reached G Rank
I'd argue subquests are pretty effective in future games when they're used to subtly guide a player during a fight. For example, in 4U, the low rank village gypceros quest has the side objective to break its head. And breaking its head leads to its flash attack no longer working, which is very beneficial for the player during the fight. So by giving players a material incentive like this, the player indirectly learns how targeting that monster part can turn the fight more in their favor. Which I think is pretty clever design.
@@dribbler456pls8 Seems like the designers behind the new monsters really love the mechanics behind them. So much so, they decided breaking those parts won't do anything. Look at Velkhana regrowing a tail and Bishaten still able to balance itself on its tail with no problem
@@boshwa20 Velkhana loses range on her tail stabs once you cut her tail she only regenerates her ice armor, and it's easy to stop her from using her ice armor by using dragon pods or a dragon weapon. you can't cut Bishatens tail off, only break it and doing enough damage to it causes him to topple over. Also please don't ignore the many other monsters who follow the rules, cutting off pukeis either coral or normal variant prevents him from using many attacks, breaking Tobi Kadachis tail stops him from powering up severely limiting his attacks and damage, I could go on honestly.
@@bottledwater4377 Magnamalo's tail does nothing to his hellfire ability or its range when its cut. Banbaro is still able to pick up giant boulders and tree trunks of considerable size even when you break its horns. Almudron can still grab a boulder with its tail AND throw mud around with no issues despite it being cut. Breaking any parts on Narwa/Ibushi does nothing to affect their lighting and wind abilities except stun them a little bit. Somnacanth is still able to effectively use the sleep status effect with its song even when its head is caved in. Yeah, doing enough damage to Bishaten's tail would knock it over, but looking at it would make you logically think breaking it would make toppling him much more easier, but it doesn't. It doesn't even affect his ability to throw fruit around. And Velkhana doesn't lose any range when you cut off the tail, it doesn't even need the ice armor to do it! It just replaces the tail you worked hard to cut off with an ice pick whenever it wants to stab someone. Making it pratically pointless to cut it. Like I said. The amount of monsters that are actually affected by part breaks is getting smaller and smaller. They just love these new gimmicks they made so much they decided that nothing would effect them.
@Cringe-Gamer - Glavenus' main gimmick is its tail blade. Anyone with a brain can figure out that cutting it would decrease its range considerably. Then you hack away at it until it is cut, done deal nothing else. Good job. Now imagine if it *grew back.* Not permanently. Just for a couple seconds when its attacking you. Wouldn't that make all your efforts just seem pointless????? And for your information, destroying the Glavenus skull of a Rustrazor Ceanataur gets rid of its ability to sharpen its claws. So yeah....your example is pointless
2:36:54 You say that you feel like the community has forgotten the "true" monster hunter experience, but i would argue that the majority of players and by extension the majority of the community simply haven't played monster hunter 1 or dos. especially since the original dos was only released in japan.
Not to mention the fallacy that because the original version of an ip was a certain way doesn't mean that is the "true" "authentic" way of experiencing that IP. AD&D is no more authentic than 5e, they are both perfectly valid forms of table top role playing. The same is true of monster hunter
Most of the community hasn't even played the freedom series back when the devs didn't expect most players to see midgame content let alone endgame content. Now it seems like newer players feel that they're owed a victory by virtue of owning the game and button mashing. Modern game design caters to those who think winning all the time is the only way to have fun, and losing every once and a while means the game isn't designed well.
@@connorgaskill7653 i wouldnt say i will come back to the old titles and i never will its not for the reason the old game style is hard. Is just not for me. Plus look the camera is on point and the other weapons are sheesh. So yeah.
i'm glad i was able to play mh2 dos back then even tho i only scratched the surface but i did notice the differencs after taking the other series that's considered "portable" in this context. i agree with that. but i guess he was refering to western community.
2:26:30 your telling me all of these people who have been dedicating their lives in the monster hunter world collecting knowledge haven't documented a monsters affinities, so having a feature where we have this documented to help us some how breaks immersion, if anything it adds to the immersion that npc's collecting knowledge builds on the world of monster hunter, and i believe we should have had this sooner in the series, as it displays the effort of all the non hunters in the games universe.
Do you seriously think that showing monster weaknesses as numerical values is immersive? Have you seen tigers' weakness to water ever been represented by a numerical value that is proportional to another numerical value that shows how much tigers are weak to fire?
2:56:00 As explained in the Monster Hunter Legend of the Guild movie. The reason why the Hunter's Guild was so desperate to solve why the Elder Crossing was happening is that everytime it happened the Elder Dragons would devastate any towns and villages that stood in their path back in the Old World. This was something humanity had to deal with for millenia before. But it only used to happen once or twice per centuries, now it was happening every ten years. You can imagine how many towns were lost in the fifty years before World and why the guild wanted to find out why it was happening as fast as possible.
@@akutan04rt50 In World they still say they are trying to figure out the secrets of the Elder Crossing they never say they are there to colonize the new world so I don't really know what your getting at
@@akutan04rt50 they tell you they are trying to figure out the Elder Crossing in the first 15 minutes of the game and then mention it every third quest
Nah, it doesn't justify the colonization for me, the villages in the old world couls be protected by the guild and have their own hunters, like in Dos or Tri.
Will We Be Ready? For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded. -1 Thessalonians 5:5-6 God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all. Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm. In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church. This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready? The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now. Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation” (1 Thessalonians 5:6-8) The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.” We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down. Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected. So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others. Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world” (John 9:4-5) Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
1:40:56 the game isn't designed to punish the player for attacking the legs. The legs and underbelly are plesioth's weak points, you SHOULD be attacking them instead of the head, which is not a weak point.
For me, environmental traps were one of the biggest points of immersion with world. Feeling like the environment is a living place that me and the monster are a part of always helps me avoid feeling like it's *just* a boss battle. I also think it's a good thing they aren't optimal for DPS or speedruns, but it does make fighting monsters easier and safer for those who are having difficulties recognizing openings on an enemy.
Will We Be Ready? For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded. -1 Thessalonians 5:5-6 God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all. Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm. In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church. This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready? The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now. Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation” (1 Thessalonians 5:6-8) The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.” We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down. Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected. So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others. Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world” (John 9:4-5) Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
It's really weird to me how he said that they barely do any damage compared to weapons so they shouldn't be there, but like, they cause knockdowns? So you can go and deal damage with your weapon. So yeah it's part of game balance lol
In regards of the Great Jagras and the small Jagras, their behavior are explained in that the Great Jagras will hunt a big prey on its own, swallow it whole, and bring it back to the nest to barf it out for the other Jagras to eat. It's why it doesn't just eat its prey, like an Aptonoth on the spot like other monsters. Other Jagras also hunt in a small pack, but they're quite a coward and won't attack monsters unless they're vulnerable (shown in game by how they will immediately swarm a downed monster with you if some Jagras are around). The point is, that in itself is a unique behavior the Jagras species have, and other monsters in the series also have their own characteristics so you can't just generalize them to have to act the same just because they're low tier monsters like the other raptors
Exactly, you can't expect every animal to act the same in our real world as well so why if a Great Izuchi hunts with other Izuchi it's good but the Jagras not hunting with the Great Jagras it's bad? Simply they don't have the same behaviour which is FAR more immersive than just saying "duh duh they don't hunt in packs its bad"
Right... but is there any reason you would ever find that Great Jagras interaction in game unless you were looking for it on your own? Like... does World give you any incentive to do this. What if a crucial upgrade material was Great Jagras Vomit or something, and the only way to get it was to follow it quietly and wait for it to throw up. That's the kind of immersion this video is talking about, because in MH1 and especially Dos, much of the game requires you to engage with the world beyond 'kill monster to advance story' or you simply can't progress. Having stuff on the maps to discover is nice and all, but when there's no in game reward for doing so, it just becomes time spent not progressing through the game. You stock up on Honey during the plentiful season in Dos because you know you'll need it. That makes you think about the biology of animals in an ecosystem, because the bees are dead in winter. How did you find out about Jagras? I'm assuming you read it somewhere.
@@MH3Raiserthere is a great 40 minute video showcasing small details across all of the titles. One of them was that you can lay out raw meat (poisoned or otherwise) and regardless of where great jagras is on the map (even if you haven’t found him) will make his way over to eat the meat. If you just gave him raw meat he will reward you with a shiny. Not exactly what you’re asking for but somewhat close. Anjanath will also do the same thing but my personal favourite for him was when he goes to relax up on the rocks by the beach.
You realize that the hitbox being terrible is a product of its time, right? The difference is that the developers of dos did everything they could with what they had to make a hunting simulator as immersive as they could. But the developers of today are doing everything they can with monster hunter to make a boss rush game as action oriented as they can.
Will We Be Ready? For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded. -1 Thessalonians 5:5-6 God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all. Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm. In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church. This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready? The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now. Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation” (1 Thessalonians 5:6-8) The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.” We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down. Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected. So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others. Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world” (John 9:4-5) Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
New hunters: dude check the hunters note to see the weakness and drop ratio. Old hunters: Check the hunters notes? Pfft Let me see that armor... Aha! Ok guys nobody leaves until jim gets a Ruby or a Mantle, and bring some fire
I used to do that until I realized it was sometimes only half true, at worst it was absolutely misleading. (speaking from experience with the early MH gens)
It's about one of the most ridiculous things he said in this video, i mean seriously a broken hitbox is a broken hitbox there is nothing you can reasonably say to defend that. If you want to punish the player for certain actions dont do it by an invisible dmg or death trigger, make it somewhat reasonable where dmg comes from, MHW has a similar Problem with a handfull of monsters too. To say to anybody just deal with it, isnt realy a solution just an workaround, i mean obviously people do in these games otherwise they wouldnt be able to beat those monsters. But bruh, challenge shouldnt be about working around stupid qurks, lazy hitboxes or simply inherently bad game design choices which this series still has up to this day.
@@SeTirap It's also so annoying how he always feels the need to say "dps boss fights" and the game is called monster hunter DOS not monster hunter 2 dos. The dude has no idea what he is talking about, all of this is just heavily opinionated.
@person person The idea of reducing/removing invivisble hitboxes is so players actually know what to look for when learning the attacks, instead of just having to guesstimate. You can still have brutal attacks that you have to "git gud" to manage, it's just with fixed hitboxes you can learn _how_ to "git gud."
@@flametitan100 That's absolutely true and i will never get why some people in the comments act like these BS hit boxes were a good thing. My favorite example is bloodborne, very tight hit boxes to the level that you can dodge attacks by using gestures at the right time, yet the game is still brutally hard.
Just want to add that I’m not that much of a veteran (I started at mh3g) so to say comments like my ‘the games aren’t getting harder, you’re getting better’ I am talking about the last few games and when someone plays the second game in a gen and asks ‘why is this game easier?’ I never had the pleasure of playing Dos but it does looks neat ^^ totally agree the game genre has changed over the years to be more of an action game and less of a hunting genre.
Thank you for taking the time to watch my video! I’m glad you stuck with it despite my jab at your expense at the beginning lmao. Actually it was your video that spiralled me into this thought process years ago. So I’m glad you were able to give this a chance :) Also yeah, context is everything which is why I didn’t directly quote your tweet.
I started MH with 2dos( and sns/hammer as main weapons and GS) and absolutely love it even now. When dundorma returned in 4u I was almost crying because I haven't seen online hub many years since servers closed. My friend was helping me with translating items descriptions and dialogues + bunch of others were playing too so I had a comfy journey for many thousands hours. I miss diva singing in online hub, felyne who deliver food on tray when you order it from your house, fishing in village, "pvp", seasons, day night cycles. I didn't like world at all. Worst mh after 3rd in my opinion. Plot/Grind/Setting was boring/shitty.Constant genocide of monsters for no reason was bad. Characters besides Cadet were so fucking bland. I dropped it after completing everything and returned back to 4U with no regrets. P.S For me classic mh ended after 4U and all next instalments were just experiments not even worth to be called MH5,6 etc. I got around 300hours in rise, but I think content already ended and low/high rank here is pathetic. I liked return of talisman melding, but used palamute only 1 time and completely forgot about him cuz its annoying. MH is only about relationship between hunters and felynes + I don't need extra horse to hunt someone.
@@AirMage50 constant genocide in MHw? Lol isn’t this what we have been doing since the first game? How many Rathalos have you killed to just get one plate? Very weird complaint considering murdering wyverns to wear their skin as pants and hats is the point of the game
I think this is more of an evolution of gameplay, but I agree; I feel the games have gotten too many quality of life changes that hurt overall difficulty.
I think the scientific pursuit of understanding why the Godzilla tier monsters 2:55:00 migrate and move around is actually invaluable knowledge for survival and understanding how they live and die. Imagine not wanting to study your enemy. As for Zorah; dying in the stream would have killed the entire New World thus giving them a reason to repel it, meaning they saved the local life including the grimmelkin and first wyverians.
Will We Be Ready? For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded. -1 Thessalonians 5:5-6 God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all. Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm. In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church. This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready? The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now. Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation” (1 Thessalonians 5:6-8) The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.” We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down. Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected. So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others. Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world” (John 9:4-5) Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
to add onto this, i also like to think that all this positive fanfare for hunting a monster made of gold really immerses me into the role of the hunter. i mean what global group out there doesnt have an ounce of greed and is completely about the conservation of the land? It makes sense in the games where you are a hunter in a smaller village or town as thats mostly what the villagers are worried about. but in World, you are a hunter surrounded by hunters in a guild about hunting monsters. they might speak about conservation and stuff, but in the end, they are only human. and a big ass monster covered in gold is too big a prize to give up for some people. and it also really mirrors the Spanish colonization of the South Americas. I feel you arent really the good guys in this situation.
@@ThePencilOfChewedhe's not wrong that if this is a power fantasy that you are then glorifying colonization by having your character literally have the same wants as the Spanish colonizers. The game never really makes that aspect seem bad in anyway
@@notqunt1671 Yeah, i like to think of it all as you experiencing this all from the colonizers pov, thus to them, this is a good thing. to us as a third party viewing this situation, we can see that colonization and hunting monsters that arent really bothering you/meddling in the local ecosystem is bad, but to the hunters in game this is good for them for some reason or another. it wouldnt really be all that immersive if everyone was preaching about the wrongs of colonization while also colonizing the New World.
I primarily agreed with you in terms of the slow crawl of progress in old Monster Hunter. All the way up until Generations(and even 4), you were having an uphill battle that wasn't primarily just going out to kill a monster, but to manage your resources. The game taught you to rely on your wits and to use the world to craft, and ensure that you prepare yourself before the actual quest so that you have favorable circumstances and improve your chances of victory, allowing you to make mistakes as you had a number of resources to clean up, although they were not infinite. Slowly, progressively, you felt the impact of your knowledge and experience increasing. It was a slow burn, with the monster slaying being the pull keeping you interested, but the entire experience being what made you stayed. Especially if you had a buddy or three to willingly join you for the rare gathering quest or tough event quest for the purpose of getting resources in preparation. The "read, not react" tactics were also pretty nice back in the day. There are still reads in World and Rise, but the older games really gave you the cheese factor after learning the moves of each monster, and the fact that so many of them(such as Rathalos' rage roar into fireball) were so quick kept you on your toes and didn't feel boring or too cheap. The farm was absolutely the best addition to the games over time, as MH1 was aggravating without it, but now it doesn't even feel like you're attempting to keep your resources in check. You run out of a number, and you go back to camp to refill it. Doesn't even feel like you're managing you're health anymore, and Capcom's bad "solution" to this was to have later monsters be able to one-shot you or some other gimmick. The missing addition of gathering hubs in Rise, and how it was legitimately annoying to be in the gathering hub in World instead of it being seamless and entertaining just messing around in the hub in Tri is criminal. I heavily disagree with your invisible hitbox statement, though. That aged like milk. What I also heavily disagreed with you in, however, is your evaluation of the story of World... and the colonization argument felt really forced. Monster Hunter as whole is about balance. Balance with nature and humanity. Balance with the ecosystem. It's why Hunters are only expanding in numbers-- the Monster Hunter world is wild, and full of rapidly reproducing creatures that would overtake their environments and destroy ecosystems if they were not kept in check. Sure, hunting is a sport and it's fun, but the entire series is about keeping balance within the ecosystem, and ensuring that no single species can obliterate an entire genre of creatures. 3U, 4U and World really emphasized this. 3U had the Dire Miralis, who threatened to obliterate Port Tanzia, and then move on to reshape the entire continent that 3U takes place on, if not going even further. This would be turbulent for both humanity and nature. 4/U had the plot of the Gore Magala being one of the single most threatening presences in the series, since its Frenzy Virus caused a violent reaction by itself that caused monsters to behave erratically and violently, eventually killing the host, and then spreading to other monsters with the infection rate being high enough to wipe out entire ecosystems. The player has to strike a balance in the world by eliminating this apex predator freak of nature. World has numerous creatures that are from the Old World that can count as invasive species, specifically Deviljho who is a threat to ecosystems as much as Elderdragons, and newer monsters such as Bazelgeuse who cause such a ruckus in an ecosystem that others get shoved out and die out because of how violently territorial it is. The plot with Xeno'jiva gathering so many Elderdragons to one place was extremely dangerous, as so many Elderdragons in one place, especially with the experience the Guild has with creatures like Gore Magala, that they had to be prepared for anything that could happen and stop a global catastrophe from happening... again. Sure, they were able to colonize the place, but clearly they had already visited the New World repeatedly, and they weren't violently colonizing akin to how civilizations of past in reality have. You completely and utterly missed the point of Zorah Magdaros as well. The reason they were trying to repel Zorah Magdaros is because he was going to die in the Coral Reef instead of the Rotten Vale. If he fell in the Coral Reef, the entire ecosystem would have been obliterated beyond repair, and Nergigante was not attempting to kill Zorah Magdaros, moreso repel the hunters so that its extremely short-term survival goal can be accomplished, screwing over innumerable species, and this would directly affect the humans and nature itself. Xeno'jiva was also attacking as it came out of the bio-energy core. The Hunter was just trying to keep the Handler safe... as much as it's a weak reason to kill it. On top of that, Elderdragons and normal monsters alike were attracted to the bio-energy because the game even states that it is pure Dragon element that is so heavily filtered that it might as well be its own element. I believe that it also stated that it has mutagenic properties. Heck, Fatalis itself being the personification of what happens when nature gains the upperhand and punishes humanity for its hubris is deep in of itself. The subtlety still exists in Monster Hunter... just that the main storyline in World is so obnoxiously in your face and aggravatingly unskippable that you begin to stop caring and begin to hate the Handler's voice with extreme prejudice. Mentioning Fatalis, wasn't it heavily implied in its lore in the series that it obliterated a great deal of humanity? Greatly reducing humanity's numbers, and thus, there aren't supermassive armies with global kingdoms anymore, as humanity is finally picking itself up from the ashes? All in all-- you deserve a lot of kudos for this video. I recently made a video on MH1(and how painful it was to play it), and the first three generations of MH made me appreciate the newer games, but also reignited my love for the franchise, just like when I started way back in 2009 with Tri. Those memories will stay with me forever!
Lol the story of monster hunter isn’t so deep that you needed to write an entire thesis here, the main point on this video is the gameplay changed over time and in that regard he is bang on point
@@beyondthelol He went into the story as well, though. Monster Hunter's story isn't directly deep, but the comments of the developers show the true meaning of the series. The terribad comparison he made with American colonizers with World's story was just outright awful, too.
Most of the lore about fatty is just implied, but it does shed some details on it. The Equal Dragon Weapon, something that's really only barely considered canon, was basically an amalgamation of a bunch of elder dragon corpses stitched together and reanimated by the ancient humans. The elder dragons were already pretty pissed at humanity, and this was a crime considered unforgivable, and they started a war with humanity. The dragons won, but only barely, and it's implied that fatalis was born during this time, forged from the elder dragon's collective hatred for humanity. Humanity was pretty much stripped of all their technologies and knowledge and sent back to square one, but the wyverians took pity on humanity and taught them to live in harmony with nature and began hunting monsters to keep the ecosystem in balance. Fatalis still lives and still hates humanity though, and any time humanity has really managed to begin to pull itself together again, he shows up to destroy it utterly, as the now-destroyed schrade kingdom learned.
Isnt nergi the new worlds version of hunters before hunters and the guild ever came there? It eats and kills elders instead of letting them die on the vale. Its a mosquito trying to eat zorah so it cant destroy the new world. And at sharah it was still trying to stop another calamity monster
I played through World twice and for over 1000 hours and I still had no idea why exactly we had to repel Zorah, so thanks for shedding light on that for me lol Don't mind that beyondthelol reply, this was a good read. Monster Hunter lore is obscure (to me at least) but pretty interesting.
@@weirdo3116 I think that’s it. In his mind (and in mine too tbh) grind in MH refers to materials. Grinding the same monster over, and over, and over, and over again. Some people have horror stories of hunting near 100 Rathalos for the damn Rath plate/ruby. In Dos it’s just about money. To that end you can hunt/do whatever you feel like as you’ll make money regardless.
@@CaptainEffort is it though? Just about the money I mean. Because he says in the video that in order to upgrade his armor he had to hunt the same monster a whole lot of times in order to get its material to upgrade the armor. I guess the word to look for here would be "force". But even then I would say world and iceborn don't force you to grind either since we're able to get the rare materials via wyvern Prints.
@@weirdo3116 The armor was just a point because that’s not how it works in literally any other entry. In every other MH you either use armor spheres or nothing at all. Dos made you use materials - hence him needing to hunt when he wouldn’t have had to otherwise. And yeah, I guess that’s true about World and Iceborne, but it certainly isn’t an efficient way of getting everything you need.
@@CaptainEffort yeah I know that was his point. I'm saying by showing that he's showing how the game "forces" you to grind. I'm not sure what you mean by efficient way to grind. Are you talking about the wyvern Prints in world and iceborn? Or the armor upgrade stuff in DOS?
This video felt.... messy. There's a lot of comments already made about the more egregious problems (defending disjointed hitboxes? implying they were a design choice? what are you smoking?), while I was interested in the thesis presented at the start, the further in into the video I got the weaker and weaker it felt, undermined by bad-faith comparisons, tons of ascribing intent where it isn't logically obvious, and just.... a strange vitriolic undertone. I'm not sure if it was intentional or not - but eventually it felt like a "ugh, you just don't GET it, it's tedious and annoying ON PURPOSE, god, go back to your dps boss fights, simpleton" kind of video. Because that's what a lot of it is - explaining some of the most annoying sounding game mechanics I've heard of and reassuring every step of the way how it really makes you _feel_ like Spiderman. Even the main conceit, that MH2Dos is somehow a _true_ MH game, is extremely weak. There's a lot of time spent explaining how the features of Dos make it feel more like a 'hunting simulation' game, and thus a 'true' Monster Hunter game, but.... almost none of those are actually present in the original MH. By your own damn admission, there's more in MH Rise connecting it to the original game than there is connecting Rise to MH2Dos, in terms of the overall gameplay loop. For the crux of your argument, this is really bad. Overall, to me, it feels like you really enjoyed what Dos did to the franchise and instead of being like the rest of us and bemoaning that a formula you enjoy a lot doesn't sell, you made up some weird mythology where Dos is the real Monster Hunter, how the developers intended it to be. Past 8 is nonsense and the video would be better without it. Half of it is blowing smoke up Dos' ass based on the limited amount of context you got from the translation, and the other half is a complete misunderstanding of World's plot. Did you pay attention at all during the cutscenes? I sure didn't, they're not interesting, but then again I don't make videos literally lying about it. One part I do actually agree with is a lot of Part 6. Gearing in MH has gotten far too complex for its own good, with way too many moving parts, to the point where while you're trying to go through the game's story/unlocking new content, trying to keep up with your gear becomes a nightmare if you try to actually prepare for a fight. If you're fighting a fire-elemental monster that takes more water damage, trying to gear yourself up to capitalize on those takes forever. My playthrough of World was hurt by this immensely, because I liked to have some part of my gear set up with the relevant weaknesses and such. In the end-game, this isn't as much of a problem, because you can just set up armor presets, but even that is kind of annoyance - most people just run generic sets without any major weaknesses and just don't bother. Limiting the amount of skills you can have on armor and limiting them to be more situational/defensive/playstyle-changing and re-balancin the game around it would be a really good change in my books. On the other hand, I don't understand your gripes with the armor sets vs mixed set meta. Surely you can have both? It's not like every set in World has a set bonus. As for armor spheres, you missed a crucial functionality: They are there to make lower rarity armor sets viable for longer. The max level you can upgrade an armor piece gets raised, but this limit is actually dependant on the rarity of the armor. While a max upgrade rank 3 armor will have more defense, a rank 2 armor will have a higher maximum upgrade limit, bringing it a bit closer to the raw defense of the rank 3 armor, meaning you can use it for longer if it has, say, better skills. Overall, not a bad video essay, even if the thesis is overall super shaky, there's lots here to think about and chew through in regards to Monster Hunter as a franchise and it's next entries.
@@superjumpchump7182 its a 3 hour video. you can sit for a 3 hour video but cant read thru responses that would be fitting for such a long video. come on
oh bloody hell yeah.. the hitboxes on those hip check moves are just straight up bullshit, you csn be on the opposite side of the monster, not touching it amd when the monster does the hip check to the opposite direction, away from ypu, not even touching you, you effin hit and send flying..
It’s only a ‘problem’ if you adhere to the new mh portable design philosophy of DPS and landing hits above all else. I would consider it a ‘feature’ (not necessarily good or bad) of the old, positioning heavy mh 1 and 2 combat
@@JayJaySauce1 positioning is still important in modern monsterhunter, albeit with much less punishment due to higher mobility, however, things like plesioth hip check aren’t “positioning” issues, they’re hitbox problems. Jank isn’t a feature unless it doesn’t affect gameplay. Something looking funny, or body parts clipping isn’t a problem, but a hitbox that’s actually bigger than the object is.
@@brandonmiller9155 I agree that hitboxes not lining up with their respective models is something that should be fixed, but I think that the fact that plesioth’s hitbox is disjunct reinforces the emphasis on positioning. Just stay near the head, like the guy said
@@JayJaySauce1 A bad hitbox is a problem, you can have a slow paced game where the monster will hit you no matter what you do, but you can't fool your players with a bad hitbox.
@@elciofonseca4275 yea it’s like a game programming misjudgment but not a game design error. The devs wanted it to be a large attack players have to be wary of. Yea it’s bullshit and it sucks to get hit by, but the idea is you have to play around it and adapt.
1:04:41 absolute cap, in all older games the monsters didn't have schedules routines or anything beyond roaming from area to area, sniffing around, then leaving, in world they hunt, mark territory, defend territory, and the environment also responds in turn, when a monster dies, the vulture like birds and other small monster swarm the corpse and start feeding, the pack hunting monsters all jump on a larger monster when it is downed, herbivores will react to larger monsters by forming defensive positions, fleeing, calling out to warn other herbivores, stand their ground and try to intimidate the threat. Saying that world isn't the most immersive is disingenuous at best, and intentionally misleading at worst, maybe you didn't notice these things but they do happen, the world in mh world is alive and active, everything interacts with one another and respond to the player interacting as well, hell, even endemic life reacts too, like i said above carrion will be eaten by smaller animals, ants will take pieces from dead monsters and haul them back to their nest, and so on so forth.
Monsters in classical MH had hunger, thrirst needs too. They would come to certain locations on the map to replenish them. The level of hunger also affected whether they would take the tainted meat baits. So, you see, simulation mechanics were in MH from the very beginning. Not many players payed attention to them, tho.
@@alexxx4434 I acknowledge they have meters, exhaustion and other needs, but it doesn't have the depth emblematic of a dynamic ecosystem, that being said, older titles were limited by hardware but still made the attempt at simulating real life behavior, which I agree doesn't get talked about enough or recognized by the wider community.
None of those things have anything to do with immersion. Rise is the most immersive MH because it has the deepest, most dynamic, and therefor engaging gameplay. Immersion can be demonstrated by monitoring player brain activity, and truly immersive states have been demonstrated to only exist under conditions of high gameplay engagement and consistent game rules and behaviors.
@@alondite215 my guy I'm not a machine, I don't need to monitor my brain activity to know if I'm immersed in a game or not. I prefer rise in pretty much every aspect, but you can't deny that world has a much more expansive ecosystem in comparison to rise.
I think the change in the small monsters behaviour is more immersive. In old MH, as you said, you had some remohbras tag team with a Lunastra to fight you. That's absolutely unbelievable and unnatural for real creatures to behave like this. The small monsters do not gain anything in fighting you, you're not prey (animals often don't eat or hunt things that they do not know), and you're not a threat (you're fighting something else), outside of their territory. It's of course different if you're alone (smaller effort), and if you're actively in their territory (bigger threat). But smaller animals would not have normally any business in joining a fight against something several times bigger than them (or worse, a natural predator), or against the player (something they potentially don't recognize as food). Even if they recognized you as food, and it is possible, there are surely better preys they could hunt than trying to get you out of the lunastra's fangs, a monster strong enough to easily use them as snacks after dealing with you. Of course, as we said, hunting themselfes a lunastra is not even in their mind. They would instinctively know all of that and would not attack you. Hell, they would not even stay around waiting. They would run for their lifes. So, the recent change IS more immersive.
"Less of a desert, more of a cluttered gorge" And? This isn't an immersion issue, this is just complaining you got one type of environment instead of another. I've been in semi-arid badlands areas just like the Wildspire Wastes; it's honestly my favorite 'desert' map in the series for that reason (Though the Tri version of Sandy Plains comes close; Rise adding those huge dry canyons below the wetland part is an awkward choice).
I personally take issue with boiling down the “portable monster hunter” hunts as “DPS boss fights”. I feel like that is a disservice to the combat that the monster hunter series has excelled at in each generation. I could also boil down the “hunting simulation “ of old games to “item organizer” or “walking simulator,” which I feel other games series have performed better.
Eh, but the "Hunting sim" has a lot more to the general REQUIRED gameplay loop then the current MH's. Because he is right, current MH just is a loop of endless bossfights that you try to complete quickly with minimal preparation. I get that the combat is excellent, by far it is some of the best out of a lot of games I've played, but that combat is indeed the focus of the game and it does boil down to "dps is the way to go" at the end of the day.
@@ronanlorekeeper7226 in my opinion it just sounds derogatory, which I don’t think he intended but I agree there isn’t that same loop on current games. My opinion of the hunting sim aspects is that it tries a lot of different activities but doesn’t excel in any of them. I wouldn’t mind seeing them revisited and improved, but I don’t like it when monster hunter is defined more heavily by those activities when it excels so much in combat.
@@marcofromtropoje3169 I both agree and disagree as someone who's really a fan of the non-combat parts of MH, but I get where you're coming from as someone who also enjoys the combat so I guess this would have to be more of an agree to disagree scenario, but thank you for taking the time to tactfully type this out and not just explode like some people do :)
@@ronanlorekeeper7226 haha I appreciate the civil discussion too thanks. I don’t wanna give the impression I only play MH solely for the combat, there are a lot of details in the older games that I hope return as well. I have a weird love of the torches and super dark areas in Tri and wish those would return.
Is it really fair to say that the survival simulation genre is the "true" Monster Hunter genre when, by your own admission, that is only true for 2 (three with MHG) games out of the entire rest of the series? It sounds a lot like 1 and Dos were a "first draft" of sorts, and the devs settled on an identity for the series by the time they were done with the Gen 2 PSP games.
I felt the same way about this video. Honestly, even MH1 isn't even really much like Dos, a lot of these features that he's branding as the "true Monster Hunter genre" are one-offs like seasons, the Dos quest progression system and the way sub quests replace gathering/minion quests. MH1's format was closer to the Portable setup to begin with, and the only real similarity is the requirement of gathering for potions due to the lack of a farm. It's also strange to me that he seems to handwave away MH1, citing that it's an incomplete game due to the online portion of it being inaccessible, but the exact same is true for Dos as well. Both games only have their low rank village accessible normally now.
@@Ulttimaa I don’t get why he thinks convincing requests from clients into one quest and having fluctuating prices for monsters throughout the day makes sense? The gathering still needs to be done, so a separate quest ensures someone will do it. While paying someone more for a more difficult monster to slay makes as much sense as fluctuating during the time of day. Since a sane Hunter wouldn’t risk his life for a monster if the reward doesn’t match it
yeah its what he belives a monster hunter game should be...not what it actually is. I mean the game's name says it pretty clerarly right? monster HUNTER....not monster SURVIVOR
I don’t want to sound like a buthurt fiver, but there are a lot of things about the story that you either ignore or didn’t care to understand - You Hunt Alatreon because he migrated to the new world, Presumably attracted by the bio energy and safi’Jiva. A black dragon that leaves its territory and is close to hunter settlements is a big danger not only to hunters, but to the ecosystem. The Field leader even says it himself that Alatreon being this close to them could be really bad. - you hunt Nergigante because he is being extremely aggressive and like any other dragon it is a dangerous phenomenon. Nergi is not defending you from Bazel, he is attacking bazel. Nergi isn’t also helping you finish Shara, Shara was its target way before we started the fight. The everstream, as explained clearly in the game, is like the veins where bio energy flows and sustain the new world. The crystal formation is a result of Bio energy flowing in the new world and it contains a but of energy in it. The Elder Recess is full of this cristal because that’s where the energy has the most concentration, and also where Xeno’Jiva was nesting - The reason we Hunt Safi Jiva is because he is taking bio energy from the new world which might result in making the new world too unstable. The reason we hunt Shara ishvalda is because he is causing tremors all over the place wich is making everything around unstable, Similar to Ceadus. I agree about what you said about the admiral, but he is no longer in charge of the operation. He assigned the commander before he left to discover the secrets of the new world. You can see this when you first meet him after repelling Zorah. What do you mean that MHW characters and NPCs are insane for sending you to hunt monsters? Isn’t this what we have been doing since your precious Mh Dos? We hunt mitzutsune because he is horny, looking for a mate and killing anything that gets its way including hunters because it is very aggressive in this state. In GU we hunt a rathian and a Astalos because the latter wants to mate. These type of quest descriptions are not exclusive to world. We hunt monsters when they become dangerous or are being aggressive. Also monsters hunter’s culture is about Danger. Hunters love to hunt. For them there’s not such thing as genocide or feeling bad about killing them, not in this world whee monster can be so enormous and breathe fire. They are not your average pets or animals, They are MONSTERS
No monster, barring maybe Fatalis, is malicious. Nergigante isn’t evil, and neither is Alatreon. They’re just really powerful animals (arguably a bit sentient considering the elder dragon thing, but who knows). Alatreon moving to the new world isn’t a problem. And if he kills other monsters, who are we to interfere? He’s a natural part of the environment, like anything else. No, the only reason we kill him is because he’s near our base, despite us being an invading species killing animals left and right in the name of research. Nergi attacking bagel goose makes sense. He’s an aggressive monster. But again, that’s a natural phenomenon. So why do we then go and kill him afterwards? It doesn’t really make sense imo. In older titles you primarily hunt monsters that threaten your village and your people. It’s purely out of protection. There are ofc exceptions, but usually there’s a good reason. In World you just barge into an unsuspecting new world and start killing shit to “research” them. For the record, I absolutely love World. I have around 500 hours and still play to this day along with Rise. Lol I’ve never even played Dos.
@@CaptainEffort the black dragons destroy based on their very existence. If I remember correctly, in monster hunter 3 it’s stated that alatreon causes ridiculous elemental upsets in the environment due to his elemental instability. Dire Miralis just boils the ocean creating massive dead zones wherever he might decide to sit down. It’s not even something that’s exclusive to black dragons, or even elder dragons. Deviljhos destroys ecosystems they go through. And just because it’s an animal doing it doesn’t mean it shouldn’t be stopped. If something that had equal intelligence to a human popped up out of the ground and started fucking around and burning down the entire amazon, should we just sit and twiddle our thumbs doing nothing? Because that’s essentially what elder dragons do.
@@CaptainEffort in the 4th paragraph, 1.Your character is not from that village, "You were sent by the guild to resolve the phenomenon". Only Rise that your character was born in Kamura village 2.You're part of the RESEARCH team and we gotta hunt these monsters to investigate the behavior, anatomy of these monsters because it's "NEW SPECIES" that recently found in the New World, some already in the old world, yes but there are a different between monsters in the old world and new world, take Rathalos for example,Rathalos species that are found in Moga, Val habar, Bherna regions are more aggressive and dangerous than Rathalos species that are found in Kokoto, Jumbo and Pokke, and Rathalos in the new world are said to be "NEW SPECIES" and don't forget that many monsters in the new world affect by bioenergy which is why we hunt them to do more research
"Why have rng crits when you could maximize your chance to crit through armor skills?" I see this nature of question very often in my dnd circles and the answer is because it requires a resource to be expended (decoration slots) to actually do. A resource that you have a limited amount of. Choosing to maximize your affinity takes away from other armor skills you could have, that's called game balance around player choice. There is no reason to remove critical hits simply because people *can* have critical hit chance maxed out.
Exactly. His statement is like saying: "Why should we make a test hard, if a student that has studied will get a 10? Lets just give them all a 10". Basically, nonsense.
the one issue wiith this is that dps is too strong in world / rise tbh, having high enough dps basically stunlocks the boss making maxing crit easily the most viable strat
RNG crits have a very clear gameplay reason in DnD. Crits are a big deal damage-wise, are rare normally, and are very noticeable because of how slow the pace is and how everything is explicitly stated to players. In Monster Hunter, crits are not especially rare, aren't a big deal on an individual level because monsters have so much health, and are not very noticeable. Nobody remembers a crit in Monster Hunter; part breaks, knockouts, staggers, yes, but crits? No. The crit system in Monster Hunter is basically just a glorified damage dial. I don't think that's especially worthwhile, though others may disagree.
The hunting simulation chapter simply convinced me to try out Dos on my own. The scarcity and limitation aspect of the items, different seasons, quest choices. It's tough but it's really interesting! I've dipped my toes in MH1 and since online is gone, had to go out on quests just to gather as well, so doing all that stuff isn't really wild to me xD EDIT: Disagree on hitboxes. Hitboxes you can't see, or hitboxes BEHIND a monster where it shouldnt even hit you is just bad coding. Being able to, say, jump between Plessy legs and tail tip where there is some room to avoid its hip check is a good thing. Getting hit by monster legs from far away is not a good thing. With large hitboxes you might as well make monsters larger, then we at least can see where do we need to position. If they want a big wall of Plesioth to hit us with a large hitbox, you can also just make him crouch lower, that would make more sense with the hitbox he had in old games.
Yeah i think that sometimes they made hitboxes bad to make the move actually be able to hit you when they should’ve just made the animation itself cover a better area
A possibly easier and better hitbox fix could be to just add wind FX animations to give a visual cue to the expanded hitbox for things like charging attacks.
@@jacebeleren1703 oh yea, I recently found out because of SuperRad. I don't know how it works exactly but I've joined the Old School MH Discord for that \o/
On your point of Zorah, I think it’s different but my memory is pretty fuzzy. The reason they decide to repel Zorah magdaros is that once it dies the aftermath will affect the ecosystem and with Nergigante the reason they choose to get rid of him is that he was interfering. And with Safí Jiiva the reason they slay him is that safí can drain the bioenergy from its surroundings everything it does is for its benefit
In my opinion I could be wrong. But I think nergigante was going to stop Zorah from destroying the ecosystem we were just getting in the way. We just didn't know that until iceborn where we "couldn't defeat" Shara and Nergigante did beat it despite us killing it and carving it? The point is nature was always balancing itself and we didn't know we were getting in the way. I think that is fun nuance similar to his example with the tower made of monsters.
At the end of World we celebrate the defeat of Xeno'Jiiva as the hunter bringing balance to nature, because if not for us Xeno'Jiiva would have disrupted the balance to the new world, even possibly destroying the whole continent. We as the nameless hunter put a stop to that threat and this feeds our hubris and pride, we are indeed the keepers of balance. However, at the end of Iceborn we learn that our hubris almost destroyed the ecosystem. If we hadn't intervened Nergigante would still have taken care of Shara'Ishvalda. We put ourselves above nature, believing ourselves as the sole arbiters of nature but we learn our actions, by near killing Nergigante, almost brought destruction to the ecosystem since we weren't able to stop Ishvalda. This is why the end of Iceborn feels so somber, it isn't a big party but a silent reminder that our actions have consequences and we aren't infallible. We can be a counterweight of nature and we can help keep the balance of the ecosystem, but we must thread carefully as we are not the only ones capable of doing so, a wrong step and we could do the opposite of what we intend to.
@@GoreGutztheImpaler nergi is not some angelic guardian of balance lmao its a monster whose survival strategy is built on killing elders for their bioenergy. Nergi would have never been able to stop zorah from blowing up the whole new world by dying because he cant do shit to it. Evenif he could, he wouldnt guide it to save anyone or anything and most likely wouldve exploded waiting for zorah to die so it could feast on its corpse lol. Monsters are animals not anime characters
Do you believe that once upon a time, before I was recruited into the military, I play Monster Hunter 2 Dos Unpatched despite the horrendous experience of Monster Hunter 1, both games are very difficult to play unless you really dedicate the time to play. They are like jobs, which for a pre-working guy this was appealing, role playing as a female hunter living in a strange and fascinating world. I never get to play the online part as my family cannot afford high speed internet, so I basically played as far as I could. It was quite an experience back then. The post-job me however appreciated the modern version of the game more, Capcom knew their audience no longer young people with lots of free time any more thus build their games to give us a 1/2-1 hour session of gaming time. We play online, get a quick 1-2 hunts, chat for a bit and leave. Had they made gathering items mandatory, the game would not be as attractive to me as I was 14 years ago. I can understand the appeal back then of role playing as another person. That spirit is still part of that modern game, albeit more convenient and more social to play. Most of the Monster Hunter buddies are part of the Post Freedom Unite group to brand new never play before youngsters who see how cool it was to play as a hunter in this game. Freedom Unite was more popular because it made the best part, the Hunting part the main attraction to most people who rides on train, have a lunch break or a short session before going home. The best part is still the hunting part, I do understand the survival element of the 2 Dos game. But playing before the invention of the internet is more guesswork, learning Japanese keywords and fumbling around like you're a American got thrown into Japan and decided to live there as part of that world. Rise, a Japanese player post me messages would simply translated and I understand their intention, while my message is translated for the Japanese player to understand my intention. This is how games with years of experience progress. On the last part, let me tell you this. These aren't a group of armies, they are technically mercenaries volunteered to join the expedition. The "colonization" for me is close to space colonization than colonized another foreign nation, because you cannot negotiate with a hostile environment. And people stayed in a few places is largely because its a more of a space station than a fort. Very few people, like you are actually interested in seeing the world beyond the horizon, thus while you, Aiden and your group keep getting better stuff, most of the NPC hunters never really go beyond what they are comfortable with, they are mercenaries(hunters more accurately) than soldiers. They do whatever they wish as long as they pay for the service the hunting hub provide, you're are never a soldier, you're a hunter. They only call upon you in emergencies as somebody that occupy that hub. Everyone would respond when a space station or fort is in need for aid. In the monster hunter world, Master Rank Hunters or G rank Hunters are incredibly rare, they aren't forged by age, but their willingness to take incredible risk compared to other hunters. You and technically all the players are the very few Master Rank Hunter in that world, the Commander, the Captain might be important people, but they aren't the best hunters around. On the very last part of your suggestion, people in Asia, especially Japan, playing in a short session is a norm, long hours of a game session is a luxury in Japan.
It's inaccurate to argue that the series as a whole is trying to move away from a survival simulator and towards a more arcade experience (with the exception of the portable games). The Beta for World and the choice to advertise the "living breathing world" aspect should show you that the developers still strive for a survival experience; Due mostly to technical and design limitations is just difficult to implement correctly. I'm sure with subsequent new mainline releases you'll see them embrace this side of the franchise more and more.
We will see with Wilds, but given World's sales it is fairly clear that they will want to keep the neutered gameplay style of World to keep high sales.
Cool points and obviously a lot of effort was put into the video. However, I think your argument is all over the place and the attempt to put what feels like every game after Dos in the same camp and comparing them is very disingenuous in my opinion. Like many others have said, the condescension/putting down of "portable" games, whether intentional or not, is a huge flaw of this video and sometimes overshadow any valid critique of the games and make a lot of points feel like points for the sake of making points. But that's the tone of the video and not a problem with the arguments themselves being presented. The weapon/gear section of the video occur to me as very poorly researched and you seem to have a poor understanding of both the HP numbers and the armor skills as they relate to hunt times and DPS. For one, the first mh game i played was portable 2G, and weakness exploit definitely existed in that game, along with an incredibly meta-defining sharpness+1, and crit eye skills; to prescribe "100% crit meta" to mhw only is simply poorly researched. On that note, World HP was bloated not just because hunters were doing more damage than older games (which they kinda are, due to the increased pacing of the combat), but because the dev team tried to go for what feels like a more "realistic" experience with beefier monsters and longer hunts. If you look at speedrunning videos of endgame monsters for multiple titles, you will realize that World monsters aren't tanky to compensate for overpowered hunters, but also for hunts to become longer. If you had checked speedrunnning across mh games then you will see that even while playing perfectly with the so-called DPS meta sets, world/iceborne monsters generally take longer to kill even if you don't factor in the fact that it usually took longer to walk from camp to the monster in older titles. On the topic of environmental traps and turf wars vs player skill in combat; well the argument you presented holds literally no weight because the damage they do are percent based. Simply poor research. If you are going to try to present your arguments in such an objective-sounding way, then you should at least try them for yourself, maybe get to G rank in iceborne to find out, then you also would've found out that monsters do indeed take longer, and aren't healthier because DPS BOSS FIGHT. Similarly, you said not minutes before the TA wiki rule point that your skill as a player and mastery of your weapon are important to defeating monsters quicker; then it should come naturally that TA wiki rules, which are primarily focused around fair competition of player skill and killing monster faster, would not allow mechanics that don't directly test a player's skill and mastery of a weapon. They don't allow pets, they don't allow traps, they don't allow environmental factors; this has been the case since before mhworld, and putting that out there as a jab for "mhworld monsters have way too much hp because environmental traps but they're garbage anyway" just makes no sense (especially because you also say the bloated hp values are because of overpowered hunters, so which is it?). I can definitely understand if you like the direction of Dos; the more sim-like aspects, the day/night and season cycles, changing hunt bounties, and other mechanic that definitely sound like they're a good time. But to say that MH has lost its genre since the first game is disingenuous and is a bad theme for the video that has no place in the video imo. If this were a discussion of changes to monster hunter, and a statement of opinion and critique of the removal of simmy mechanics for the sake of QoL, then so be it. But the way these arguments/critiques are wrapped up and presented in both a condescending tone and as objective facts are mind-boggling to me and do no favors for your credibility. Every monster hunter is a true monster hunter game, and in my opinion, the direction the game has evolved should be an indicator of what monster hunter really is. Maybe the core appeal and loop of monster hunter just isn't the sim and jank(not necessarily bad jank) and unintuitive mechanics. Maybe monster hunter was more chocolate than mint all along, and capcom has just been refining their recipe to both what their fans enjoy and what the directors vision of the franchise is. I enjoyed classic mh as much as the next guy, but to say that modern games have lost their genre and no longer feel like true monster hunter games is just disingenuous and a bad argument to try to build upon.
@@dribbler456pls8 I did say that hunters do more damage but I did not attribute that damage bloat to equipment or skill changes but rather the change of combat overall. To be honest I think comparing world numbers to any past games just doesn't make sense. All I meant to say is that HP values have been bloated for various reasons, but the numbers themselves don't mean anything when hunts take longer in practice. On the topic of abundance of DPS skills. I have no idea where this idea even came from. The skill system is different, sure. But we had incredibly overpowered and meta-defining offensive skills before. In 4U there was honed edge, sharpness+1, and WEX dominating the meta, in XX there was Chain crit (which is one of the strongest affinity skills to ever be introduced to monster hunter), among other completely imbalanced playstyles like valor LS and valor hbg. The idea that there is DPS bloat in world just makes no sense to me when G-rank monsters in XX (which don't scale based on player count), and easily be killed in 5 minutes or less by a single player. Perhaps its misinformation, perhaps its just people not caring about the meta back when they played those games; but that by no means does not mean they did not exist. Feels to me like some people that make these arguments either haven't played world/iceborne, haven't played some of the newer "classic" mh titles, or just outright don't have enough experience with the game to be making arguments about the meta and endgame DPS numbers in the first place.
Back in the day, the Hunter had to physically carry on-site the carves and rewards they got and store them in a limited space storage box, nowadays though, modern Hunters rely on Blockchain to assure them of their ownership of the Rathian Rubies they earned and their storage box work based purely on the Cloud. Ah, the wonders of technology.
So... Are you upset that rewards are automatically sent to a large container so you don't have to worry about the items you painstakingly worked for being essentially deleted?
I recently came back to MHW and I forgot that the tent was a in the field item box. I enjoyed having to know what the field offered so that if I needed something I had to run and find it to craft what I ran out of as I feel like I learned the maps and monsters better that way. What I would like to see is them compromise add a section in the item box at home called the day pack that allows you to take in 10 unstacked items with you into the field. These would be your fall back items or your buff items you want to keep a reserve of. It just doesn't make sense to take your whole collection of worldly possessions with you, but a few sets of gear and a small collection of consumables is reasonable.
@the master plan In a way, yes. I don't mind send to box, but it does eliminate a decision making aspect that helped lead to more immersion. It was interesting to have to make a decision between an ore or bug you want vs a monster part you also want. It also incentivizes learning the map to make room for another inventory slot. Same with having steaks so you can leave your BBQ spit behind.
@@deaj8450 alright I see what you mean. I genuinely understand how most would feel about the collection system in world. But I'm really indecisive, so maybe a setting that reverts the changes for people who want to feel nostalgia should be a thing. But alas, the game is Finished and they're focused on rise...
To me, the tower (and the monster hunter series in general) has always been about the majesty and limitless power of nature. The whole series is littered with the ruins of powerful, ancient civilizations that, despite their best efforts, could not outlive or control nature. There's something kind of comforting in this worldview in my opinion. Even if our civilization ends, life and beauty will carry on past it. By engaging in the hunt, we directly place ourselves back into the circle of life.
@@reallycantthinkofausername487considering you can get stupidly advanced weapons described as coming from hyper advanced ancient civilizations in m4a and mhgu: shut up
A game having a clunky controll scheme and bad hitboxes is not difficulty its just annoying, that being said i would love to see some of the simulation mechanics in dos added to the newer games.
can confirm. I sitll think he's putting a postive take on plesioth's bs over sized 'hitboxes' as a "just hit the head" is fucking stupid and a way to "accept bad game play as difficulty" like bruh. there are alot of the old things I miss,time change,weather. was def pretty cool and I liked having to think if it was cold or hot in the desert
@@krzysztof6591 Artificial difficulty is difficulty all the same. While it can be annoying, it still poses a challenge. Throughout the video he kept bringing up the point that the MH team keeps removing things without replacing them with worthwhile substitutions. Basically saying that while yes, the hitboxes are bad, they forced the player to be more defensive and think more about their actions. While removing hitboxes is definitely the *right* choice, they never replaced them with anything to continue forcing the defensive/cautionary playstyle. Bad hitboxes are bad. But they should’ve added something else to continue the defensive, slower combat. By removing them and not substituting anything else in they completely changed the vibe of combat.
I would rather have slow (not clunky. The game controls just fine) movements and bad hit boxes vs. Uber mega super siayan popo that one shots you because hahaha end game.
1:35:37 not true, you can get big monster materials without fighting them. Nergigante drops parts in his lair, Rathalos scales can be found in his nest and more.
Right its irritating, he says it a billion times and half of those times he's saying "monster 2 dos", either straight up not saying hunter or is speaking so sloppily and quickly that you can hear it. Either way it feels like padding to an already messy and extremely long video. And he just repeats himself as well.
(Old comment. Managed to get through more of Dos and it's not That Bad) After watching this video multiple times, I made the mistake of actually trying to play Monster Hunter Dos. I was interested after how you described it, and in a lot of ways it seemed like the perfect Monster Hunter for me. Going with the ice cream analogy, it was like getting what I thought was a mint chocolate chip ice cream, but instead of mint it was lime soap and instead of chocolate it was... Yeah.. Needing to manage the more survival based mechanics, seasons, time of day, inventory, villager relations, it all sounded really cool. But none of that was really the problem. The problem was honestly that the combat was just god awful, and that being intentional doesn't make it any better. It's just layers upon layers upon layers of unintuitive design, even just one of which being questionable alone, congeal together to make something I'm surprised anyone thought was okay. First layer: the controls. This is the base layer the others build on, in a sort of metamorphic layer of awkwardly designed rock. You attack with the right analog stick, but I feel they didn't use the potential that idea had. At all. Most attacks don't really link with the directional input all that well, so it seems like an underbaked idea. Not only that, but the rest of the controls are just wasted. You never need to tap L2 and never need to hold L1. There was no reason for these to be seperate buttons. Select zooms in on the map. This does not need an input always available. Square should sheath the weapon, as you need your weapon sheathed to use items anyways (except SnS in this game onwards). The one that bugs me the most, however, is Triangle. Triangle opens the chat menu. Something you'll never use in single player, and rarely in multiplayer as well. Why is it on a face button. Second layer: the camera. This is kinda linked to the first one, but it is definitely worth its own point. Even in 2004, I couldn't imagine anyone thinking using the D-Pad instead of the right stick was a good idea, especially in a game where camera control was so important. L1 focusing the camera behind you is a bit too situational, especially compared to another 3D action game that was out by then. The camera is also locked at set vertical levels, although this is one bit of unnecessary jank I was use to, but it's still unnecessary jank. Third layer: gameplay. Bad hitboxes. Instant attacks. Obscene amounts of small monster with way too much health. Random chances for gathering items just screwing you over cause fuck you, you can't get honey in the middle if summer cause I said you're getting insect husks bitch. How inconsistent attacking feels. I'm gonna touch more on that, actually. When you tap a direction on the right stick, sometimes you just... Don't do anything. It eats the input. No more combos for the weapon who's description specifically mentions combos. Rolling is also inconsistent. Playing Dos really makes you realize how far the circle button and right stick can feel when you need to use both in quick succession, and the way old Monster Hunter (except for longsword in 3 Ultimate and everything in Tri for some reason) handled animation cancelling, where you can only dodge at the start of the recovery or after it's ended, means you'll be doing the claw with both hands and dealing with twice the joint pain. The direction you roll is also determined by the direction your character is facing*, not the camera. *I'm actually not sure if this is actually what determines it, as I held right while looking from my character's right side and I dodged left. In the newer games they would have dodged forward, and if it was actually determined by the direction my character was facing she'd have dodged towards the screen. Ot honestly seems random to me. Another inconsistency with dodging is that you just can't dodge out of certain attacks, but some attacks only let you dodge in certain directions afterwards. While I like the deliberate playstyle offered by Freedom Unite and to some extent 3 Ultimate, Dos was more than just deliberate. Its gameplay was poorly designed on top of that. You mentioned in a part of your video that the portable games killed the "main" series. I don't think that's the case. The portable games added more and better chocolate. But they also took out the bullshit. The "main" series didn't do either. It let itself die.
The game Is perfectly fine but the controls are jack and not very caps money. But when u go for the Idea of pure determi action u get so used to it u struggle to go back to the newer game controles
@@Soulmizu_thefrontierhunter sorry but anyone who thinks reombras with hp pool of velodrome, during fight with Lunastra, in small arena at the top of the tower is FINE should be committed. That is just borderline masochistic on top of sloppy controls and hitboxes.
I actually love the idea of a more survival/sim based Monster Hunter, especially with the most recent gen games being… not my favorite, to say the least. But at the same time, we can say we want it all we want, but if the time comes and a Dos remake comes out, will we actually buy and enjoy it? It all sounds good on paper, but it seems like it would be pushing this niche series into an even deeper niche. Like, I love classic MH’s emphasis on preparation before a hunt, and how it encourages you to do more than just hunt monsters. But I doubt I’d be able to finish a MH games single player quests if the majority of the time I had to do just gathering to prepare for a hunt. With the seasons and time of day changes, it sounds incredibly frustrating to hunt down specific materials during specific times of year to stockpile them for the winter, and THEN make time for the monster hunts which are ALSO time limited. It sounds like a pain in the ass, like Harvest Moon or Stardew Valley, but now with the added challenge of consuming the stuff you farm during difficult hunts. I mean, I’d probably still buy a Dos-like or Dos-remake, but it sounds like a pretty rocky concept. I like my MH games to be challenging, but Dos sounds like it would just be annoying and stressful to play.
"This is a high level interaction that is completely missing in Monster Hunter World" It's used for Diablos where you can bring it out of the den with a Noios scream. "They don't actually hunt with the Great Jagras" That's because the Great Jagras feeds them. Which is an interaction you would see if you followed the Great Jagras back to its den. "I consider the Great Jagras consuming an Aptonoth to be, well, lazy, compared to the cutscenes developed for the Great Jaggi and Great Baggi" Ah yes, laziness. A common trait of video game developers./s Honestly, this video had some great points and I was excited to see a dive into Dos, but commentary like this is grating. It's possible to complain about the failure to reach the simulation potential in Monster Hunter without insulting the developers and trying to downplay the work that they put into the simulation aspects just because some marketing blurb ticked you off.
@@masonhales No it didn’t. I understand the argument and why people want some of the elements of old monster hunter, like manual farming and more of the hunting and preparation aspects instead of all action. I just don’t want too much of it because it sounds tedious as hell if my pickaxe breaks and I have to leave and buy more pickaxes, that shit doesn’t do anything for me
you mention that small monsters dont do anything while hunting large monsters, but i can assure you that wroggis and bullfangos will do everything in their power to risk their lives just to bodyslam your ass while you're fighting Magnamalo
There are a couple things I really do agree with: I really miss preparing myself to hunt in a certain environment. I think the Rotten Vale was a wonderful addition to World because it had the miasma and the effluvia. Acclimating yourself to a volcanic region or the harsh cold really helped with the immersion and that hunter feeling. The removal of those features in Rise I found really upsetting. I also strongly agree with you about armour skills. The focus on just stacking insanely high DPS skills removes a lot of the fun and uniqueness for building sets. I think that Rise does this a lot better than world actually. With abilities like Brutal Strike, Dulling Strike, Bludgeoner, Silk Bind Boost, it gives a little bit more variety on how you can actually MAKE your damaging sets instead of just rushing to white sharpness high crit builds. It's not SUPER varried, but it's there. I miss the way classic Monster Hunter made you build armour sets and weapons. When it comes to Rise and World, I also severely dislike the Wire Bugs and the Mantles. I find them, the Wire Bugs in particular, to be so massively easy to use for such massive reward that it detracts from the hunt. Take rise Greatsword for example. The ability to go into a fully hyper armour charge slash into another fully hyper armoured rage slash from a silk bind skill makes playing GS so incredibly easy and brain dead. It removes the thought that went into choosing when you struck the monster and it removes the balance of it being a big, lumbering, slow but powerful weapon. Also, FUCK the permabuffing birds system in Rise. OH MY GOD I HATE THAT SYSTEM. In terms of the gathering aspect of of your video, I have to disagree. I personally think that yeah, things in Rise and World are a bit too easy when it comes to gathering, but I think your fear of the game removing this system entirely in favour of just giving players a full stock of items right off the bat is a bit unfounded and a bit paranoid. People understand, and it appears that Capcom understands, that the gathering aspect of of Monster Hunter is fundamental to the identity of the franchise, and them removing it just wont happen. Im pretty sure that's why Arena quests are specifically set up how they are. Pre-existing armour sets with pre-existing item loadouts. Hitboxes: I think your statement on things like invisible or bad hitboxes being just straight up acceptable is an awful outlook. If you give monsters tighter hitboxs, there are ways to balance them around that (like making them more aggressive, for example.) Having massively disjointed and invisible hitboxes doesnt force you to strategize against the monster in a meaningful way, it has you do so in an arbitrary way to avoid something that shouldnt hit you to begin with. The solution isn't to "git gud," it's to rebalance the monster in a manner that creates a more meaningful risk/reward system to approaching combat. I appreciate how well thought out and well researched your video is, and I appreciate your opinion on the matter, but to say that Monster Hunter has "forgotten" it's genre feels disingenuous. to say that 2Dos is the last true Monster Hunter game is like saying that all the other games arent monster hunter because you disagree with what was most likely an inevitable progression in gameplay mechanics. All Monster Hunter games ARE true Monster Hunter games, regardless of whether or not you happen to like a particular mechanic or change to that system. The gameplay loop between games is more or less fundamentally identical. The changes havent come from someone at Capcom deciding that one formula is better than the other, it came from overwhelming fan feedback based on slow and steady changes across the variety of titles. How can I summarize this... I apologize if my thoughts are all over the place. I think that it's unfair to claim that 2Dos is the last true Monster Hunter game. I think that Monster Hunter is the way it is because the fundamental and core aspects of the gameplay loop have remained largely the same. I certainly dislike the way certain gameplay mechanics have progressed in Rise and World, but they're just as much Monster Hunter games as 2Dos. I agree with you whole heartedly about the Hunter's relationship with the environment, and I wish that we had certain elements from 2Dos that returned, like the seasons. I miss preparing for a hunt or the environment in which you hunt, and think that you are well equipped for a hunt a little bit too quickly. I also miss the older way of crafting and building armour sets. This was an incredible video, and I applaud you for your dedication, eloquence, and clear and concise presentation of your concerns and issues, regardless of the disagreements we might share.
I agree! The increased mobility in World and Rise makes the combat flow more smoothly, but I think you lose out on a ton of tiny decisions while fighting. If you attack at a bad angle, you can just continue the combo while turning your character in the right direction and get in some hits. In the old games you have to disengage and find a new opening. All weapons sheathe a lot faster, which makes the sword and shield's ability to use items with your weapon out less useful than in old games. Using an item isn't as much of a commitment anymore since you can roll out of most animations. Setting traps happens so fast that you can do it right next to a monster inbetween its attack strings. No need to look for an opening to drink potions because you can jog while drinking. I think what appeals to me about the old and "clunky" combat is that there's more weight to every decision, and combat is so methodical that it almost feels like a turn based game.
@@IvarTryti That's pretty much the reason why classic MH and new MH feel like different games. Classic MH had more deliberate actions, more weight, and more methodical based gameplay elements that emphasized aspects that new MH does not.
39:30 So you’re saying that in Dos you unlock new quests by going through them all which get progressively more difficult in challenge? That’s literally what the new games have you do as well. Yet you say “bracketed ranking system” in a negative way, it’s just organized because you are a hunter for the guild, and you are progressing through the guild Hardly in the video and there are already so many flawed and open ended “arguments/points” you’re making.
I feel like your perception of what MHDOS is, as well as what a "true" mh game is, is based on an incomplete experience of both MH1 and DOS. Aside from the obvious point about not being able to properly experience the story due to the game being in japanese, without access to high rank or the ability to play with friends, you're essentially playing a demo of MHDOS. Despite all your analysis of DOS's mechanics and how they supposedly make them game more survival focused, you completely ignored the context and intent behind monster hunter when it came out back in 2004. Monster hunter was meant as capcom's response to sega's phantasy star online series, and so the game was made with online multiplayer as the focus. This is especially true for the original and DOS, which lock half the games content behind online multiplayer. Without having played that, I don't feel like you can really judge the balance or design philosophy of these games accurately. Not to mention, the fact that monster hunter as a series was designed with online multiplayer as its main focus kinda undermines your whole "true monster hunter was a survival game" argument. If you were actually able to play online, you'd see that the facilities in dundorma eliminate the need for most if not all the preparation you described in this video. The combiner eliminates the need for books and item management, the lunch lady sells ingredients directly, you can buy most items that you need straight from the shop etc. Looking at it like this, it seems like capcom always wanted to make a game about "dps boss fights", and just struggled to get their bearings until a few entries into the series. Also it's Monster Hunter 2, or Monster Hunter DOS. Not "Monster Hunter 2 DOS" lmao.
Saying that these games need multiplayer to have the "real" experience is plain wrong. I have never played a single mh online and I definitely do not feel I missed anything. Are you implying the devs programmed the monsters for 2+ players? That's just not right and probably a fault and not feature.
@@lasarousi Many of the older MH titles literally lock out half the content behind multiplayer so yes, you are not getting the full experience without it. Also historically speaking MH was devised as a competitor to Phantasy Star Online like I said, and that is also a multiplayer first type of game. It's less about the monster design and more about the gameplay features and content you're missing out on by not playing online.
@@ignika98 are you sure about tri? Anyways they rapidly figured out that was dumb and never did it again even on the consoles that were made for online play. In fact you can see how they rolled back in every portable version of their respective games never locked anything behind multilayer. You're confusing a technical limitation with a feature.
also. worlds "resources" was alot of investagative points. hence why you got points for watching monster fight. you are reporting to the guild the interaction between the monsters. hence why you got points for picking up spit,scales,muscas,mudprints
If there's one thing I agree with the most in this video it's probably the state of the armor skills and its influence on the monsters' health pools. Not only are the offensive skills way too easy to stack but it effectively gives the player the idea that he either uses the offensive skills or he's wasting slots. This works against skills like negate poison or autotracker. I would be very happy to see the armor skills focus on non offensive applications.
this would work best in mp. where one player is the tracker and can communicate with the team. also to the tracker role, that player should be able to get certain info about the state of the monster to relay to their teammates during the fight giving an extra edge on the field. make certain monster untrackable except for the the tracker of the team
They had a good solution to this in making offensive skills harder to slot in, like attack when from a 1 slot gem to a 2 slot in Rise. The problem is that they ALSO made skills like "speed eater" or "guard" (which does have offensive uses tbf) 2 slots. At least they gave us a neat new 1 slot skill that gives full earplugs and +30 def.
i am a little confused about some things you mentioned regarding game economy and item management. 1) you mention steamworks throughout the vid several times stating that it provides "free resources" but you never mention that it only unlocks after the base game is finished and you go into master rank; 2) you state that armor upgrades with armor spheres looks like it expects player to max armor out anyways so it doesn't make sense to have that mechanic despite armor upgrades being very highly priced and this leads to 3) that you mention selling items and running out of Z is not a thing when armor upgrades is what actually made me ran out of money several times through out both my base game and IB playthroughs; 3.5) and there are also items specifically existing for the purpose of selling them such as metal eggs and scales from palico's plunderblade, and iirc you can also sell event tickets. yes, i do have several millions of Z at the end after finishing the game, but maxing out armor upgrades will eat all of it. 4) and about item management, i remember running out of honey and blue mushrooms while playing through base game a lot, i don't see how game "provides me with all the resources for free so i can focus on dps boss fights", i feel like you simply exaggerating the difference. 5) i feel like fully upgraded harvest box, steamworks and smeltering tickets tie really well into what you said about "end game where game stops prioritizing item management and focuses on boss fights" when talking about MHDos but you seemed to ignore that and stated that it starts on great jagras in MHWIB, this one i just don't understand at all tbh. 6) you say that game provides info about monster's weaknesses on discovery, i didn't play MHRise so i assume it's that way there, but MHWIB deals with this really well granting new information about monster as you progress it's individual research level for fighting/capturing/finding it's marks in the world, but you just don't mention all of this at all despite it tying into hunting brilliantly. i also wanted to add that i get what you mean. i get that you like mint and you want more significance to it. you actually made me interested in what it feels like and i set up an emulator and configured controls for the game already.
I agree, the video is taking a lot of things out of context and leaving out a lot of details especially for the newer games. I've been playing since mhfu so no nostalgia googles for me. Also who the hell misses wandering around forever looking for the monster without any tracks or hints. People just skipped that by Googling the monster's routine and if you remembered it, you'd likely forget the routine within a few days of not hunting
Regarding the farming in earlier titles. I miss going to the farm between hunts, it made for a chill moment where you could wind down and relax. It offered some immersion as well. However, it could also be argued that it breaks immersion. Let’s say the entire village id threaten by a Dangerous Monster coming to destroy it but you say “sorry guys, I need to go and collect some honey and herbs first” It makes sense for the villagers to aid there hunter with such things so the Hinter can actually focus more on what really matters, protecting the Village and restore balance in nature. It doesn’t break the immersion for that the villagers say “just let us know what ingredients you require and we’ll make sure you have a large quantity of it when you come back from your hunts”. Like I said, I miss the chill farming but it also makes sense for someone else to do that work in order to help you out.
The meta argument is so strange. In any PVE meta it will be prioritizing DPS, because as you get better you take less damage. For example. In Xenoblade, where there isn't even a dodge button, the best teams are DPS teams (or topple lock teams that completely shut down monsters). In fact, the dedicated healer in the game is consider way bottom tier. And the wiki argument makes no sense, especially when people are still complaining about how weak Elemental is compared to raw weapons. On a final note, if only 2 games out of 10+ of series are the only "pure" monster hunter game out there, then being "pure" monster hunters is an aberration of the franchise, not what it actually is. Monster Hunter has stayed so much in the "Portable" philosophy (by your own definition) that the Portable approach should be considered its "true" self. Everything before it is Early Installmemt Weirdness. The community has not forgotten about the "true" monster hunter. They are not even aware of it at all.
@LaGua MH You don't need earplug because you can roll to dodge roars. You don't need evasion because the default evade is good enough for everything. Capcom designs the games so that everything can be dodged if you are good enough. I don't think unavoidable damage is a good game design. By the way, can you provide sources about the past metas?
I appreciate the effort and dedication you clearly put in this video, made me wish for a hunting simulator focused Monster Hunter game. However, i have two points of criticism i must address. Firstly, invisible hitboxes are not something you can just say "just deal with it" and be done with it, they are an objective technical problem with the game itself, and the tighter they are, the better (trust me, i played all Souls games and the hitboxes in those games can be just as miserable as the MH games). Second, you completely misunderstood Monster Hunter World's plot. Yeah, the story is very simple and lacks detail, but there is one crucial thing: they are NOT colonizing the New World. Sure, humans have made settlements there (like Astera and Seliana), but the guild is there to study the New World and the Elder Crossing, and as soon as they're done, they intend to leave. Elder Dragons migration is not something you can just shrug off, it is a big deal, and the guild have to study it. Again, the idea that MHW promotes colonialism is just absurd. Also i should mention that Alatreon is not fought in the Elder Recess, it is fought in an lower section of the Guiding Lands, near Safi'jiiva's arena. He did not go there just to die and hunters just "mercilessly" slaughter him (just a reminder that he is a Black Dragon and has the potential to destroy an entire ecosystem/civilization if left unchecked). Edit: (Sorry for any spelling errors, english is not my first language)
@@bacon098 not even, Alatreon was driven there by the re-emergence of Fatalis in the Old World. Alatreons arrival in the secluded valley is directly tied to the coming of Fatalis in World and if you pay attention this is mentioned during the story.
It amazes me how people can go on and on about objectivity and then turn around and say "Loose hitboxes are fine" with a straight face. He's got a LOT of problems with the game and talks about how dos was an objectively better game just to shrug behind "tightening hitboxes doesn't make the game better" when it's one of the few things that can be truly objectively better.
Yeah this is just a guy who's nastolgic for old games and doesn't want to see anything change or improve. Lucky for him, he can just keep playing those old games, while the rest of us enjoy modern quality
@@Mytube6138 I think to shrug off his critiques of the series as just rose tinted goggles is very much undermining a lot of the good points he raises. Yes, I think his segment on Monster Hunter: World's story is really... Bad. However, it was a take that he took, and we might have to ask how he reached this conclusion. I think what really made me cringe is why should they care about the elder crossing and elders leaving- I know this is outside knowledge, but we learn in the Netflix film that the elders in the elder crossing are sewing absolute destruction across the world. Yes, that's why there is immediate concern by the guild.
"Imagine if they added pvp to Monster Hunter. That'd be so cool." No...No it wouldn't. It'd be everyone in meta sets, or with meta monsters, they pulled off the internet. There's no way to balance that. That's just ignoring the fact that not every game needs pvp in it to be fun.
The idea of being a hunter GATHERER was always fun to me , and i spend a lot of time gathering in mh games and enjoy it, the monsters are scary and gathering is chill, and being over prepared with traps and potions and bombs for a boss fight made it less scary.
I am in the same boat. I usually play with my brother to do a few big monster fights per session, but when I am not playing with him, I tend to do smaller quests like gathering, slaying small monsters, or those ticket quests where u just turn in the ticket to end when you want. I use those times to prep for future hunts with my brother by going out to collect herbs, mushrooms, hunt and carve meat etc. All of which will serve very useful in future hunts. This to me is something that was really fun but no longer needed in newer monster hunters since I feel like it's just so easy to get all you need without going in between quests to collect supplies. Example, monster hunter world, I just grabbed herbs, honey while on my way to find the monster, never had a shortage of mega potions. And those nodes even respawn. And I dont think this direction of monster hunter is going away so all I can really do is play older monster hunters.
I agree that gathering can be relaxing, but there are games already dedicated to chilling and gathering resources. I keep hearing this argument that monhun is a hunting game, and that the focus on the combat is killing it. I’ve played since first gen and as far as I’m aware the core gameplay loop has been fight an action game boss to get better gear to fight more action game bosses. The gathering significantly extends the time the player has to wait to continue that loop.
@@calebfoley5872 While undoubtedly monster combat was always the core of MH, it's various non-combat activities around the core which gave MH a distinct, holistic and immersive experience. Focusing solely on fights it loses its signature MH balance: chill out gathering resources, manage them, prepare for the hunt, do the hunt. Its what let you immerse in the game world. Newer instalments significantly and progressively cut down on any non-combat activities, and focus on combat. Essentially turning MH into straight up just Monster Fighter game.
Not wanting to be rude but, if MonHun wanted to be a "Hunt simulator", it terribly sucked at it. I say it because back in Tri, i tried to follow the dust left by Diablos when he leaves an area or logically trying to calculate a flying wyvern next area by watching the direction the shadow went when swapping area, and any of those made any sh1tty sense, at all: all those traces work sometimes, sometimes they don't, because tracking is super incosistent in MonHun. In my first days I thought paintball would drip paint to the floor, but no, is just a stupid highlight in the map because the game knows tracking just lacks logic in these games and a paint trace wouldn't help at all. Immersion gets completely broken with ALL that stuff. World makes even more sense because with connected areas, scoutflies actively show you an existing path towards the monster, you even gotta "pick up" the essence. That's as "hunter" as you'll ever get. But MonHun was never meant to be that. MonHun is a pretty refined hack and slash that instead of relying on cheesing or overpreparation, heavily rewards skill, without recurring to dps sponges (which is very hard and monhun succeeded because it actually balanced it). That's why DPS is meta and speedruns are the hardcore community, because Monhun is the perfect game for it
Paintballs actually work by scent which is surprising because I thought that too the paintball marks the monster and paint drips down but nope it actually leaves a distinguishable scent for the hunters to follow
The thing with environment and traps, it just makes things more believable, I always thought that it would be cool for the hunter to be stuck on the same traps that monster does too, might not be for dps purpose but increases strategy and number of ways that a game can be played too.
When i finally got to sunbreak and they started adding more environmental traps (through rocks or crabs on the wall) it was definitely a nice, refreshing change of pace to take advantage of which environment you're in and being rewarded with some damage for it. (this technically already existed a little bit in base rise, its just that Sunbreak added more environmental traps and tools to reward you more for taking advantage of both the monster and place you're fighting in, definitely not as in-depth as world but it's an appreciated change of pace.)
I disagree with some of the criticisms about world and think older mh is getting glorified somewhat here, but this video did make me pretty interested in mh2dos, viewing it as a different game entirely from something like rise/world is the best way to look at it because they really are just different.
Damn though hearing about the way Dos is designed, especially with the seasonal cycle and the effect that has on locales and available quests, really makes me want to see a new Monster Hunter game with the mechanical improvements and clean up of the newer games but with the design philosophy of Dos for the gameplay loop.
@@TheMegamaster44 I think a split between our current one and dos one would be best. Where your own made meals can be better, since now you go to a business for a meal
They might try it with world 2, for me world feels like the og mh, it feels like a true monster hunter game that capcom really wanna make back then, love this series
I'd watch it all the way through just like I did with this one. I started out on 3U and despite what some fans say, I loved both it AND the underwater combat. (keep in mind I was a dual blades main back then and therefore underwater combat wasn't that much different to regular combat.)
@@SonakaG 100% this except I started out as a GS main, which was also really strong underwater. I played all the way through G-rank alone on my 3DS and while I wouldn't do it again (at least I didn't do it in 4U) I still love this game the most. I'd love to see a review/retrospective on Tri and 3U.
I agree with a lot of your points, but I think the use of the phrase “DPS Boasfights” actually undermines a lot of what you are trying to convey and comes off as condescending and demanding towards those who enjoy the newer games, much more so than it seems you intended to.
I think that's why he spent so much time laying out the terms and explaining them. I didn't read it as condescending at all. Seems like a thoughtful critique on the genre - or rather, the genres that have slowly been forking over time.
@@MrAshar101 I think “portable” games is only demeaning if you have an inherent view that portable consoles are somehow lesser than home consoles. The portable games (and as a result, pretty much everything after Dos), focus on having shorter fights that can be easily played on the go. That doesn’t mean they’re lesser, it just means they were designed with the general use of the platform in mind. If any game were to buck that trend it would have been World, but that obviously didn’t happen. There’s obviously something in the “portable” framework that Capcom and both MH teams really like, because I feel World’s release would have been the perfect time to mix up the formula, considering how popular Soulslike and survival games are in the West.
@@Deidde idk. I still read it as condescending. I even detected condescension in the part where he was explaining the terms. the critique does have merit but it's mucked up with all this needless condescension and pointless shots. the critique seems more like an after thought to the main point. which was "the newer games are bad and the older ones are good" and I know he said that "old/new does not equal good" but that's the impression I was left with after watching the video.
@@weirdo3116 I think the entire point was that the genre had changed and continues to do so. He repeats multiple times that he likes both styles, but that the original is both under-represented and withering; that there's value and untapped potential to it. He even has a lengthy section on all the actual quality of life improvements and why the later games can be a much more pleasant experience. But maybe I'm viewing it more positively because I agree with it (having started with the original game on PS2), and you might be viewing it negatively because you disagree and appreciate the "arena boxing matches" as gaijinhunter puts it. If I could choose, I'd augment that cool fights with the more in-depth exploration, pursuit, planning, gathering and survival that one might associate with a hunter. So in the end, I suppose you could say I want my cake and I want to eat it too (and so does this guy). Maybe it won't happen, but one can dream!
Damn. That is incredibly concise and poignant. I get the "moral" of the videos story, but at the end of the day the game is called Monster HUNTER. So while I do appreciate, and would like to see some survival aspects remain, I think most of us are here to hunt. I play to kill monsters and wear them, not pick up mushrooms and bugs. I dig a lot of the things they did in World, and if they blend World with Rise, and some of the more enjoyable elements of Dos and Tri, I think we would be sitting pretty. I want some friction, but I don't want sandpaper.
@@phant0mdummy Yeah I'm an old MH player and I'm glad it's not as tedious as it used to be. Even just picking up something off the ground used to take forever. Also, I'm a forgetful person so I've abandoned many a quest after realizing I didn't eat, or I forgot cleansers, etc
He doesn’t know what he wants/feels fully. The series is different now and he doesn’t like it at times, due to nostalgia and his specific quirks as a person liking certain aspects of the older games. He can’t say that with any sort of authority other than ‘I’m an veteran of the series’ which would come across as gatekeeping. So he made a 3 and a half hour long video rambling about it so as to counter any points made against his subjective beliefs. He can then point to the time stamps of when he agrees/disagrees with the criticism(s) in order to deflect/resolve it. The opening part, the dialogue with his friend, said it all. He wants to be seen/perceived/acknowledged (to some degree) as a veteran of the series, yet doesn’t know fully why he feels the way he does. Listen to the manner/tone in which he addressed Gaijin’s video(s). Not done in a friendly ‘part of the community’ way but in a ‘I’m right and listen to how puzzled I am about your nonsensical statements’ ‘veteran of the series’ demeanor. It’s quite revealing to his heart/mindset in making this video. He wants to whine and bitch a bit as an old timer without all the “cringe” associated with it. Because he’s under 30 and knows that isn’t cool.
Literally exactly my same thought process. So glad someone else picked up on his subtle social ques. I feel sane again. Excellent dissection of this horrendous video.
Exactly my thoughts. my first monster hunter game was the first one and then I played monster hunter 2 in Japanese, and I disagree with everything he said, the only thing that I agreed, is that the desert maps were cooler. I'm glad some people in the comments noticed how dumb his points were, he literally says that you have to hunt 15 rathians in dos and 2 in world, and say that dos is less grindy, farming a monster and then having to wait fucking seasons to finish the grind was not fun. The eating part in dos was dog water, on top of paying for the food you had to bring the ingredients too, and if was a hot or cold day certain foods would give debuffs, I wonder if when he goes to a restaurant he brings his own steak, and then shits himself if it is a sunny day.
First, before anything else, you have my respect for doing this video with so much effort. But second, I disagree in like the 90% of the things you say and some of them don't even make sense Update: I just saw your video about Sunbreak where you try to dissguise your opinion as facts and now I don't respect you anymore
@JJ_Kimmy Are you a World player then? Can’t imagine why else you’d get so defensive. He never said Dos was better than newer games. Actually, he said his favorite was Tri, and the best was 4U. Dos is just the last of that original MH vibe/gameplay. It’s not better or worse, just different.
@JJ_Kimmy I honestly didn’t get that vibe at all - it genuinely sounded like it was just two different styles of MH. At the end he pretty much said which one he preferred, but that it was entirely personal preference. What did he get wrong though? Was there anything really bad that he just blatantly screwed up? Edit: And yeah, I noticed people saying that. But most people just reference his “tone”, and to me that just sounds like they’re being defensive. But if he genuinely got stuff wrong then I’m curious.
@JJ_Kimmy Well… he did in fact beat Alatreon and has recorded proof of it. So he played the game. As for him missing points… while I agree with you about Zorah, I can’t say I agree with you about virtually any of the other monsters in the whole game. We’re there to research the new world and learn more about the monsters, yet barring maybe 1 or 2 exceptions we literally slaughter every single species without reason. And no, “it’s scary” isn’t a reason.
@JJ_Kimmy It'd be kinda sad if he "fooled you" considering, like I said, there's literal footage of him beating Alatreon lol. Also, not each hunt has a reason. Or at least not a good reason. Most quests are either being *way* too hasty, like Pukei Pukei and Anjanath (oh no, those monsters are sorta close to us! Better go kill them!) or the reason is just bad. Nergi is a great example - they assumed he was responsible for all the crazy shit going on, so they killed him without doing *any* research first. Afterwards, when they realized it wasn't Nergi's fault, they went ahead and slaughtered every last Elder Dragon just in case they were responsible for all the invasive species. Once again, they did zero research before coming to that decision, and were once again wrong - killing now 4 elder dragons for no reason. I can honestly only think of two monsters that had legitimate reasons tied to their hunts. Zorah, and Xeno. And wtf do you mean optional quests don't count?? You don't think past games gave you actual reasons to hunt monsters in the optionals? Lol you'd be sadly mistaken, especially in Dos. Let me just shut this down here. When you first discover the Rotten Vale and Elder's Recess, you're tasked with going around and hunting every species within them. There's no reason for this, nor is there any dialogue explaining why you have to do this. You just do. You're given 3 new quests that you must complete in each new area, and for no reason.
Aside from what everyone else has already been saying about hitboxes and whatnot, what world do you live in that dos is a hunting simulator because you go around hunting small monsters and dilly dallying around? People don't go and try to shoot all the ducks they see while they're out hunting for deer. Hunting irl generally focuses on a single haul so this whole hunting simulator reasoning is just bs. Same for the small monster agro thing. Snakes, spiders, and whatever else don't go out of their way to attack you irl either. Just yelling scares away most wild creatures. Again SAME IDEA with your example of mining in the lunastra quest. What is that supposed to simulate? Someone with ADHD? Who the hell would hunting and randomly nope out to go fishing then resume your hunt while carrying around a bunch of fish in their pack. If there's a desire for specifically bugs, mushrooms, or whatever else then a trip would be dedicated to just that. There was also a mention of why there was even a time limit at all and well ya know if we're going with the whole immersion and simulation thing then it makes sense that we can't just run around in the field forever spending energy doing random things. Also the later games have a long timer for most of them too... there's always the option to play slowly and against the meta. It seems more like you're describing a primitive fantasy village life simulator with some RPG and hunting elements, rather than a game about hunting monsters. The franchise moving from one to the other seems like it just moved closer towards its namesake.
In reality it makes little sense that hunting a monster wouldn't reward you with plenty of money to just outright buy supplies, weapons and armors, there would be some supreme specialization and the "hunter" would do the hunting, the village would have gatherers and farmers and miners to handle collecting of all of those other resources you would need, you as the hunter would get paid much more per contract/quest and/or be reimbursed for any consumables you use. Hunters might still carve and gain ownership of the monster materials from the hunt itself, but picking herbs and collecting herbs is not your job. I mean yeah if I lived in the monster hunter universe I would probably like to spend some of my days lazing about in an herb garden mashing together my own potions and experimenting with new concoctions. But when it came to getting the job done, there would be an apothecary that would be a supplier for all my health potions, and he would hire out his own gatherers and farmers.
@@SherrifOfNottingham Because there are so many monsters in the Monster Hunter world it would make sense if there were quite a few hunters. So it wouldn't be much a specialization. Now a hunter who can fight an Elder Dragon would be special (hence you get paid more), but most hunters would be able to take down an Arzuros and smaller monsters. Being a Monster Hunter is really just another job in that universe. Also hunters are contract workers, so if you are contracted to collect herbs in an area that would be too dangerous for average village folk, it is your job to collect the herbs. I'd also say that average hunters who don't take on elder dragons probably makes money more comparable to a salary worker, so you saving money early game by just gathering and crafting for yourself makes sense.
I'm confused by how you say things like "when people think this is better, it is subjective and thus not valid" multiple times in the video. Most of your essay is subjective aswell, like talking how you prefer the older hunting simulator aspects or how you personally define certain things. Wouldn't that make most of the video not valid too by that logic?
I mean it doesn't make alot of sense for the herbivores to attack you when a large monster enters the area. However, all of the small monsters associated with a large monster should be aggressive. Look at any other game where they throw multiple enemies at you, would it make sense for them to stand on the sidelines and watch you fight one on one, and after you win they just let you take every bit of gear while they just stand there like they never wanted to fight you at all.
@@dragonpenguin4182 If they valued their live and aren't some anime generic thug, then yeah! I expect them to be cautious, because this random dude just strode into your territory, murdered your strongest allies and is now gutting them in front of you. At that point, you would want to either seem non-threatening or run away. C'mon bro, Yakuza 0 had this down pat, if you used certain Heat moves, the allies of that enemy would be stricken with fear. And after you win, they literally pay you.
Idk about immersion, I think the reason they were originally made like that in MH1 was because of multiplayer. Monster Hunter started out as a commissioned tech demo for the PS2 network add-on, and singleplayer was just an afterthought. In multiplayer, you have 4 hunters fighting the same monster, essentially dividing its attention in 4, making them way less dangerous (especially in the absence of wide AoE attacks). Therefore, smaller monsters would be attacking you (usually there were 2 to 5 in each area) when the large one wasn't, and all 4 players had something to take care of instead of just hitting the monster simultaneously (which would have ended fights very quickly due to low hp levels and no scaling).
It's interesting hearing about Monster Hunter Dos and learning where all the seemingly insignificant mechanics in the modern games came from, and learning what purpose they used to serve back then. As someone studying game development myself, I've found that often in games there's always a trade-off that has to be made when deciding to add new features and figuring out who you want to cater too. It doesn't matter whether you're a solo indie dev or a massive triple-A studio, you can never do everything. You will _always_ be limited in time and scope, and there will always be areas you have to skimp on or cut if you want your game to turn out good. And yet, it kind of sounds like that's exactly what Monster Hunter Dos was trying to do, as it was about survival, simulation, and combat while also being distinctly a multiplayer game that could be played solo. It catered to a particular niche (which could be neat to see another stab at in the modern day), but it was also clearly very difficult for most people to get into. For the vast majority I can easily imagine the simulation/survival elements getting in the way of them just wanting to fight big monsters, or the combat putting more casual players off from just wanting to explore and be immersed in this living breathing world. For any type of player if they want that sort of thing, they could find games that offered better combat or more engaging simulation mechanics elsewhere, and Monster Hunter Dos in trying to have it both ways would never be able to compete with a game that was lazer-focused on one of them. So... when it came to making sequels, the designers had to pick a lane, and evidently they chose combat. They decided to focus more and more making the battle between hunter and monster as fun as it can be _instead of_ expanding on the simulation elements that were present in those first two games, as it likely just wasn't feasible for them to keep doing both the way they would've wanted
The reason the older titles were slower and more methodical was almost entirely due to clunky controls and terrible hitboxes. As the controls become inarguably better, and the hitboxes become refined to the point where you no longer feel cheated by being hit by an attack you clearly dodged, of course the game is going to become more about the player's skill in avoiding these attacks rather than needing to prepare for inevitably getting hit. There's a reason Plesioth's hipcheck is so infamous. Not because it was a monster attack that players had to watch out for and try to avoid, but because it was so broken that it could hit you from three postal codes away. That was not fun design. A hipcheck should be something to keep players from getting too aggressive 24/7, a fast low damage attack with a tight hitbox by the monster's side in case that's where the player is hugging, which is what it is now. Not the equivalent of a nuclear payload going off in your face.
Except almost all of the issues he takes with the series being just “DPS boss fights” started specifically with World. The series existed for 14 years prior to that, and maintained the slower methodical combat intentionally. This wasn’t a gradual change.
You love to repeat that one game isn’t better than the other, that they are just different games, but your tone and choice of words communicates which one you *actually* think is better very clearly.
My biggest issue I see you with this is, is that this only happened in one game. A one off gimmick, that was dropped the next. It can’t be a true MH game if there are no others like it
True just means original. Like, a basic Pepsi is “true” Pepsi, while Cherry Pepsi isn’t. And like he said in the video, Dos was basically just a huge expansion of MH1. The overall vibe stayed the same, it just added interesting concepts like seasons on top of it.
@@sekiro_the_one-armed_wolf Yes, coke with actual *coke* in it is technically “true” Coca-Cola. That doesn’t mean it’s better, just that it’s the original.
@@CaptainEffort the way I see it, the word true means the way the creators always intended to be, and I’m pretty sure a majority of people also see it this way, so I’m sure you understand where the confusion stems from. Maybe he is using it that way, who am I to say.
@@sekiro_the_one-armed_wolf “True”, as an adverb, literally just means this (according to Merriam Webster: “without deviation” This means that the original is the true version, and any variations after the fact aren’t. Like I said, that doesn’t make them worse, in face 99% of the time they’re *better* .
While I may disagree with many of the takes in this video, I still appreciate the amount of effort you put in to this video, especially with how you explain the reasoning behind all your points, even if I may not agree with said reasoning, you’ve earned a like on this video from me.
Will We Be Ready? For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded. -1 Thessalonians 5:5-6 God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all. Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm. In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church. This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready? The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now. Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation” (1 Thessalonians 5:6-8) The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.” We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down. Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected. So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others. Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world” (John 9:4-5) Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
as an old mh veteran who tried to play freedom unite again on my mobile phone i can say world is far harder than the old ones the only things that where hard back then are instant charges without any windup and tedius item managment. monsters feel more like animals in the new games (mainly world) and fighting them feels far better and more engaging then hit monster on head and get send to the shadowrealm by an instant charge attack. @MilkTankz
This is really true as far as I see it. Freedom 2 and Freedom Unite is the MH games the solidifies what a Monster Hunter is. It was like "this is the standard now and make an evolution from it".
As someone who dove into the older titles of monster hunter after starting with world, I can definitely see this different philosophy of monster hunter sort of prop up the further back you go. I've been hooked on Freedom Unite the past few weeks so I want to give me take here in defense of this video (partially) since I see a lot of the dissent in the comment section. The gameloop in newer monster hunter does hyperfocus on the fight itself. All the other things in the game is streamlined to a point of redundancy. Stuff like gathering herbs and honey is really just there because it's a relic of older monster hunters. You could probably take them away and it wouldn't impact the game much at all. Therefore, when you do get to a point where you're out of items, it's more an inconvenience than a resource that requires consideration. Older monster hunters force you to make these considerations, not limited to dos, but even the older portable games too. Now as rough around the edges as this video essay is to a lot of the commenters, it relies strongly on the sort of philosophy the player approaches in terms of strategic importance. Newer monster hunter games have streamlined these other things to such an extent that they only serve as potential inconveniences, and that otherwise the hunter wants to have an ideal item pouch with an ideal build as much as possible, and would expect 100% uptime on these things, otherwise you're at a disadvantage. Older monsters hunters are designed in such a way that you're actively deciding which items to bring, and which ones you don't need, and how much room you have in your pouch. Thus, the player has to consider what objective they seek to complete whenever they go on a quest. Before you even leave the village, you have to think "Am I trying to kill a monster? Am I trying to gather resources?" and adjust your item pouch accordingly. If these things are viewed as inconveniences, then the older titles are absolutely inferior. However, if strategy is something you value, then it isn't inferior at all. Fights are also fairly similar this way. In newer monster hunters, players have access to a wide variety of combos and moves, with more things to keep track of with respect to their weapon, and they're fighting monsters that are a lot more complicated in their movesets. The gameplay loop in fighting a monster is a lot more reactive, with a lot more engagement with the monster in terms of timing button presses, quick decision making, and otherwise quick reflex moves. This gameloop kicks ass. I love using waterstrike on hammer and going into golf swing for the big fat number, and also the fact that it can potentially backfire if I misjudge because golf swing from water strike is high commitment. Monster Hunter constantly forces the player to make quick decisions that involve risk. Naturally, this is really good game design. In older monster hunters, this is different. The fights are considerably slower, and the player is incentivized against making risk. The reason is because monster fights can often be unfair. If you get hit once, the monster can string follow ups that inevitably result in a faint against any potential input that you may have. In fact, there are many situations in monster hunter freedom unite where the player is put in a "damned if you do, damned if you don't" situation. Understandably, adding these situations in new monster hunters would make those games worse. In older games, not necessarily. Generally speaking, the player has to observe the monster's movement patterns and figure where to position so as to avoid punishing monster attacks. Many monsters will only spin in one direction with their tail swipes. Some moves will have no telegraph while other moves are telegraphed. Some moves are easily exploitable with certain items (hence increasing the importance of item preparation, while new monster hunters don't reward item use nearly as much outside of healing). The idea is that the hunter positions themselves in such a way that it's impossible or highly unlikely to be punished. I'll demonstrated what I mean with an example. I remember my first fight with Plesioth and immediately figured out that his hipcheck is fucking bullshit, so in my head, I scratched out entirely the idea of going to its underbelly or legs to do damage (later on, I figured out that the hipcheck is surprisingly easy to avoid if you dodge to the right, because the hitbox doesn't extent much past the head at all. However, it's still vulnerable to his tail spin.). Instead, I figured out that hanging out about 7-8 feet in front of his head will often trigger his waterjet attack, which gives me a window to land a couple of hits on his head. Whenever Plesioth retreats to the water, I figured out that sonic bombs will drag him out, and additionally, he tends to run to a certain area on the map when he leaves the water, so I learned to position accordingly so I can punish the monster. If I wanted to make the fight shorter, I would bring traps to make him completely vulnerable and do a lot of damage to his weak zones. By the time I got to low rank village Plesioth + Green Plesioth, I managed the hunt in around 10 minutes. The strategy against Plesioth is distinct from strategies in newer monster hunters in a couple of ways. Number one, the hunter is more likely to focus on hitting the monster in a spot where you're least likely to get punished, while in newer monster hunter, you're actively trying to hit the best hitzone possible. Number two, the hunter's weapon likely has better answer to monster's moves in newer monster hunter while items likely have a better answer to monster moves in older monster hunter. I think that illustrates my point best. It's true that the video is very rough around the edges, but I think he hits the nail on the head with the philosophy angle. Sure, the hitboxes are stupid and the game can do a better job giving the player something to visualize. A good remedy for this in Plesioth's case is to add a wind gust effect instead of reducing his hitbox, thus reducing the difficulty. That way the game adequately communicates to the player where the hitbox is without sacrificing difficulty. Yes, the gathering becomes very tedious, and that one of the major flaws with this part of the game is the lack of progression. Survival games work because gathering leads to progression. In most survival games, gathering will progressively lead to better bases/homes/equipment while in monster hunter, it's always to make sure you're not running out of the same stuff. This is to say that while old monster hunter is amazing in its own right, it has its own crippling flaws that I don't think was ever truly addressed, rather, it was zoned out progressively each generation. A monster hunter game I would love to see is for the expansion of an open world. Have it be on a big map where the player is tasked with building a village from scratch, with a big importance on resource gathering. As the player continues to build their home and invite new villagers to help, things like gathering can gradually become more automated when farms are built, and villagers come around to help the player do the tasks that become tedious. This way, the game can start in a truly survival oriented type of game, but eventually become more focused on hunting monsters specifically over time.
On the last part, I think that's what they were going for with the "Farm". But it still feels too manual, I want the farm to automatically produce materials and sends it to item box, without manual intervention.
How did you miss The point of world So badly :| They're not colonizing anything It's a research expedition You say you played through the game multiple times yet your summary misses it SO BADLY. I'm speechless. The Eldsr Crossing tears through environments and villages. They start happening more constantly and a crisis is on your hands. Is the Guild supposed to go "welp we have no idea what's happening and we should leave it alone lmao." What if the Elder Crossings became so frequent that humanity was being gradually uprooted and forced out? The recorded occurrences of these events were way less frequent than what's reported in World's main situation. The Guild sends out experiences hunters who (which is implied at the beginning) volunteered to set out and aid in researching this phenomenon. They're not looking for area to take over and plant a flag into. Them being there IS important. If nothing was done, this new continent would be obliterated by Zorah being drawn into The Everstream to die. Not only that, but a new, POWERFUL species of elder dragon would be unleashed onto the Old and New World. Along with the events that follow in Iceborne having the same negative effects on the environment as stated by the Tracker and felt by the Seeker. Nergigante was supposed to keep this balance but we didn't know until it was figured out later after slaying it and realizing its importance. Nergigante regulates and it being a new species only the Admiral saw we of course would think to slay it. Zorah's failed capture op was to try and figure out where it was going and why. The later op was when they realized where it was headed and that'd it'd be very fucking bad if it made it. So they redirected it. From there a new ball of issues emerged and it just turned into a situation of maintaining natural balance and not letting one creature just fuck up the environment. Those anomalies have to be removed/controlled to avoid future situations. Kulve is not a metaphor for what you think it is. The Caverns are literally just called "El Dorado". Yes it is presented as a hunt- collect tracks, break it's horns, or even just slay it normally. There is small subtext on loading screens during these expeditions telling you that if it's removed the ecosystem IS disturbed, but the main siege presented is just a data collection trip, rather than "kill the parasite" like Safi's/Shara's situation is. Why are they killing Alatreon??? BRO??? PAY ATTENTION TO THE SUBTEXT???? You'd KNOW why we had to kill it. **It's literally right there.** I agree with some points you've made But this This is egregious. That colonization argument felt very forced and frankly poor. Presented in an organized way, yes, but ultimately just not a point. I'm not even done with part 8 and I'm seething
I hate World, but he really did a disservice to it in this vid. He keeps reassuring that “it’s not bad, it’s just different” but keeps comparing the “best Monster Hunter game” to world. And yeah that comparison to the actual search for el dorado was completely unfounded, it was even based on completely incorrect information.
@@southofheck exactly I can get if people hate world for their own reasons, things were definitely different for me when I went in. But it ended up being one of my favorite games from how different it was. That entire segment just completely missed what World was about and made an argument based on that interpretation. The most egregious being why Alatreon had to be killed when it's literally told to you that if left alive it will throw off the balance in the ecosystem with it's elemental abilities - it's very hard to miss that unless you just click through it all to get the third fleet master to stop talking. As well as this being a colonization trip - in a literal sense, yes, I guess it is? But how can we research an event that's occurring more frequently from an area that the monsters are leaving from rather than arriving at? We go where the answers are, with volunteer hunters (as implied in the first cutscene with the admiral saying to stay back if you wish to) backing them up. Like- I'm just impressed at how badly a point was missed. Tho it's been quite some time since he uploaded it so he probably doesn't see it the same as before
I like how you sit there and talk about immersion and how it doesnt feel like you're hunting a monster, yet you call the AI in MHXX terrible cause you're hidden behind a tree where it can't see you. Isn't this exactly what you'd want, you're hiding from the monster and waiting for your opportunity to strike at it, it doesn't see you so its gonna walk off. Do you want immersion or do you want monsters to have x-ray vision?
i think hes implying the monster Ai is bad because when he is hidden.. hes expecting the 2 velociprey to interact with the rathalos like in mh2 and the animated cutscenes.. he shouldve clarified that tbh
I'm pretty sure he was referring to the velociprey jumping up and down the cliff 5 times in a row... which is just generally bad AI. There's not much else to it. Him being hidden behind a tree would hide him and definitely make the game more immersive, so I'm not sure why you brought it up as a point to disprove anything. If anything, it just sounds like nit-picking lol
@@cowbats "nit-picking", that's funny considering 80% of his video is the very definition of "nit-picking", even though i agree with some points. he spent the vast majority of the "immersion" section just complaining about how Worlds gameplay isn't literally like a pre-rendered cinematic in a past game.. not to mention that i don't find a velociprey attacking a rathian/rathalos to be immersive in the first place. a small creature would never try to actively attack a larger, dominating predator. it's like saying a meerkat should attack a lion, because it's more "immersive" that way
While I do agree with some of the points, and I wish the newer games stuck with how the older games did things like not being able to restock at camps or not having such a big focus on a DPS meta. I don't think its fair to say monster hunter forgot its genre when the style of Dos was one game out of 6 mainline games, not including their expansions. And the thing about the story for monster hunter games or not having a reason to hunt certain monsters I think is because there really is only so much you can do for a game that's whole gameplay loop is about killing monsters. Alatreon lore wise atleast is capable of decimating entire ecosystems so you do have a reason to kill it. Nergigante was a threat to the zorah magdaros operation, and its been awhile since I have played that but if i recall correctly if zorah reached the everstream the new world would have blown up or something.
DPS meta was always a thing though. Figuring out how to maximise builds, datamining to see the exact values of hitzones and attacks, etc. were _always_ there. If anything, build guides were MORE necessary, as you couldn't see the weapon trees and basically had to guess if you were on the right track for upgrading your gear! You might not have known about it before World/Rise, but it's not a new thing those games introduced. (also RNG talismans have been there forever; it's just that the old gen armour skill system was a lot more forgiving on what a good talisman was)
@@flametitan100 DPS meta seems more apperent nowdays cuz there is 800 yt channels making build videos of meta builds. Nothing changed regarding that except the game got more public.
@J Wilt The grind after the tedium weeded out was more just the rare materials later on and talismans. Frankly its way better to have the least amount of rng like that then the stupid deco system we had in world. It kills all forms of creativity and makes u mindlessly farm for the hopes of MAYBE u get something u need with zero control. In MHR at least u have some control we talk about 1 slot of RNG in your build instead of 10-13 with no control. MH needed tedium in the past and padding sure cuz the roster was much smaller. Doing that nowdays with the much bigger rosters would absolutely kill the game.
@J Wilt I strongly disagree with this. You obviously overestimate the powers of the talismans vs armor. Armor and weapon is a very core part of the player progression that can make or break a hunt. Make that into a tedium and especially new ppl to the franchise will go fuck this because the game does not help them have a sense of slight progression. Putting your confidence into the dirt is not necesseraly a good game design even if there is a niche for it. Talismans and armor skills are optional on the other hand and not mandatory to complete a hunt. Farming for "optimized" gear is an optional thing for a self imposed endgame which is pushing for timed runs nothing more. The more inaccessible u make basic gear the faster you drive away newcomers which could make or break the game once again.
@@KKoga93 I have been playing Monster Hunter since forever, and since i remember if you got to Monster Hunter forums the meta has always been DPS, that the games were not as popular and internet was not as prevalent as right now, but since i remember when peopel were discusing sets it was like 95% of the time about DPS.
Just by hearing "certain stuff is unavailable during certain times" i know that i will HATE MHDos, heck i hate the same Safi'Jiva restriction on World so i got a mod that added the quest permanently, also imagine if you're practicing for a speedrun and the game went "nope, you've hunted the boi enough, do another thing" and just break the pace, or not speedrunning but just having a good time hunting the monster, my fave is Zinogre and Thunderboi Zinogre (Raging Brachy in World, Gore in GenU, you get my point)... I remember hating the fact that in 4U you had to "wait" until certain G3 quests were available or cycle them using the Kelbi horns quest for it.
@@GrievyRZ I''m more of a root beer float guy myself. OT: Yeah, I hate having to wait to have my kind of fun in a videogame I bought, being forced to wait artificially because the game arbitrarily decided that I've done something long enough is enough to just put it down (same as in forced multiplayer in MMOs, heck if SSF isn't an option in an MMO then it just sucks for me). Edit: I'm not hating on the guy or you or anyone, his opinion has the same worth as anyone's, this is just my opinion. Edit 2: I'm rewatching the video crtically now and it won a dislike in the first 10 minutes from saying Gaijin Hunter isn't "playing the game correctly" without directly elaborating on that and comparing the mining rant with gathering the special spots (Or bones if you want to srtetch it) as they are still slower.
Before I say my opinion, you have my respect for doing this video with so much effort. But I disagree in like the 70% of the things you say, some of them don't even make sense. 1:40:52 I disagree with this sentiment, having invisible hitboxes is not intentional, it's just lack of polish. I also disagree with all that shit you say about the items box, It was probably a software limitation from that time, right there you got really subjective, the items not stacking and taking too much place it was probably a unintentional bad design decision, resident evil has nothing to do with this poor design decision in Dos.
Imagine not being able to attack the Plesioth's legs or use the knockback of his steps to negate your animations before an attack. This comment was brought to you by the SnS gang.
I gave the video a like, I appreciate what you've done and I found it an entertaining video. I had issues with it, many of which are already addressed in the comments, but I'd like to address issues with part 8 specifically more in-depth. You gave World a lot of crap for things that you just assumed were true, with no basis in reality. Four particular examples of this. Misunderstanding the motives, glorification of colonization, player character just doing everything that a 40 year old expedition couldn't and lastly, cruelty and hunting for sport. I'll briefly address all of these using in-game information for the most part. Misunderstanding the motive refers to the reason for studying the Elder Crossings. The game mentions the reason why they're doing it over and over again. Elder Dragons are seen as natural disasters that can walk. Civilizations depend on them being relatively calm, but the frequency at which Elder Crossings were happening meant Elder Dragons were now suddenly moving around a lot, and that was terrible for everyone. In fact, there's an NPC Hunter in the Fifth Fleet whose own village was destroyed by Zorah Magdaros deciding to cross. They have to understand it so they can deal with it. They mention it over and over again, they're not trying to conquer nature, but understand it, so they can maybe defend themselves from it. Glorification of colonization is a perceived ill on your part. They're not colonizing some other people's land. They're literally creating a living space in the wilderness, the EXACT same thing done in Monster Hunter 2 Dos's cinematic which you praised. You're treating the word "colonization" as a radioactive word and ignoring the context. The word doesn't just mean "the massacre of native Americans" to the rest of the world. You're projecting your feelings on the matter onto Capcom unfairly. The word colony also means things less evil. It is being used in that less evil context. In story, they treat it with extreme care. They have rules that forbid bringing anything back from the New World back to the Old World, as well as forbid even expanding their bases beyond what's strictly required to live. Both of these are explained in World in-game. The reason the player character is suddenly hypercompetent at solving the mystery comes down to pure luck. The game mentions it over and over again. It just happens that the player arrives at the same time as Zorah Magdaros, and Zorah Magdaros was the key. Unlike previous Elder Dragons, it was too big to lose track of, which meant the Commission could actually track it. It opened a path in the Great Ravine. Until now, only ONE person was able to cross the Great Ravine. The Commission was literally road blocked until Zorah Magdaros opened a path. Zorah Magdaros was so big that Nergigante couldn't kill it, which meant it had to go hungry, which made it invade Elder's Recess to find more food, which displaced the Elder Dragons there, and one by one the dominos kept falling until we got to Xeno'Jiiva and learned why the Elder Dragons were Crossing more frequently. By pure luck, Zorah Magdaros helped clear the entire mystery. The player character was just conveniently there, a ridiculously strong Hunter who could actually follow Zorah Magdaros's trail and fight everything in the way that tried to stop him. Lastly, cruelty and hunting for sport. Another channel by the name of Unnatural History Channel tallies the number of sport killing quests. Turns out they're the single most common type of quest in almost every game, but not World, contrary to what you presented. Further, you keep talking about how humans are the invasive species here and disrupting things, yet this is an assumption. Nothing in the game points to this. The Nergigante and Elder Dragons example is flat out wrong, as Nergigante usually doesn't even live in Elder's Recess. He invaded that space, which drove out the Elder Dragons living in that space, and the Commission had to deal with them. Taking out Nergigante was what made them go back to Elder Recess. Had they not done it, Kushala Daora would be in the Ancient Forest, which was incredibly disruptive and dangerous to the Commission's base itself. You've fallen for the same trope of complaining about how monsters are being hunted to extinction by Hunters for fun, when no game ever says this, because in the world itself, nothing of this sort is happening. This has never been actually presented as a fact, yet people just assume it's happening because they're projecting the worst possible scenarios onto the game. All hunting is done within reason, as far the actual game is concerned. You've made baseless assumptions that it's unreasonable and are putting the game down on those assumptions. Hunting doesn't just have to be an activity for when a village is threatened. You mentioned the definition of hunting. Part of that definition you left out was that it's done for sport. "Pursue and kill (a wild animal) for sport or food." If you dislike the idea of any animal being killed for sport, a game literally about hunting is the wrong thing to play. If you dislike the idea of an animal being killed to get its materials, whether for money or items, a game about hunting is the wrong thing to play.
Thank you for posting this. I was just about to watch the video but if he spends 3 hours with trash takes anywhere near the ones you bring up here, I can tell it's a garbage video and not worth my time. World haters' desire to hate the new thing just because it's new is so strong they need to resort to just making random shit up, regardless of how little sense it makes.
They are colonizing another's land. Do we forget the new Felynes that live there and the Gajalaka? Or is it because they are "primitive" they are to be destroyed and ignored. There also is no reason for them to be in The New World (Which is also the name America got so there's parallels).
@@Maverynthia Are you seriously comparing native Americans to cats? That's not exactly respectful. The cats live in the wild and continue to do, nothing of their's was "colonized" or affected by the Commission. As for the whole they had no reason to be there aspect, yeah, they did have all the reasons to be there, namely the Elder Crossings. Not only did they help the Old World by stopping those, they even saved the New World by making sure Zorah Magdaros didn't burn everything to the ground.
@@lohto3 YOu totally ignored the Gajalaka which are of course a "primitive race" as well as a racist caricature. They DO NOT have a reason to be there. It's humans thinking they are the only thing that matters. As for the cats, if you don't notice they are also a slave race. THEY COLONIZED. You probably can't see it though being raised on US supremacy or UK bullshit.
The guild set up a dock port they didn't make any new villages look at the new world on the map its small they cant colonize all they can do is set up ports thats it
The game is "Monster Hunter 2" where 2 is pronounced "dos." It's the same as "Monster Hunter 3" where the 3 is pronounced "tri." It isn't "Monster Hunter 2 Dos."
At 1:15:00 you actually first encounter Pink Rathian in the Coral Highlands and it is one of the first HR quests and you can also hunt her in the Wildspire Waste/ Ancient Forest later. I am confused as to why you are not picking either of these quest to compare it to MhDos quest
Because most likely he's using this quest as an example of if you were to just want to fight pink Rathian randomly out of the blue as opposed to the first time. He's showing the convenience and ease of fighting World Pink vs Actively having to prepare and plan for Dos Pink.
@@ronanlorekeeper7226 still not fair comparison because he is comparing two different system, plus he cherry picked an arena quest that where you don’t need to track any monsters instead of the actual Pink Rathian quest where you can also prepare for the hunt and track her. I know the preparation in world is very streamlined compared to gen 2, but the preparation aspect is still present
@@Gayhan- No offense, but how did this comment get so many likes? It’s just blatantly false. He didn’t cherry pick an arena fight. His point was about regular MH quests (infinitely repeatable quests for the same monster) vs Dos where you can only hunt certain monsters at certain times. He added *after the fact* that arenas just made this even more aggressive. You’ll always have the monster you need to hunt waiting for you in a pit, waiting for you to come kill it. But that point doesn’t solely apply to arenas.
10:14 "Fun is a subjective value, it's meaningless in an objective discussion" Excuse me, what? What about this entire video is objective? You claim this is an essay, and essays are inherently subjective, which is, to me, is what makes them interesting. Please, do not reject subjectivity, as trying to limit these discussions to objective facts is not only nonsensical but will also lead nowhere. I like the video, I really do, but it annoys me to no end that you clutch to this concept that subjective thoughts are meaningless when this is all about subjectiveness.
Subjective and objective are just buzzwords when used this way anyway. People say "objective" to mean "true because my feelings are ostensibly not involved" and subjective to mean "false because your feelings are involved," but when used properly subjective and objective do not refer to two classes of things that everything can be sorted into. Subjective simply means "concerning the traits of the actor or narrator," and objective is "concerning the traits of everything else." If I were to tell you I have brown eyes, that would be a subjective fact (and a lie, as well). If I were to tell you that the game Monster Hunter Dos was first released in 2014, that would be an objective fact (and also a lie). If I told you that Monster Hunter Generations was fun, that would be an _objective opinion_ (and also a lie). And even that is oversimplification. The truth is that everything we can possibly observe is tainted by our personal biases, the most fundamental of which is physical perspective (if I am looking at something from the north I see it to the south while if you look at it from the west you see it to the east, and that is subjective, even though we both look upon an object), amd cpnversely, the very existence of a subject implies both objects that have shaped him and that he, too, can be objectified. Everything is both subjective and objective. What people mean when they say "fun is subjective" is "it is difficult to empirically prove that something is or isn't fun, so I will refrain from trying."
@@vitriolicAmaranth Objective means: Anyone using universal axioms will reach the same conclusion. Objective in a discussion hence means that you lay down some axioms that are based on weak assumptions and construct a syllogism that leads to your conclusions. If your syllogism is flawless then your conclusion is objective
@@ZipMapp That isn't axiomatic because it's based on unprovable perceptions that may be entirely personal or hallucinatory rather than an absolute fact. Akatalepsy is something we figured out thousands of years ago; The only thing we can know for certain is that we can know nothing for certain, because ALL logic is either circular or based on supposed "axioms" that we only consider axiomatic because we are unable or unwilling to actually prove them, something that would ordinarily make us discredit an assertion. Anyway, hurting people for fun is simply one way of hurting people for personal gain, and as the world can be boiled down to a zero-sum game it is inevitable that any action which results in personal gain will also result in harm to someone else. Of course, I'm here treating "the world can be boiled down to a zero-sum game" as axiomatic. There are so many people and so many contested resources that it is impossible to truly prove or disprove that statement, though observation consistently appears to suggest that every action which has positive personal results has negative results for somebody else. Epistemology is a tricky bitch. Really the best you can do is TRY not to be a sophist.
I agree with a great many of your points, but the way you throw around "DPS Boss Fight" rubs me the wrong way for entirely nitpicky reasons. You can just say "boss fight." It's clear and concise for the purposes of your essay; the focus of the gameplay loop has narrowed from the interplay of gathering, small monsters, and target monsters in a single quest to focusing solely on dispatching your target monster i.e. the "boss." "DPS" in front of it feels basically meaningless, and its inclusion almost changes the implication of the phrase "DPS boss fight" into a thought-terminating cliche despite you repeatedly saying that they're ultimately not a bad thing. I also daresay its almost ubiquitous infusion throughout the essay lessens its impact when talking about other things actually tied to DPS (damage checks on certain fights in world, power creep of armor skills). EDIT: Also, it came up a couple times in the video about you dismissing the western audience impact on Monster Hunter, but Capcom PR _specifically_ stated in the lead-up material to World's initial release that it was a Monster Hunter game "100% for western audiences." Not only that, but in 3 Ultimate the NTSC-U and PAL versions of the game gave the players 51 base defense. _Fifty one_ when naked. In 4U they started just giving players appropriate drinks to counter desert, ice, and volcanic locales in the supply box. They know they couldn't cater to Japan and otherwise niche group outside Japan forever. They have to grow the audience and get more sales. It's an obligation of capital to grow to benefit their shareholders. They ramped up advertising efforts starting with Tri, but those returns-on-investment aren't enough when the brand stops being a complete unknown and starts to become the known-but-limited-appeal "weird hard Japanese game." The wabi-sabi was never going to persist as the IP grew and became a major pillar IP for Capcom.
As for the western audience having an influence. I completely forgot about that. The capcom leak reflects this too yeah? When I wrote it, my mind was still in the old ways, I forget all the time that World was meant for Western audiences. I consider this a flaw in my video absolutely. As for the DPS Boss Fight thing. You're actually quite right. And it was something I battled with when writing. I felt I needed to a name for the "enemy" but well into researching and writing I had already rewritten the "enemy" as the changing genre, not "dps". Dps has always been in the series. These are very valuable critiques that I will use going forward, thank you! :)
Your point about the lack of harvest tours and item management are very interesting, and I believe there's a lot to suggest it was developer intention to have you always use your time hunting doing far more than simply taking on a monster... but I also have to say there was also TONS of anti-synergy in that design, if you were expected to forage, and mine, and craft, and combine in the field, and *then* give stuff up because you couldn't send rewards to a box. Just because it's developer intent doesn't mean even they can't realize they messed up, or mechanics don't work the way they envisioned them to, and as a result, change things to fit the new, more understood vision.
Haven't completely finished watching, but I'd like to say thanks for making this video. The vast majority of MH content on YT (that I know of) is speedruns, or guides. This kind of in-depth review/analysis is something I've always been wishing to see more of! Thank you for taking the time to make this!
@@gabrielfernandes6909 I think it is ragegamingvideos who also goes over the lore, like what "dragon element" really is. Some insanely awesome theories that guy has.
You can find a lot better out there then this video my fellow hunter. Im little over 20 minutes in and I can feel the bias seeping in this video and I hope you can see the same
While I appreciate the sentiment for the 'hunting simulator' bits of Monster Hunter, I'd also like to say that it's a highly saturated genre in recent gaming trends. While not totally similar, I think a lot of the open-world, survival, base building, item gathering, kill x to get x formula is really overdone. So I don't really mind MH swinging in another direction. I think it's harder to find the nuanced MH combat in any other game - I've tried and it's really slim pickings. Most of the other options being really inferior. Immersive survival hunting sim though? Fairly common place. Not that I'd say no to a separate MH game like this, though. I feel like this is a series that can benefit from having both, with the two being quasi independent from the other.
@@waxcutter9813 it's been a hot minute since I posted but I think my comment was more about how the video was pushing what MH should be, rather than what it *is* currently. I.e. The focus on gathering, survival sim elements etc. Granted, at the time MH came out this wasn't the case, but now these are really over represented by a whole lot in the open-world / sandbox games space. If that makes sense. That's why I don't mind MH Rise leaning into being more action oriented. Edit: Grammar stuff
The entire video, apart from its specifics between how the games work, is a confused mess with very little info or diggint through, beyond the basic info that is available in english. Sorry man, but you had it wrong from the very start. Capcom didn't make Mint chocolate at the start with Monster Hunter, they took someone else's parfait recipe and remove the sucrose initially while adding some mint chips. A lot of your questions have to do with meta-reasoning and actually looking around the landscape : "how many Monster Hunter-like games even exist today?" should be a question that should scare any alleged veteran of MonHun today, because the answer lies in their extinction and the "suddenly new DPS filled gameplay systems" of Monster Hunter. And that's just addressing one part of the whole thing, you had the whole genre fucked from the start : It was a multplayer based action game with some survival hints to simulate hunting but it was otherwise based on the idea of the instanced bosses in Phantasy Star Online and not a single person tried to deny that fact because they would have been grilled on the spot due to how popular PSO was at the time. The various simulation elements of the hunt were things to differentiate it from the instanced bosses of PSO that just were all about the defensive tactical play and avoidance of damage and teamplay to land loot. In a twist, Monster Hunter told player to prepare beforehand in order to land loot. A small detail that made a big difference in the long run. And it cemented it, along with the removal of traditional by-the-time ARPG elements and its portability, into its own genre that was actually kept until MH2G. The reason for the time limit in the quests in the first place was because PSO had similar time limits that tried to acommodate users in such a way so that the (not main / not story important)quests are done quickly without much strain on the servers and loss to players from random disconnections in the middle of an instance or a play session, resulting in the loss of everything. Add the portability factor to that kind of questing and prepping and it was a hit. The reason they had this shitty control scheme was because at the time Capcom was running scammy practices like trademarking technological concepts, one of them being the Mixjoy swap if you heard about it, something that they took Koei to court for it and hounded them for years. This kind of control scheme was another but it failed and there was another game that used it : Too Human by the guys who did Eternal Darkness and Twin Snakes. Not only that, the people in the Monster Hunter teams consisted mainly of people who worked on the Dino Crisis series, one of the guys later did the Phoenix Wright series, Shu Takumi. Also, part of the reason the project took off was because one of the sons of the CEO of Capcom, who then dabbled in very questionable practices to make an insane amount of money, was an instrumental figurehead in the project. And because of several, at the time, hot creators working on the project as well. The reason they added farm simulation in the second was because they felt threatened by SEGA who was then releasing their "offline" version of PSO, Phantasy Star Universe, so they had to spice up the formula, that's why they suddenly decided to implement all those weird Ragnarok Online and Mabinogi styled simulation elements but not gaiting half the content in, let me remind you, absolutely dogshit servers and connection of the PS2 that actively hurt the game. The reason a lot of the systems(sans the farm) from 2, like the active day-night cycle weren't implemented in the PSP version was because it was literally impossible to do before 2008 and 2010, when God of War Chains of Olympus came out and Sony released a patch for the PSP to actually reach the 333mhz limit and release the PSP2000 models and for 2010 when new file compressing technology was discovered and could actually simulate those kinds of thing on the poor handheld. By the time it was possible though, it was pretty clear that they weren't needed because the core of "Prepare, gather, hunt" was what motivated the player, not the added village that was half-assed in Frontier. If anything, out of the "original Monster Hunter games", 2 is the weird one since it had elements tied to day-night cycles and things that wouldn't exactly be easy to do without a CMOS-type of mechanism or battery or some sort of extremely damaging shit to the PS2, like the Seaman games of the Dreamcast that need a lot of things in order to work properly. Because the rest of the simulation elements of the hunt were still there, from the effect of getting items, trading items and monster parts, capturing the monster with preparations, traps, maintenance of equipment etc. The reason it changed to a DPS addled tye of game was because in the san of 2008 up until 2014, you had games that were branded as "Monster Hunter like" yet most of them tried to compete for something else : the spot Monster Hunter originally tried to occupy, that of not-always online Phantasy Star action game with a boss rush. The few games that activelly were Monster Hunter-clones were Nanodiver and the Naruto game where you hunt the giant kaijuu monsters. They even copied the control scheme of the MH Portable games. Meanwhile, every other game, that was competing against Monster Hunter and that Monster Hunter actually had to poach entire concepts from and implement into its gameplay from them, have vanished : games like the God Eater series, Lord of Arcana, Toukiden, Final Fantasy Explorers, Soul Sacrifice / Delta, Freedom Wars, heck, even Phantasy Star Portable itself wasn't safe. Yes, you could argue they took some ideas from Monster Hunter, like tieing the materials the monsters drop to how the armours and weapon look like but PSO did it first by skipping the material step and rewarding the player with the equipment from the start, as loot that you could upgrade with material found in the stage, instead of mining it / fishing etc, something that the other games didn't do and opted for material drops from other monsters instead. The confused ideas of multiple movesets, weird skills tied to parts and movesets that clash with each other, easy weapon manufacturing but now with nonsensical powers and a focus on super powered moves or just broken exploits etc All those concensions were made to strengthen an already existing brand and drive out any sort of competition. And that's what happened. And the fanbase that came from later games, ate it up and enabled it for various reasons that should also be aparrent if you've been playing games for more than 10 years. MH World looking the way it does, when the games have been produced with as minimal budget as humanly possibly to generate immense profit, which was a practice in Capcom until they severed ties with Sony and had to get their act together for Nintendo to pick them up for good, was deliberate. And it funded a ton of concepts in Capcom. Oh and even when Capcom themselves tried to dip their toes in "childish Monster Hunter" with Gaist Crusher to capture that kid audience that didn't play MH, they got cannibalzied by the behemoth they created in the newer MH fanbase. Not only that, a couple of people that had worked on the first two MH games, have either moved to other Capcom projects or have left and some sadly have retired. The big names like Kaname Fujioka, Ichinose Yasunori and Ryuzo Tsujimoto are still there but Itsuno moved on to Devil May Cry and Dragon's Dogma while Tsuyoshi Tanaka doesn't work on anything anymore despite being instrumental in directing MH 1 and directing DMC3 alongside Itsuno. It wasn't an accident that copies of DMC3 included a demo for Monster Hunter 1. Monster Hunter will never return to its roots for the same reason Resident Evil will never return to its roots : because people would rather play something they recognise as a brand, even if they like the ideas of other games. And a lot of people liked the ideas of all those other Monster Hunter type of games and to ensure those don't pop up again, they'll keep doing that.
@@dribbler456pls8 Sorry to hear there's another heartbroken Touki fan here. I still have Kiwami on PSP. Now on Freedom Wars 2 specifically, it would never, ever, ever happen. Even if in a magical timeline where Monster Hunter types thrived and nobody cannibalized their competition, FW2 wouldn't be possible because Sony screwed the pooch greatly and pissed off both shift(God Eater dudes) and Dimps(the other dev responsible for FW) to the point where the God Eater dudes would rather make Code Vein and use some ideas they had for Freedom Wars over there instead while Dimps would basically go on to make that Gun Gale Online game to expand on the gameplay they wanted for Freedom Wars instead. A damn shame, not to mention they fucked up development and some of the original gameplay concepts for Panopticon(prototype Freedom Wars) were left out which interestingly found their way in Code Vein yet again. Sony really was bad at the whole Vita thing and its no wonder most of the devs they collabed for those games up and left at one point. Heck, shift was actually so assblasted by Sony, they developed God Eater Resurrection with PC in mind along with Code Vein for that platform first before back porting, while GE3 was handled mostly by Marvelous, the guys behind both Soul Sacrifice Delta and the Fate Extella games. It went that badly between them and if it weren't for shift being owned by Bandai Namco, we may have lived through a future where Nintendo had exclusive rights to GE3 and CV, beyond the PC releases.
@@RiderWithTheScarf soul sacrifice 2 never :( . Fuck, the first game is so good. If they release the first game on PC I'd play the shit out of that game
Hmmmm. The definitely explains why we want to see another monster Hunter game with the same ideas. But there's no reason why there couldn't be a indie game with those same ideas.
This was an excellent breakdown, but I do think you risk overemphasising some commercial factors in the earlier part of that post. Although game developers are certainly always under the pressure of commercial realities, they generally want to create something cool as well. Monster Hunter has the fingerprints of a bunch of other Capcom properties all over it, and there are definitely aspects of the gameplay that don't exist just to compete with other games. Something that sets MH apart from its influences and its competitors is the quality of both the weapon movesets and the monster behaviours; the overall quality of combat is well beyond the level of something created purely out of commercial interest. Although exaggerated in presentation (like everything in MH), the utility of the weapons have some pretty striking resemblances to their real-world counterparts. Hammer being short and lacking agility in its strikes, but rewarding success with the opportunity to freely follow-up via KO mechanics, is the best expression of an impact weapon (such as a mace) in any game. Great Sword is basically a kendo simulator, which was true in MH1, but the later additions of charged attacks (rewarding commitment to a direct strike) and the shoulder tackle follow the same theme. As the Lance moveset developed, it included hybrid actions, where the shield is used to cover the wielder while they move -- which is a massive part of the utility of a shield. MH doesn't accurately depict martial arts, but I can't think of many other game series that so accurately describe the real utility of weapons and their prominent techniques, even if it's through a substantial layer of abstraction. Just as an example of something about MH that can only really come from interest and passion, and something that probably flew right over the heads of the suits.
My main issue with the Immersion chapter is that it gathering and preparing consumables in MH has never felt immersive. It was always "stand next to what you want to gather and press X". There was never any sort of interaction with it, it just becomes a mind-numbingly boring chore. If there was some intricacy to obtaining resources (and I'm sorry, micromanaging inventory and being unable to gather honey in winter are hardly intricate and interesting mechanics) then an argument could be made that putting more emphasis on it would make for an overall better experience. As it is though, MH always put a lot of attention to designing an interesting and demanding combat system while gathering was barely a mechanic. If a game has a very in-depth and interesting system and a very simplisic and frankly boring one, then I prefer to spend more time on the former, minimizing impact of the lattter as much as possible. As it stands for now, resource management in MH has never even been able to get to generic MMO crafting system and that's setting the bar rather low.
@@TheTrains13 HR ? lol I played all the way through G rank solo in all those games except obviously rise. Have you played portable 3rd, Tri and freedom unite solo ?
1:37:16 again, wrong, almost every small monster in the game will try and attack you if you stay in the area for any extent of time, only exception are some of the herbivores, and even most of them become hostile too..
also for someone who says they miss immersion.. what animal in real life suicidally charges you on sight.. they will in every circumstance try to scare you away, flee, or lash out in threat response ie. elephant charging..
I'd like to point out during Part 8 that with your criticism of the Hunter being the only hunter that does anything (in World with regards to all of the Elder Hunting and beating them all by themselves) doesn't make much sense. None of the other MH games force you to hunt with other hunters to take down anything in any of the games prior. Why is it a problem with World? When you are sent out to face any elder dragon in any of the old games there is no NPC hunters helping you. It's just you, unless you choose the online options. I feel like most of the World talk in Part 8 was messy. Everything else was rather well done I'd say, this is certainly an amazing discussion and review.
My first game was World. I convinced a friend to try and play Freedom Unite online, it was awesome. Simply put, there are a heap ton of complex mechanics that the player can interact with, but in World you're absolutely not required to learn most of those mechanics and systems. In contrast, in MHFU you absolutely HAVE to learn all of the quirks of the combat, otherwise you're as good as dead. It's incredibly rewarding to learn and try to master. And it's a helluva lot easier and more fun to do it with friends and laugh at how the Tigrex spammed its charge attack 27 times in a row, or at how the Plesioth hip check hitbox is completely broken
@@dustinhill4834 Indeed. It's fun to go out into the field with a rookie hunter and watch them get tossed around by the Plesi's infamous hip check, lmao
01:40 The Ice Cream Analogy
08:30 Part 0: Housekeeping
22:36 Part 1: Introduction to a Foreign Game
34:11 Part 2: Hunting Simulation
1:02:00 Part 3: Immersion
1:18:20 Part 4: Farming
1:26:00 Part 5: DPS
1:46:42 Part 6: Weapons & Armor
2:15:42 Part 7: Debunking "Quality of Life"
2:40:44 Part 8: Evaluation of MH2Dos as Art
3:11:55 Part 9: Conclusion; is Dos worth playing?
3:19:57 Part 10: Wishful Thinking
Okay I really gotta ask, how do you run World on a mac? You're using Wine?
I'm on linux and I tried with Wine and miserably failed, mostly due to my GPU being fucky with its drivers and wine being not comfy with that. But the knowledge it is actually doable might give me the courage to try it again.
Monster Hunter did not forget anything. At its core it is a game about boss fights because no other series gives you something like it. New MH games just cut out the tedium and focus on what only ever mattered in the series : fucking boss fights. If I want to hunt there are other games that allow it, games that focus only on boss fights are so damn scarce though, Furi is only recent example I have in mind. MH's soul is in the bosses.
Videos based so you’ve earned a sub
@@gaslar3328 I was able to run World on Ubuntu just with Proton , maybe its thing of your distro not having correct GPU drivers.
My biggest complaint so far, is the longsword comparison. It's grossly mismatched, to the point of being moot. MHW had like a much longer, and more gently sloped upgrade tree.
The Devil slicer would be more on par with the Iron gospal I or II, honestly 2 is the closest to what the Devil Slicer would have been. The raws are close, and I know the bloated forumla in world is a little different, and it has different sharpness. You must remember by the time they got to world sharpness was treated very differently than in MH2. However, the cost in zenny for Iron Katana I -> Iron Gospel II is 52.3k Still less but by far a much closer cost. Not to mention a plethora more materials, and harder to get materials.
The old MH games didn't have a dozen different ores. Dragonite was frequently used in high rank, verses it's relegated to the beginning of high rank as you get into carbalite, and Fucium ores, firestone, firecell stone you get the idea.
In short I don't think a "4 upgrades vs 4 upgrades" is remotely fair, or even logical as rarity isn't factored in, the ramping slope of expense, increase in raw, and sharpness, is vastly different. the LS tree in Dos only has 5 total upgrades, ending at rare 6, which is an endgame LS. Verses in MHW (No IB) stops after 6 upgrades, and the iron line isn't very useable compared to anything else at a similar end of the tree rarity. The costs aren't quite the same if you go all the way to TDS, and then you'd need to look at a branching line in world for something that compares more fairly.
1:40:52 I disagree with this sentiment, having invisible hitboxes in any game just says lack of polish in my opinion. If you want a monster to have a large hitbox, visualize it properly to make the placer react, don’t make it a guessing game. There are better ways to condition a player to not a attack certain areas (like the legs) compared to giving monsters invisible hitboxes.
Same. If you've ever played Freedom and know the pain of being railed by bullfango whilst trying to hunt a yian garuga, you'd know the level of frustration that invisible hit boxes will cause among other things.
yeah, I anjanath actually shows how pretty well. He has a pretty fast, barely telegraphed kick that can knock your away from his feet.
@Emil. Yon. P I agree. Giving the monsters more moves would be difficult at first, but adding small moves that have impact on how you fight the monster would be a great improvement. I remember ruiner nergigante having an attack where it's a small, very close range paw swip that barely does damage, but if you're constantly relying on temporal or just hyper armoring through his attacks, he had fast way of killing you if you got to low health while close to him.
@Emil. Yon. P Yeah, I feel like sticking with old conventions like big hitboxes you can't easily see is really bad for the long term. Just giving the monsters more moves or at least tweaked to fix small details would be the best solution.
Freedom unite was my first game and extended hitboxes (what they're called in the fgc) are cancer. they're cancer in fighting games and its imho cancer to a game. Still love freedom unite, but no doubt that irked me....that being said still reached G Rank
I'd argue subquests are pretty effective in future games when they're used to subtly guide a player during a fight. For example, in 4U, the low rank village gypceros quest has the side objective to break its head. And breaking its head leads to its flash attack no longer working, which is very beneficial for the player during the fight. So by giving players a material incentive like this, the player indirectly learns how targeting that monster part can turn the fight more in their favor. Which I think is pretty clever design.
That has been the case since 1st mh tho....nothing new.
@@dribbler456pls8 Seems like the designers behind the new monsters really love the mechanics behind them. So much so, they decided breaking those parts won't do anything. Look at Velkhana regrowing a tail and Bishaten still able to balance itself on its tail with no problem
@@boshwa20 Velkhana loses range on her tail stabs once you cut her tail she only regenerates her ice armor, and it's easy to stop her from using her ice armor by using dragon pods or a dragon weapon.
you can't cut Bishatens tail off, only break it and doing enough damage to it causes him to topple over.
Also please don't ignore the many other monsters who follow the rules, cutting off pukeis either coral or normal variant prevents him from using many attacks, breaking Tobi Kadachis tail stops him from powering up severely limiting his attacks and damage, I could go on honestly.
@@bottledwater4377 Magnamalo's tail does nothing to his hellfire ability or its range when its cut. Banbaro is still able to pick up giant boulders and tree trunks of considerable size even when you break its horns. Almudron can still grab a boulder with its tail AND throw mud around with no issues despite it being cut. Breaking any parts on Narwa/Ibushi does nothing to affect their lighting and wind abilities except stun them a little bit. Somnacanth is still able to effectively use the sleep status effect with its song even when its head is caved in. Yeah, doing enough damage to Bishaten's tail would knock it over, but looking at it would make you logically think breaking it would make toppling him much more easier, but it doesn't. It doesn't even affect his ability to throw fruit around. And Velkhana doesn't lose any range when you cut off the tail, it doesn't even need the ice armor to do it! It just replaces the tail you worked hard to cut off with an ice pick whenever it wants to stab someone. Making it pratically pointless to cut it.
Like I said. The amount of monsters that are actually affected by part breaks is getting smaller and smaller. They just love these new gimmicks they made so much they decided that nothing would effect them.
@Cringe-Gamer - Glavenus' main gimmick is its tail blade. Anyone with a brain can figure out that cutting it would decrease its range considerably. Then you hack away at it until it is cut, done deal nothing else. Good job.
Now imagine if it *grew back.* Not permanently. Just for a couple seconds when its attacking you. Wouldn't that make all your efforts just seem pointless?????
And for your information, destroying the Glavenus skull of a Rustrazor Ceanataur gets rid of its ability to sharpen its claws. So yeah....your example is pointless
2:36:54 You say that you feel like the community has forgotten the "true" monster hunter experience, but i would argue that the majority of players and by extension the majority of the community simply haven't played monster hunter 1 or dos. especially since the original dos was only released in japan.
Plus was released on a wrong timing tough
Not to mention the fallacy that because the original version of an ip was a certain way doesn't mean that is the "true" "authentic" way of experiencing that IP. AD&D is no more authentic than 5e, they are both perfectly valid forms of table top role playing. The same is true of monster hunter
Most of the community hasn't even played the freedom series back when the devs didn't expect most players to see midgame content let alone endgame content. Now it seems like newer players feel that they're owed a victory by virtue of owning the game and button mashing. Modern game design caters to those who think winning all the time is the only way to have fun, and losing every once and a while means the game isn't designed well.
@@connorgaskill7653 i wouldnt say i will come back to the old titles and i never will its not for the reason the old game style is hard. Is just not for me. Plus look the camera is on point and the other weapons are sheesh. So yeah.
i'm glad i was able to play mh2 dos back then even tho i only scratched the surface but i did notice the differencs after taking the other series that's considered "portable" in this context. i agree with that. but i guess he was refering to western community.
2:26:30 your telling me all of these people who have been dedicating their lives in the monster hunter world collecting knowledge haven't documented a monsters affinities, so having a feature where we have this documented to help us some how breaks immersion, if anything it adds to the immersion that npc's collecting knowledge builds on the world of monster hunter, and i believe we should have had this sooner in the series, as it displays the effort of all the non hunters in the games universe.
no he specifically said the issue was instantly knowing all of the monster's weakness as soon as they are discovered
Do you seriously think that showing monster weaknesses as numerical values is immersive? Have you seen tigers' weakness to water ever been represented by a numerical value that is proportional to another numerical value that shows how much tigers are weak to fire?
@pauloricardo-wn6ps In theory our hunter would be able to take notes or, hear me out, they could easily recover the body for study.
2:56:00 As explained in the Monster Hunter Legend of the Guild movie. The reason why the Hunter's Guild was so desperate to solve why the Elder Crossing was happening is that everytime it happened the Elder Dragons would devastate any towns and villages that stood in their path back in the Old World.
This was something humanity had to deal with for millenia before. But it only used to happen once or twice per centuries, now it was happening every ten years. You can imagine how many towns were lost in the fifty years before World and why the guild wanted to find out why it was happening as fast as possible.
40 years, the huntsman said it took 40 years, meaning the first fleet arrived 40 years before
@@akutan04rt50 In World they still say they are trying to figure out the secrets of the Elder Crossing they never say they are there to colonize the new world so I don't really know what your getting at
@@akutan04rt50 but your implying they don't state the reason of why they are in the new world
@@akutan04rt50 they tell you they are trying to figure out the Elder Crossing in the first 15 minutes of the game and then mention it every third quest
Nah, it doesn't justify the colonization for me, the villages in the old world couls be protected by the guild and have their own hunters, like in Dos or Tri.
I am 1.5 hours in and the phrase "DPS Boss Fights" is beginning to do psychic damage
The virgin unimmersive DPS bossfight vs. the chad immersive "find a way to cheese these horrid mechanics" bossfight
You'll get psychic ability after you play old monhun games.
say the line, bart
Will We Be Ready?
For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded.
-1 Thessalonians 5:5-6
God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all.
Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm.
In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church.
This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready?
The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now.
Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation”
(1 Thessalonians 5:6-8)
The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.”
We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down.
Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected.
So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others.
Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world”
(John 9:4-5)
Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
Say DPS boss fight again, I dare you, I double dare you!
1:40:56 the game isn't designed to punish the player for attacking the legs. The legs and underbelly are plesioth's weak points, you SHOULD be attacking them instead of the head, which is not a weak point.
Yep unless you play hammer, if i use LS imma hit that white meaty underbelly. If i use Normal Shot i shoot the Wings
that and the plesioths head is about a mile above the ground.
For me, environmental traps were one of the biggest points of immersion with world. Feeling like the environment is a living place that me and the monster are a part of always helps me avoid feeling like it's *just* a boss battle. I also think it's a good thing they aren't optimal for DPS or speedruns, but it does make fighting monsters easier and safer for those who are having difficulties recognizing openings on an enemy.
Will We Be Ready?
For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded.
-1 Thessalonians 5:5-6
God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all.
Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm.
In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church.
This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready?
The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now.
Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation”
(1 Thessalonians 5:6-8)
The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.”
We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down.
Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected.
So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others.
Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world”
(John 9:4-5)
Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
Exactly
It's really weird to me how he said that they barely do any damage compared to weapons so they shouldn't be there, but like, they cause knockdowns? So you can go and deal damage with your weapon. So yeah it's part of game balance lol
In regards of the Great Jagras and the small Jagras, their behavior are explained in that the Great Jagras will hunt a big prey on its own, swallow it whole, and bring it back to the nest to barf it out for the other Jagras to eat. It's why it doesn't just eat its prey, like an Aptonoth on the spot like other monsters. Other Jagras also hunt in a small pack, but they're quite a coward and won't attack monsters unless they're vulnerable (shown in game by how they will immediately swarm a downed monster with you if some Jagras are around).
The point is, that in itself is a unique behavior the Jagras species have, and other monsters in the series also have their own characteristics so you can't just generalize them to have to act the same just because they're low tier monsters like the other raptors
Exactly, you can't expect every animal to act the same in our real world as well so why if a Great Izuchi hunts with other Izuchi it's good but the Jagras not hunting with the Great Jagras it's bad? Simply they don't have the same behaviour which is FAR more immersive than just saying "duh duh they don't hunt in packs its bad"
Right... but is there any reason you would ever find that Great Jagras interaction in game unless you were looking for it on your own?
Like... does World give you any incentive to do this. What if a crucial upgrade material was Great Jagras Vomit or something, and the only way to get it was to follow it quietly and wait for it to throw up.
That's the kind of immersion this video is talking about, because in MH1 and especially Dos, much of the game requires you to engage with the world beyond 'kill monster to advance story' or you simply can't progress.
Having stuff on the maps to discover is nice and all, but when there's no in game reward for doing so, it just becomes time spent not progressing through the game.
You stock up on Honey during the plentiful season in Dos because you know you'll need it. That makes you think about the biology of animals in an ecosystem, because the bees are dead in winter.
How did you find out about Jagras? I'm assuming you read it somewhere.
@@MH3Raiserthere is a great 40 minute video showcasing small details across all of the titles.
One of them was that you can lay out raw meat (poisoned or otherwise) and regardless of where great jagras is on the map (even if you haven’t found him) will make his way over to eat the meat.
If you just gave him raw meat he will reward you with a shiny. Not exactly what you’re asking for but somewhat close.
Anjanath will also do the same thing but my personal favourite for him was when he goes to relax up on the rocks by the beach.
1:40 I dunno, a broken hitbox brakes my immersion way more than not having to catch bugs...
I think you may not understand how timestamps work
1:40:35
@@dolphinboi-playmonsterranc9668 here we go. Thanks
You realize that the hitbox being terrible is a product of its time, right? The difference is that the developers of dos did everything they could with what they had to make a hunting simulator as immersive as they could. But the developers of today are doing everything they can with monster hunter to make a boss rush game as action oriented as they can.
I actually like armor spheres to an extent, because they allow the game to have beginner armor that is still useful later on.
Will We Be Ready?
For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded.
-1 Thessalonians 5:5-6
God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all.
Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm.
In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church.
This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready?
The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now.
Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation”
(1 Thessalonians 5:6-8)
The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.”
We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down.
Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected.
So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others.
Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world”
(John 9:4-5)
Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
Back on MH Portable, my friends and I would just check a monsters armor to see its weaknesses.
I still do that
Still do that lmao
same
New hunters: dude check the hunters note to see the weakness and drop ratio.
Old hunters:
Check the hunters notes? Pfft
Let me see that armor...
Aha! Ok guys nobody leaves until jim gets a Ruby or a Mantle, and bring some fire
I used to do that until I realized it was sometimes only half true, at worst it was absolutely misleading. (speaking from experience with the early MH gens)
1:40:38 nothing scream simulation like getting hit by an invisible hit box... you right
It's about one of the most ridiculous things he said in this video, i mean seriously a broken hitbox is a broken hitbox there is nothing you can reasonably say to defend that.
If you want to punish the player for certain actions dont do it by an invisible dmg or death trigger, make it somewhat reasonable where dmg comes from, MHW has a similar Problem with a handfull of monsters too.
To say to anybody just deal with it, isnt realy a solution just an workaround, i mean obviously people do in these games otherwise they wouldnt be able to beat those monsters.
But bruh, challenge shouldnt be about working around stupid qurks, lazy hitboxes or simply inherently bad game design choices which this series still has up to this day.
@@SeTirap It's also so annoying how he always feels the need to say "dps boss fights" and the game is called monster hunter DOS not monster hunter 2 dos. The dude has no idea what he is talking about, all of this is just heavily opinionated.
@@brotbrotsen1100
That and MH Has always been DPS based.
Dudes, I'm 700 hours deep in mhfu solo and I have a strong bias to this game but even I can recognize that yes the hitbox are bad (insert plesioth)
Invisable hitboxes
Are not good idea no matter what
Pelisoth is the best evidence why invisible hit boxes are just bad
Just like nergigante's tail
invisible hitboxes are very common actually, but you don't notice them because they are not as ridiculous and bs as plesioth's hitboxes
@@kirby7648 it’s the difference between being hit by the mime’s invisible hammer and being hit by his invisible plastic explosives.
@person person The idea of reducing/removing invivisble hitboxes is so players actually know what to look for when learning the attacks, instead of just having to guesstimate. You can still have brutal attacks that you have to "git gud" to manage, it's just with fixed hitboxes you can learn _how_ to "git gud."
@@flametitan100 That's absolutely true and i will never get why some people in the comments act like these BS hit boxes were a good thing. My favorite example is bloodborne, very tight hit boxes to the level that you can dodge attacks by using gestures at the right time, yet the game is still brutally hard.
Just want to add that I’m not that much of a veteran (I started at mh3g) so to say comments like my ‘the games aren’t getting harder, you’re getting better’ I am talking about the last few games and when someone plays the second game in a gen and asks ‘why is this game easier?’ I never had the pleasure of playing Dos but it does looks neat ^^ totally agree the game genre has changed over the years to be more of an action game and less of a hunting genre.
Thank you for taking the time to watch my video! I’m glad you stuck with it despite my jab at your expense at the beginning lmao. Actually it was your video that spiralled me into this thought process years ago. So I’m glad you were able to give this a chance :)
Also yeah, context is everything which is why I didn’t directly quote your tweet.
I started MH with 2dos( and sns/hammer as main weapons and GS) and absolutely love it even now. When dundorma returned in 4u I was almost crying because I haven't seen online hub many years since servers closed.
My friend was helping me with translating items descriptions and dialogues + bunch of others were playing too so I had a comfy journey for many thousands hours.
I miss diva singing in online hub, felyne who deliver food on tray when you order it from your house, fishing in village, "pvp", seasons, day night cycles.
I didn't like world at all. Worst mh after 3rd in my opinion. Plot/Grind/Setting was boring/shitty.Constant genocide of monsters for no reason was bad. Characters besides Cadet were so fucking bland. I dropped it after completing everything and returned back to 4U with no regrets.
P.S For me classic mh ended after 4U and all next instalments were just experiments not even worth to be called MH5,6 etc. I got around 300hours in rise, but I think content already ended and low/high rank here is pathetic. I liked return of talisman melding, but used palamute only 1 time and completely forgot about him cuz its annoying.
MH is only about relationship between hunters and felynes + I don't need extra horse to hunt someone.
@@AirMage50 constant genocide in MHw? Lol isn’t this what we have been doing since the first game? How many Rathalos have you killed to just get one plate? Very weird complaint considering murdering wyverns to wear their skin as pants and hats is the point of the game
Thank you for shouting out this video Gaijin! I love this kind of Critiques.
I think this is more of an evolution of gameplay, but I agree; I feel the games have gotten too many quality of life changes that hurt overall difficulty.
I think the scientific pursuit of understanding why the Godzilla tier monsters 2:55:00 migrate and move around is actually invaluable knowledge for survival and understanding how they live and die. Imagine not wanting to study your enemy.
As for Zorah; dying in the stream would have killed the entire New World thus giving them a reason to repel it, meaning they saved the local life including the grimmelkin and first wyverians.
Will We Be Ready?
For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded.
-1 Thessalonians 5:5-6
God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all.
Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm.
In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church.
This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready?
The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now.
Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation”
(1 Thessalonians 5:6-8)
The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.”
We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down.
Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected.
So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others.
Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world”
(John 9:4-5)
Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
Monster Hunter fan read the plot challenge: IMPOSSIBLE
to add onto this, i also like to think that all this positive fanfare for hunting a monster made of gold really immerses me into the role of the hunter. i mean what global group out there doesnt have an ounce of greed and is completely about the conservation of the land? It makes sense in the games where you are a hunter in a smaller village or town as thats mostly what the villagers are worried about. but in World, you are a hunter surrounded by hunters in a guild about hunting monsters. they might speak about conservation and stuff, but in the end, they are only human. and a big ass monster covered in gold is too big a prize to give up for some people.
and it also really mirrors the Spanish colonization of the South Americas. I feel you arent really the good guys in this situation.
@@ThePencilOfChewedhe's not wrong that if this is a power fantasy that you are then glorifying colonization by having your character literally have the same wants as the Spanish colonizers. The game never really makes that aspect seem bad in anyway
@@notqunt1671 Yeah, i like to think of it all as you experiencing this all from the colonizers pov, thus to them, this is a good thing. to us as a third party viewing this situation, we can see that colonization and hunting monsters that arent really bothering you/meddling in the local ecosystem is bad, but to the hunters in game this is good for them for some reason or another. it wouldnt really be all that immersive if everyone was preaching about the wrongs of colonization while also colonizing the New World.
I primarily agreed with you in terms of the slow crawl of progress in old Monster Hunter. All the way up until Generations(and even 4), you were having an uphill battle that wasn't primarily just going out to kill a monster, but to manage your resources. The game taught you to rely on your wits and to use the world to craft, and ensure that you prepare yourself before the actual quest so that you have favorable circumstances and improve your chances of victory, allowing you to make mistakes as you had a number of resources to clean up, although they were not infinite.
Slowly, progressively, you felt the impact of your knowledge and experience increasing. It was a slow burn, with the monster slaying being the pull keeping you interested, but the entire experience being what made you stayed. Especially if you had a buddy or three to willingly join you for the rare gathering quest or tough event quest for the purpose of getting resources in preparation.
The "read, not react" tactics were also pretty nice back in the day. There are still reads in World and Rise, but the older games really gave you the cheese factor after learning the moves of each monster, and the fact that so many of them(such as Rathalos' rage roar into fireball) were so quick kept you on your toes and didn't feel boring or too cheap.
The farm was absolutely the best addition to the games over time, as MH1 was aggravating without it, but now it doesn't even feel like you're attempting to keep your resources in check. You run out of a number, and you go back to camp to refill it. Doesn't even feel like you're managing you're health anymore, and Capcom's bad "solution" to this was to have later monsters be able to one-shot you or some other gimmick.
The missing addition of gathering hubs in Rise, and how it was legitimately annoying to be in the gathering hub in World instead of it being seamless and entertaining just messing around in the hub in Tri is criminal.
I heavily disagree with your invisible hitbox statement, though. That aged like milk.
What I also heavily disagreed with you in, however, is your evaluation of the story of World... and the colonization argument felt really forced.
Monster Hunter as whole is about balance. Balance with nature and humanity. Balance with the ecosystem. It's why Hunters are only expanding in numbers-- the Monster Hunter world is wild, and full of rapidly reproducing creatures that would overtake their environments and destroy ecosystems if they were not kept in check. Sure, hunting is a sport and it's fun, but the entire series is about keeping balance within the ecosystem, and ensuring that no single species can obliterate an entire genre of creatures.
3U, 4U and World really emphasized this. 3U had the Dire Miralis, who threatened to obliterate Port Tanzia, and then move on to reshape the entire continent that 3U takes place on, if not going even further. This would be turbulent for both humanity and nature.
4/U had the plot of the Gore Magala being one of the single most threatening presences in the series, since its Frenzy Virus caused a violent reaction by itself that caused monsters to behave erratically and violently, eventually killing the host, and then spreading to other monsters with the infection rate being high enough to wipe out entire ecosystems. The player has to strike a balance in the world by eliminating this apex predator freak of nature.
World has numerous creatures that are from the Old World that can count as invasive species, specifically Deviljho who is a threat to ecosystems as much as Elderdragons, and newer monsters such as Bazelgeuse who cause such a ruckus in an ecosystem that others get shoved out and die out because of how violently territorial it is. The plot with Xeno'jiva gathering so many Elderdragons to one place was extremely dangerous, as so many Elderdragons in one place, especially with the experience the Guild has with creatures like Gore Magala, that they had to be prepared for anything that could happen and stop a global catastrophe from happening... again. Sure, they were able to colonize the place, but clearly they had already visited the New World repeatedly, and they weren't violently colonizing akin to how civilizations of past in reality have.
You completely and utterly missed the point of Zorah Magdaros as well. The reason they were trying to repel Zorah Magdaros is because he was going to die in the Coral Reef instead of the Rotten Vale. If he fell in the Coral Reef, the entire ecosystem would have been obliterated beyond repair, and Nergigante was not attempting to kill Zorah Magdaros, moreso repel the hunters so that its extremely short-term survival goal can be accomplished, screwing over innumerable species, and this would directly affect the humans and nature itself.
Xeno'jiva was also attacking as it came out of the bio-energy core. The Hunter was just trying to keep the Handler safe... as much as it's a weak reason to kill it.
On top of that, Elderdragons and normal monsters alike were attracted to the bio-energy because the game even states that it is pure Dragon element that is so heavily filtered that it might as well be its own element. I believe that it also stated that it has mutagenic properties.
Heck, Fatalis itself being the personification of what happens when nature gains the upperhand and punishes humanity for its hubris is deep in of itself. The subtlety still exists in Monster Hunter... just that the main storyline in World is so obnoxiously in your face and aggravatingly unskippable that you begin to stop caring and begin to hate the Handler's voice with extreme prejudice.
Mentioning Fatalis, wasn't it heavily implied in its lore in the series that it obliterated a great deal of humanity? Greatly reducing humanity's numbers, and thus, there aren't supermassive armies with global kingdoms anymore, as humanity is finally picking itself up from the ashes?
All in all-- you deserve a lot of kudos for this video. I recently made a video on MH1(and how painful it was to play it), and the first three generations of MH made me appreciate the newer games, but also reignited my love for the franchise, just like when I started way back in 2009 with Tri. Those memories will stay with me forever!
Lol the story of monster hunter isn’t so deep that you needed to write an entire thesis here, the main point on this video is the gameplay changed over time and in that regard he is bang on point
@@beyondthelol He went into the story as well, though.
Monster Hunter's story isn't directly deep, but the comments of the developers show the true meaning of the series. The terribad comparison he made with American colonizers with World's story was just outright awful, too.
Most of the lore about fatty is just implied, but it does shed some details on it. The Equal Dragon Weapon, something that's really only barely considered canon, was basically an amalgamation of a bunch of elder dragon corpses stitched together and reanimated by the ancient humans. The elder dragons were already pretty pissed at humanity, and this was a crime considered unforgivable, and they started a war with humanity. The dragons won, but only barely, and it's implied that fatalis was born during this time, forged from the elder dragon's collective hatred for humanity. Humanity was pretty much stripped of all their technologies and knowledge and sent back to square one, but the wyverians took pity on humanity and taught them to live in harmony with nature and began hunting monsters to keep the ecosystem in balance. Fatalis still lives and still hates humanity though, and any time humanity has really managed to begin to pull itself together again, he shows up to destroy it utterly, as the now-destroyed schrade kingdom learned.
Isnt nergi the new worlds version of hunters before hunters and the guild ever came there? It eats and kills elders instead of letting them die on the vale. Its a mosquito trying to eat zorah so it cant destroy the new world. And at sharah it was still trying to stop another calamity monster
I played through World twice and for over 1000 hours and I still had no idea why exactly we had to repel Zorah, so thanks for shedding light on that for me lol
Don't mind that beyondthelol reply, this was a good read. Monster Hunter lore is obscure (to me at least) but pretty interesting.
> Dos forces you to not grind
> Explains later how much expensive upgrading is in Dos compared to World
Yeah I don't understand how he didn't catch the contradiction there. Unless he has a completely different definition of the word "grind"
@@weirdo3116 I think that’s it. In his mind (and in mine too tbh) grind in MH refers to materials. Grinding the same monster over, and over, and over, and over again. Some people have horror stories of hunting near 100 Rathalos for the damn Rath plate/ruby.
In Dos it’s just about money. To that end you can hunt/do whatever you feel like as you’ll make money regardless.
@@CaptainEffort is it though? Just about the money I mean. Because he says in the video that in order to upgrade his armor he had to hunt the same monster a whole lot of times in order to get its material to upgrade the armor.
I guess the word to look for here would be "force". But even then I would say world and iceborn don't force you to grind either since we're able to get the rare materials via wyvern Prints.
@@weirdo3116 The armor was just a point because that’s not how it works in literally any other entry. In every other MH you either use armor spheres or nothing at all. Dos made you use materials - hence him needing to hunt when he wouldn’t have had to otherwise.
And yeah, I guess that’s true about World and Iceborne, but it certainly isn’t an efficient way of getting everything you need.
@@CaptainEffort yeah I know that was his point. I'm saying by showing that he's showing how the game "forces" you to grind.
I'm not sure what you mean by efficient way to grind. Are you talking about the wyvern Prints in world and iceborn? Or the armor upgrade stuff in DOS?
This video felt.... messy. There's a lot of comments already made about the more egregious problems (defending disjointed hitboxes? implying they were a design choice? what are you smoking?), while I was interested in the thesis presented at the start, the further in into the video I got the weaker and weaker it felt, undermined by bad-faith comparisons, tons of ascribing intent where it isn't logically obvious, and just.... a strange vitriolic undertone. I'm not sure if it was intentional or not - but eventually it felt like a "ugh, you just don't GET it, it's tedious and annoying ON PURPOSE, god, go back to your dps boss fights, simpleton" kind of video. Because that's what a lot of it is - explaining some of the most annoying sounding game mechanics I've heard of and reassuring every step of the way how it really makes you _feel_ like Spiderman. Even the main conceit, that MH2Dos is somehow a _true_ MH game, is extremely weak. There's a lot of time spent explaining how the features of Dos make it feel more like a 'hunting simulation' game, and thus a 'true' Monster Hunter game, but.... almost none of those are actually present in the original MH. By your own damn admission, there's more in MH Rise connecting it to the original game than there is connecting Rise to MH2Dos, in terms of the overall gameplay loop. For the crux of your argument, this is really bad. Overall, to me, it feels like you really enjoyed what Dos did to the franchise and instead of being like the rest of us and bemoaning that a formula you enjoy a lot doesn't sell, you made up some weird mythology where Dos is the real Monster Hunter, how the developers intended it to be.
Past 8 is nonsense and the video would be better without it. Half of it is blowing smoke up Dos' ass based on the limited amount of context you got from the translation, and the other half is a complete misunderstanding of World's plot. Did you pay attention at all during the cutscenes? I sure didn't, they're not interesting, but then again I don't make videos literally lying about it.
One part I do actually agree with is a lot of Part 6. Gearing in MH has gotten far too complex for its own good, with way too many moving parts, to the point where while you're trying to go through the game's story/unlocking new content, trying to keep up with your gear becomes a nightmare if you try to actually prepare for a fight. If you're fighting a fire-elemental monster that takes more water damage, trying to gear yourself up to capitalize on those takes forever. My playthrough of World was hurt by this immensely, because I liked to have some part of my gear set up with the relevant weaknesses and such. In the end-game, this isn't as much of a problem, because you can just set up armor presets, but even that is kind of annoyance - most people just run generic sets without any major weaknesses and just don't bother. Limiting the amount of skills you can have on armor and limiting them to be more situational/defensive/playstyle-changing and re-balancin the game around it would be a really good change in my books.
On the other hand, I don't understand your gripes with the armor sets vs mixed set meta. Surely you can have both? It's not like every set in World has a set bonus.
As for armor spheres, you missed a crucial functionality: They are there to make lower rarity armor sets viable for longer. The max level you can upgrade an armor piece gets raised, but this limit is actually dependant on the rarity of the armor. While a max upgrade rank 3 armor will have more defense, a rank 2 armor will have a higher maximum upgrade limit, bringing it a bit closer to the raw defense of the rank 3 armor, meaning you can use it for longer if it has, say, better skills.
Overall, not a bad video essay, even if the thesis is overall super shaky, there's lots here to think about and chew through in regards to Monster Hunter as a franchise and it's next entries.
Use more paragraphs bro
pls separate paragraphs ty, i want to read it
@@superjumpchump7182 its a 3 hour video. you can sit for a 3 hour video but cant read thru responses that would be fitting for such a long video. come on
@@GothamiteYT 3 months later bro, really?
@@superjumpchump7182 stupid comments are timeless
“Judge learn the monster and dodge it it’s attacks.” My Brother in Christ the hip check snipes you all the way from MH Rise.
I miss the legendary hip check. My man's ass is telling your grandma to bring the car around from the loading screen.
oh bloody hell yeah.. the hitboxes on those hip check moves are just straight up bullshit, you csn be on the opposite side of the monster, not touching it amd when the monster does the hip check to the opposite direction, away from ypu, not even touching you, you effin hit and send flying..
@@elitereptilian200 Bro you could be on the other end of Texas and you’d still get carted 💀
pretty sure hip check hit box is an inside meme between the staff
This caused me to kill green plesioth on my vita out of pure rage
the hitboxes in monster hunter 1 and 2 are just bad, it's not a feature it's a problem.
It’s only a ‘problem’ if you adhere to the new mh portable design philosophy of DPS and landing hits above all else. I would consider it a ‘feature’ (not necessarily good or bad) of the old, positioning heavy mh 1 and 2 combat
@@JayJaySauce1 positioning is still important in modern monsterhunter, albeit with much less punishment due to higher mobility, however, things like plesioth hip check aren’t “positioning” issues, they’re hitbox problems. Jank isn’t a feature unless it doesn’t affect gameplay. Something looking funny, or body parts clipping isn’t a problem, but a hitbox that’s actually bigger than the object is.
@@brandonmiller9155 I agree that hitboxes not lining up with their respective models is something that should be fixed, but I think that the fact that plesioth’s hitbox is disjunct reinforces the emphasis on positioning. Just stay near the head, like the guy said
@@JayJaySauce1 A bad hitbox is a problem, you can have a slow paced game where the monster will hit you no matter what you do, but you can't fool your players with a bad hitbox.
@@elciofonseca4275 yea it’s like a game programming misjudgment but not a game design error. The devs wanted it to be a large attack players have to be wary of. Yea it’s bullshit and it sucks to get hit by, but the idea is you have to play around it and adapt.
1:04:41 absolute cap, in all older games the monsters didn't have schedules routines or anything beyond roaming from area to area, sniffing around, then leaving, in world they hunt, mark territory, defend territory, and the environment also responds in turn, when a monster dies, the vulture like birds and other small monster swarm the corpse and start feeding, the pack hunting monsters all jump on a larger monster when it is downed, herbivores will react to larger monsters by forming defensive positions, fleeing, calling out to warn other herbivores, stand their ground and try to intimidate the threat. Saying that world isn't the most immersive is disingenuous at best, and intentionally misleading at worst, maybe you didn't notice these things but they do happen, the world in mh world is alive and active, everything interacts with one another and respond to the player interacting as well, hell, even endemic life reacts too, like i said above carrion will be eaten by smaller animals, ants will take pieces from dead monsters and haul them back to their nest, and so on so forth.
Monsters in classical MH had hunger, thrirst needs too. They would come to certain locations on the map to replenish them. The level of hunger also affected whether they would take the tainted meat baits. So, you see, simulation mechanics were in MH from the very beginning. Not many players payed attention to them, tho.
@@alexxx4434 I acknowledge they have meters, exhaustion and other needs, but it doesn't have the depth emblematic of a dynamic ecosystem, that being said, older titles were limited by hardware but still made the attempt at simulating real life behavior, which I agree doesn't get talked about enough or recognized by the wider community.
None of those things have anything to do with immersion. Rise is the most immersive MH because it has the deepest, most dynamic, and therefor engaging gameplay. Immersion can be demonstrated by monitoring player brain activity, and truly immersive states have been demonstrated to only exist under conditions of high gameplay engagement and consistent game rules and behaviors.
@@alondite215 You are confusing 'immersive' and 'engaging' terms here.
@@alondite215 my guy I'm not a machine, I don't need to monitor my brain activity to know if I'm immersed in a game or not. I prefer rise in pretty much every aspect, but you can't deny that world has a much more expansive ecosystem in comparison to rise.
I think the change in the small monsters behaviour is more immersive.
In old MH, as you said, you had some remohbras tag team with a Lunastra to fight you.
That's absolutely unbelievable and unnatural for real creatures to behave like this.
The small monsters do not gain anything in fighting you, you're not prey (animals often don't eat or hunt things that they do not know), and you're not a threat (you're fighting something else), outside of their territory.
It's of course different if you're alone (smaller effort), and if you're actively in their territory (bigger threat).
But smaller animals would not have normally any business in joining a fight against something several times bigger than them (or worse, a natural predator), or against the player (something they potentially don't recognize as food).
Even if they recognized you as food, and it is possible, there are surely better preys they could hunt than trying to get you out of the lunastra's fangs, a monster strong enough to easily use them as snacks after dealing with you.
Of course, as we said, hunting themselfes a lunastra is not even in their mind.
They would instinctively know all of that and would not attack you.
Hell, they would not even stay around waiting.
They would run for their lifes.
So, the recent change IS more immersive.
"Less of a desert, more of a cluttered gorge"
And? This isn't an immersion issue, this is just complaining you got one type of environment instead of another. I've been in semi-arid badlands areas just like the Wildspire Wastes; it's honestly my favorite 'desert' map in the series for that reason (Though the Tri version of Sandy Plains comes close; Rise adding those huge dry canyons below the wetland part is an awkward choice).
I personally take issue with boiling down the “portable monster hunter” hunts as “DPS boss fights”. I feel like that is a disservice to the combat that the monster hunter series has excelled at in each generation. I could also boil down the “hunting simulation “ of old games to “item organizer” or “walking simulator,” which I feel other games series have performed better.
Eh, but the "Hunting sim" has a lot more to the general REQUIRED gameplay loop then the current MH's. Because he is right, current MH just is a loop of endless bossfights that you try to complete quickly with minimal preparation.
I get that the combat is excellent, by far it is some of the best out of a lot of games I've played, but that combat is indeed the focus of the game and it does boil down to "dps is the way to go" at the end of the day.
@@ronanlorekeeper7226 in my opinion it just sounds derogatory, which I don’t think he intended but I agree there isn’t that same loop on current games. My opinion of the hunting sim aspects is that it tries a lot of different activities but doesn’t excel in any of them. I wouldn’t mind seeing them revisited and improved, but I don’t like it when monster hunter is defined more heavily by those activities when it excels so much in combat.
@@marcofromtropoje3169 I both agree and disagree as someone who's really a fan of the non-combat parts of MH, but I get where you're coming from as someone who also enjoys the combat so I guess this would have to be more of an agree to disagree scenario, but thank you for taking the time to tactfully type this out and not just explode like some people do :)
@@ronanlorekeeper7226 haha I appreciate the civil discussion too thanks. I don’t wanna give the impression I only play MH solely for the combat, there are a lot of details in the older games that I hope return as well.
I have a weird love of the torches and super dark areas in Tri and wish those would return.
@@ronanlorekeeper7226 In any game where every attack has a way to be dodged, DPS will be the meta.
Is it really fair to say that the survival simulation genre is the "true" Monster Hunter genre when, by your own admission, that is only true for 2 (three with MHG) games out of the entire rest of the series? It sounds a lot like 1 and Dos were a "first draft" of sorts, and the devs settled on an identity for the series by the time they were done with the Gen 2 PSP games.
I felt the same way about this video. Honestly, even MH1 isn't even really much like Dos, a lot of these features that he's branding as the "true Monster Hunter genre" are one-offs like seasons, the Dos quest progression system and the way sub quests replace gathering/minion quests. MH1's format was closer to the Portable setup to begin with, and the only real similarity is the requirement of gathering for potions due to the lack of a farm. It's also strange to me that he seems to handwave away MH1, citing that it's an incomplete game due to the online portion of it being inaccessible, but the exact same is true for Dos as well. Both games only have their low rank village accessible normally now.
It’s seems pretty clear that by “true” he more means “original.”
True just means original. They changed the games for the audience, as people clearly tended to prefer the “chocolate” over the mint chip.
@@Ulttimaa I don’t get why he thinks convincing requests from clients into one quest and having fluctuating prices for monsters throughout the day makes sense? The gathering still needs to be done, so a separate quest ensures someone will do it. While paying someone more for a more difficult monster to slay makes as much sense as fluctuating during the time of day. Since a sane Hunter wouldn’t risk his life for a monster if the reward doesn’t match it
yeah its what he belives a monster hunter game should be...not what it actually is. I mean the game's name says it pretty clerarly right? monster HUNTER....not monster SURVIVOR
I don’t want to sound like a buthurt fiver, but there are a lot of things about the story that you either ignore or didn’t care to understand
- You Hunt Alatreon because he migrated to the new world, Presumably attracted by the bio energy and safi’Jiva. A black dragon that leaves its territory and is close to hunter settlements is a big danger not only to hunters, but to the ecosystem. The Field leader even says it himself that Alatreon being this close to them could be really bad.
- you hunt Nergigante because he is being extremely aggressive and like any other dragon it is a dangerous phenomenon. Nergi is not defending you from Bazel, he is attacking bazel. Nergi isn’t also helping you finish Shara, Shara was its target way before we started the fight.
The everstream, as explained clearly in the game, is like the veins where bio energy flows and sustain the new world. The crystal formation is a result of Bio energy flowing in the new world and it contains a but of energy in it. The Elder Recess is full of this cristal because that’s where the energy has the most concentration, and also where Xeno’Jiva was nesting
- The reason we Hunt Safi Jiva is because he is taking bio energy from the new world which might result in making the new world too unstable. The reason we hunt Shara ishvalda is because he is causing tremors all over the place wich is making everything around unstable, Similar to Ceadus.
I agree about what you said about the admiral, but he is no longer in charge of the operation. He assigned the commander before he left to discover the secrets of the new world. You can see this when you first meet him after repelling Zorah.
What do you mean that MHW characters and NPCs are insane for sending you to hunt monsters? Isn’t this what we have been doing since your precious Mh Dos? We hunt mitzutsune because he is horny, looking for a mate and killing anything that gets its way including hunters because it is very aggressive in this state. In GU we hunt a rathian and a Astalos because the latter wants to mate. These type of quest descriptions are not exclusive to world. We hunt monsters when they become dangerous or are being aggressive. Also monsters hunter’s culture is about Danger. Hunters love to hunt. For them there’s not such thing as genocide or feeling bad about killing them, not in this world whee monster can be so enormous and breathe fire. They are not your average pets or animals, They are MONSTERS
👏👏👏
No monster, barring maybe Fatalis, is malicious. Nergigante isn’t evil, and neither is Alatreon. They’re just really powerful animals (arguably a bit sentient considering the elder dragon thing, but who knows).
Alatreon moving to the new world isn’t a problem. And if he kills other monsters, who are we to interfere? He’s a natural part of the environment, like anything else. No, the only reason we kill him is because he’s near our base, despite us being an invading species killing animals left and right in the name of research.
Nergi attacking bagel goose makes sense. He’s an aggressive monster. But again, that’s a natural phenomenon. So why do we then go and kill him afterwards? It doesn’t really make sense imo.
In older titles you primarily hunt monsters that threaten your village and your people. It’s purely out of protection. There are ofc exceptions, but usually there’s a good reason. In World you just barge into an unsuspecting new world and start killing shit to “research” them.
For the record, I absolutely love World. I have around 500 hours and still play to this day along with Rise. Lol I’ve never even played Dos.
👌✨👍
@@CaptainEffort the black dragons destroy based on their very existence. If I remember correctly, in monster hunter 3 it’s stated that alatreon causes ridiculous elemental upsets in the environment due to his elemental instability. Dire Miralis just boils the ocean creating massive dead zones wherever he might decide to sit down.
It’s not even something that’s exclusive to black dragons, or even elder dragons. Deviljhos destroys ecosystems they go through.
And just because it’s an animal doing it doesn’t mean it shouldn’t be stopped. If something that had equal intelligence to a human popped up out of the ground and started fucking around and burning down the entire amazon, should we just sit and twiddle our thumbs doing nothing? Because that’s essentially what elder dragons do.
@@CaptainEffort in the 4th paragraph,
1.Your character is not from that village, "You were sent by the guild to resolve the phenomenon".
Only Rise that your character was born in Kamura village
2.You're part of the RESEARCH team and we gotta hunt these monsters to investigate the behavior, anatomy of these monsters because it's "NEW SPECIES" that recently found in the New World, some already in the old world, yes but there are a different between monsters in the old world and new world, take Rathalos for example,Rathalos species that are found in Moga, Val habar, Bherna regions are more aggressive and dangerous than Rathalos species that are found in Kokoto, Jumbo and Pokke, and Rathalos in the new world are said to be "NEW SPECIES" and don't forget that many monsters in the new world affect by bioenergy which is why we hunt them to do more research
"Why have rng crits when you could maximize your chance to crit through armor skills?" I see this nature of question very often in my dnd circles and the answer is because it requires a resource to be expended (decoration slots) to actually do. A resource that you have a limited amount of. Choosing to maximize your affinity takes away from other armor skills you could have, that's called game balance around player choice. There is no reason to remove critical hits simply because people *can* have critical hit chance maxed out.
Exactly. His statement is like saying: "Why should we make a test hard, if a student that has studied will get a 10? Lets just give them all a 10". Basically, nonsense.
@@frano7172 I'm calling this the participation trophy argument from now on thanks to this. Very simple, very relatable analogy. Ty
@@GeuseWRLD Im also talking this to myself, will be useful in the future.
the one issue wiith this is that dps is too strong in world / rise tbh, having high enough dps basically stunlocks the boss making maxing crit easily the most viable strat
RNG crits have a very clear gameplay reason in DnD. Crits are a big deal damage-wise, are rare normally, and are very noticeable because of how slow the pace is and how everything is explicitly stated to players.
In Monster Hunter, crits are not especially rare, aren't a big deal on an individual level because monsters have so much health, and are not very noticeable. Nobody remembers a crit in Monster Hunter; part breaks, knockouts, staggers, yes, but crits? No.
The crit system in Monster Hunter is basically just a glorified damage dial. I don't think that's especially worthwhile, though others may disagree.
The hunting simulation chapter simply convinced me to try out Dos on my own. The scarcity and limitation aspect of the items, different seasons, quest choices. It's tough but it's really interesting! I've dipped my toes in MH1 and since online is gone, had to go out on quests just to gather as well, so doing all that stuff isn't really wild to me xD
EDIT: Disagree on hitboxes. Hitboxes you can't see, or hitboxes BEHIND a monster where it shouldnt even hit you is just bad coding. Being able to, say, jump between Plessy legs and tail tip where there is some room to avoid its hip check is a good thing. Getting hit by monster legs from far away is not a good thing. With large hitboxes you might as well make monsters larger, then we at least can see where do we need to position. If they want a big wall of Plesioth to hit us with a large hitbox, you can also just make him crouch lower, that would make more sense with the hitbox he had in old games.
Yeah i think that sometimes they made hitboxes bad to make the move actually be able to hit you when they should’ve just made the animation itself cover a better area
A possibly easier and better hitbox fix could be to just add wind FX animations to give a visual cue to the expanded hitbox for things like charging attacks.
Btw, i'm not sure if you are aware, but, the online for MH 1 is back online on the Ps2 emulator ;) (pun intended)
@@jacebeleren1703 oh yea, I recently found out because of SuperRad. I don't know how it works exactly but I've joined the Old School MH Discord for that \o/
Scarcity and season aspects to the game always hinder it IMO aside from maybe MMO's.
On your point of Zorah, I think it’s different but my memory is pretty fuzzy. The reason they decide to repel Zorah magdaros is that once it dies the aftermath will affect the ecosystem and with Nergigante the reason they choose to get rid of him is that he was interfering. And with Safí Jiiva the reason they slay him is that safí can drain the bioenergy from its surroundings everything it does is for its benefit
In my opinion I could be wrong. But I think nergigante was going to stop Zorah from destroying the ecosystem we were just getting in the way. We just didn't know that until iceborn where we "couldn't defeat" Shara and Nergigante did beat it despite us killing it and carving it? The point is nature was always balancing itself and we didn't know we were getting in the way. I think that is fun nuance similar to his example with the tower made of monsters.
@@GoreGutztheImpaler i mean, i dont see nergi doing anything to zora, i think if we didnt intervene, zora would for sure, blow up the new world
At the end of World we celebrate the defeat of Xeno'Jiiva as the hunter bringing balance to nature, because if not for us Xeno'Jiiva would have disrupted the balance to the new world, even possibly destroying the whole continent. We as the nameless hunter put a stop to that threat and this feeds our hubris and pride, we are indeed the keepers of balance.
However, at the end of Iceborn we learn that our hubris almost destroyed the ecosystem. If we hadn't intervened Nergigante would still have taken care of Shara'Ishvalda. We put ourselves above nature, believing ourselves as the sole arbiters of nature but we learn our actions, by near killing Nergigante, almost brought destruction to the ecosystem since we weren't able to stop Ishvalda. This is why the end of Iceborn feels so somber, it isn't a big party but a silent reminder that our actions have consequences and we aren't infallible. We can be a counterweight of nature and we can help keep the balance of the ecosystem, but we must thread carefully as we are not the only ones capable of doing so, a wrong step and we could do the opposite of what we intend to.
@@GoreGutztheImpaler nergi is not some angelic guardian of balance lmao its a monster whose survival strategy is built on killing elders for their bioenergy. Nergi would have never been able to stop zorah from blowing up the whole new world by dying because he cant do shit to it. Evenif he could, he wouldnt guide it to save anyone or anything and most likely wouldve exploded waiting for zorah to die so it could feast on its corpse lol. Monsters are animals not anime characters
Do you believe that once upon a time, before I was recruited into the military, I play Monster Hunter 2 Dos Unpatched despite the horrendous experience of Monster Hunter 1, both games are very difficult to play unless you really dedicate the time to play. They are like jobs, which for a pre-working guy this was appealing, role playing as a female hunter living in a strange and fascinating world. I never get to play the online part as my family cannot afford high speed internet, so I basically played as far as I could. It was quite an experience back then.
The post-job me however appreciated the modern version of the game more, Capcom knew their audience no longer young people with lots of free time any more thus build their games to give us a 1/2-1 hour session of gaming time. We play online, get a quick 1-2 hunts, chat for a bit and leave. Had they made gathering items mandatory, the game would not be as attractive to me as I was 14 years ago. I can understand the appeal back then of role playing as another person. That spirit is still part of that modern game, albeit more convenient and more social to play.
Most of the Monster Hunter buddies are part of the Post Freedom Unite group to brand new never play before youngsters who see how cool it was to play as a hunter in this game. Freedom Unite was more popular because it made the best part, the Hunting part the main attraction to most people who rides on train, have a lunch break or a short session before going home. The best part is still the hunting part, I do understand the survival element of the 2 Dos game. But playing before the invention of the internet is more guesswork, learning Japanese keywords and fumbling around like you're a American got thrown into Japan and decided to live there as part of that world. Rise, a Japanese player post me messages would simply translated and I understand their intention, while my message is translated for the Japanese player to understand my intention. This is how games with years of experience progress.
On the last part, let me tell you this. These aren't a group of armies, they are technically mercenaries volunteered to join the expedition. The "colonization" for me is close to space colonization than colonized another foreign nation, because you cannot negotiate with a hostile environment. And people stayed in a few places is largely because its a more of a space station than a fort. Very few people, like you are actually interested in seeing the world beyond the horizon, thus while you, Aiden and your group keep getting better stuff, most of the NPC hunters never really go beyond what they are comfortable with, they are mercenaries(hunters more accurately) than soldiers. They do whatever they wish as long as they pay for the service the hunting hub provide, you're are never a soldier, you're a hunter. They only call upon you in emergencies as somebody that occupy that hub. Everyone would respond when a space station or fort is in need for aid. In the monster hunter world, Master Rank Hunters or G rank Hunters are incredibly rare, they aren't forged by age, but their willingness to take incredible risk compared to other hunters. You and technically all the players are the very few Master Rank Hunter in that world, the Commander, the Captain might be important people, but they aren't the best hunters around.
On the very last part of your suggestion, people in Asia, especially Japan, playing in a short session is a norm, long hours of a game session is a luxury in Japan.
It's inaccurate to argue that the series as a whole is trying to move away from a survival simulator and towards a more arcade experience (with the exception of the portable games). The Beta for World and the choice to advertise the "living breathing world" aspect should show you that the developers still strive for a survival experience; Due mostly to technical and design limitations is just difficult to implement correctly. I'm sure with subsequent new mainline releases you'll see them embrace this side of the franchise more and more.
@MilkTankzwhat does that even mean
We will see with Wilds, but given World's sales it is fairly clear that they will want to keep the neutered gameplay style of World to keep high sales.
Cool points and obviously a lot of effort was put into the video. However, I think your argument is all over the place and the attempt to put what feels like every game after Dos in the same camp and comparing them is very disingenuous in my opinion. Like many others have said, the condescension/putting down of "portable" games, whether intentional or not, is a huge flaw of this video and sometimes overshadow any valid critique of the games and make a lot of points feel like points for the sake of making points. But that's the tone of the video and not a problem with the arguments themselves being presented.
The weapon/gear section of the video occur to me as very poorly researched and you seem to have a poor understanding of both the HP numbers and the armor skills as they relate to hunt times and DPS. For one, the first mh game i played was portable 2G, and weakness exploit definitely existed in that game, along with an incredibly meta-defining sharpness+1, and crit eye skills; to prescribe "100% crit meta" to mhw only is simply poorly researched. On that note, World HP was bloated not just because hunters were doing more damage than older games (which they kinda are, due to the increased pacing of the combat), but because the dev team tried to go for what feels like a more "realistic" experience with beefier monsters and longer hunts. If you look at speedrunning videos of endgame monsters for multiple titles, you will realize that World monsters aren't tanky to compensate for overpowered hunters, but also for hunts to become longer. If you had checked speedrunnning across mh games then you will see that even while playing perfectly with the so-called DPS meta sets, world/iceborne monsters generally take longer to kill even if you don't factor in the fact that it usually took longer to walk from camp to the monster in older titles.
On the topic of environmental traps and turf wars vs player skill in combat; well the argument you presented holds literally no weight because the damage they do are percent based. Simply poor research. If you are going to try to present your arguments in such an objective-sounding way, then you should at least try them for yourself, maybe get to G rank in iceborne to find out, then you also would've found out that monsters do indeed take longer, and aren't healthier because DPS BOSS FIGHT. Similarly, you said not minutes before the TA wiki rule point that your skill as a player and mastery of your weapon are important to defeating monsters quicker; then it should come naturally that TA wiki rules, which are primarily focused around fair competition of player skill and killing monster faster, would not allow mechanics that don't directly test a player's skill and mastery of a weapon. They don't allow pets, they don't allow traps, they don't allow environmental factors; this has been the case since before mhworld, and putting that out there as a jab for "mhworld monsters have way too much hp because environmental traps but they're garbage anyway" just makes no sense (especially because you also say the bloated hp values are because of overpowered hunters, so which is it?).
I can definitely understand if you like the direction of Dos; the more sim-like aspects, the day/night and season cycles, changing hunt bounties, and other mechanic that definitely sound like they're a good time. But to say that MH has lost its genre since the first game is disingenuous and is a bad theme for the video that has no place in the video imo. If this were a discussion of changes to monster hunter, and a statement of opinion and critique of the removal of simmy mechanics for the sake of QoL, then so be it. But the way these arguments/critiques are wrapped up and presented in both a condescending tone and as objective facts are mind-boggling to me and do no favors for your credibility. Every monster hunter is a true monster hunter game, and in my opinion, the direction the game has evolved should be an indicator of what monster hunter really is. Maybe the core appeal and loop of monster hunter just isn't the sim and jank(not necessarily bad jank) and unintuitive mechanics. Maybe monster hunter was more chocolate than mint all along, and capcom has just been refining their recipe to both what their fans enjoy and what the directors vision of the franchise is. I enjoyed classic mh as much as the next guy, but to say that modern games have lost their genre and no longer feel like true monster hunter games is just disingenuous and a bad argument to try to build upon.
Spitting
He talks exactly how people talk about frontier
He played World and Iceborne, why did you said he didn't?
@JJ_Kimmy Tbh World's "story" sucks ass for the amount of exposition it gets. Earlier games have done better with less.
@@dribbler456pls8 I did say that hunters do more damage but I did not attribute that damage bloat to equipment or skill changes but rather the change of combat overall. To be honest I think comparing world numbers to any past games just doesn't make sense. All I meant to say is that HP values have been bloated for various reasons, but the numbers themselves don't mean anything when hunts take longer in practice.
On the topic of abundance of DPS skills. I have no idea where this idea even came from. The skill system is different, sure. But we had incredibly overpowered and meta-defining offensive skills before. In 4U there was honed edge, sharpness+1, and WEX dominating the meta, in XX there was Chain crit (which is one of the strongest affinity skills to ever be introduced to monster hunter), among other completely imbalanced playstyles like valor LS and valor hbg. The idea that there is DPS bloat in world just makes no sense to me when G-rank monsters in XX (which don't scale based on player count), and easily be killed in 5 minutes or less by a single player. Perhaps its misinformation, perhaps its just people not caring about the meta back when they played those games; but that by no means does not mean they did not exist. Feels to me like some people that make these arguments either haven't played world/iceborne, haven't played some of the newer "classic" mh titles, or just outright don't have enough experience with the game to be making arguments about the meta and endgame DPS numbers in the first place.
Back in the day, the Hunter had to physically carry on-site the carves and rewards they got and store them in a limited space storage box, nowadays though, modern Hunters rely on Blockchain to assure them of their ownership of the Rathian Rubies they earned and their storage box work based purely on the Cloud. Ah, the wonders of technology.
So... Are you upset that rewards are automatically sent to a large container so you don't have to worry about the items you painstakingly worked for being essentially deleted?
I recently came back to MHW and I forgot that the tent was a in the field item box. I enjoyed having to know what the field offered so that if I needed something I had to run and find it to craft what I ran out of as I feel like I learned the maps and monsters better that way. What I would like to see is them compromise add a section in the item box at home called the day pack that allows you to take in 10 unstacked items with you into the field. These would be your fall back items or your buff items you want to keep a reserve of. It just doesn't make sense to take your whole collection of worldly possessions with you, but a few sets of gear and a small collection of consumables is reasonable.
@the master plan In a way, yes. I don't mind send to box, but it does eliminate a decision making aspect that helped lead to more immersion. It was interesting to have to make a decision between an ore or bug you want vs a monster part you also want. It also incentivizes learning the map to make room for another inventory slot. Same with having steaks so you can leave your BBQ spit behind.
@@deaj8450 alright I see what you mean.
I genuinely understand how most would feel about the collection system in world.
But I'm really indecisive, so maybe a setting that reverts the changes for people who want to feel nostalgia should be a thing.
But alas, the game is Finished and they're focused on rise...
@the master plan Yeah I mean I'm not expecting them to ever go back to their old systems.
To me, the tower (and the monster hunter series in general) has always been about the majesty and limitless power of nature. The whole series is littered with the ruins of powerful, ancient civilizations that, despite their best efforts, could not outlive or control nature. There's something kind of comforting in this worldview in my opinion. Even if our civilization ends, life and beauty will carry on past it. By engaging in the hunt, we directly place ourselves back into the circle of life.
nicely said ☺
FINALLY, someone who knows the ruins are unrelated and doesn't call them ruins of, tHe AnCiEnT cIvIlIsAtIoN
@@reallycantthinkofausername487considering you can get stupidly advanced weapons described as coming from hyper advanced ancient civilizations in m4a and mhgu: shut up
@@reallycantthinkofausername487also literally nothing he said contradicts the ancient civilization theory lmao
@@sekiro_the_one-armed_wolf He talked about the many ancient civilization(s), so actually yes. It does
Kubrick's 2001: A Space Odyssey is 2 hours and 19 minutes long.
A game having a clunky controll scheme and bad hitboxes is not difficulty its just annoying, that being said i would love to see some of the simulation mechanics in dos added to the newer games.
can confirm. I sitll think he's putting a postive take on plesioth's bs over sized 'hitboxes' as a "just hit the head" is fucking stupid and a way to "accept bad game play as difficulty" like bruh.
there are alot of the old things I miss,time change,weather. was def pretty cool and I liked having to think if it was cold or hot in the desert
@JJ_Kimmy Because… it makes it more difficult? Like, by definition.
@@CaptainEffort artificial difficulty is not the real difficulty - it's just nuisance.
@@krzysztof6591 Artificial difficulty is difficulty all the same. While it can be annoying, it still poses a challenge.
Throughout the video he kept bringing up the point that the MH team keeps removing things without replacing them with worthwhile substitutions. Basically saying that while yes, the hitboxes are bad, they forced the player to be more defensive and think more about their actions. While removing hitboxes is definitely the *right* choice, they never replaced them with anything to continue forcing the defensive/cautionary playstyle.
Bad hitboxes are bad. But they should’ve added something else to continue the defensive, slower combat. By removing them and not substituting anything else in they completely changed the vibe of combat.
I would rather have slow (not clunky. The game controls just fine) movements and bad hit boxes vs. Uber mega super siayan popo that one shots you because hahaha end game.
1:35:37 not true, you can get big monster materials without fighting them. Nergigante drops parts in his lair, Rathalos scales can be found in his nest and more.
@@alorynelftuber Yes you do need them still, i didn't understood this point at all. He also was in favor of BS hit boxes i mean wtf
@@brotbrotsen1100 yea, pretty sus if you ask me
When was the last time you did that to get resources lmao
"monster hunter 2 dos" feels like "monster hunter two two"
Yeah that was pretty pointless. He could’ve just said “Dos” the whole time since that’s literally just “Two” in Spanish.
It really makes you feel like a hunter - 8/10 IGN
So monster hunter 4 technically or 22
Right its irritating, he says it a billion times and half of those times he's saying "monster 2 dos", either straight up not saying hunter or is speaking so sloppily and quickly that you can hear it. Either way it feels like padding to an already messy and extremely long video. And he just repeats himself as well.
@@bluerascal370 I mean that's the title
(Old comment. Managed to get through more of Dos and it's not That Bad)
After watching this video multiple times, I made the mistake of actually trying to play Monster Hunter Dos. I was interested after how you described it, and in a lot of ways it seemed like the perfect Monster Hunter for me. Going with the ice cream analogy, it was like getting what I thought was a mint chocolate chip ice cream, but instead of mint it was lime soap and instead of chocolate it was... Yeah..
Needing to manage the more survival based mechanics, seasons, time of day, inventory, villager relations, it all sounded really cool. But none of that was really the problem. The problem was honestly that the combat was just god awful, and that being intentional doesn't make it any better. It's just layers upon layers upon layers of unintuitive design, even just one of which being questionable alone, congeal together to make something I'm surprised anyone thought was okay.
First layer: the controls. This is the base layer the others build on, in a sort of metamorphic layer of awkwardly designed rock. You attack with the right analog stick, but I feel they didn't use the potential that idea had. At all. Most attacks don't really link with the directional input all that well, so it seems like an underbaked idea. Not only that, but the rest of the controls are just wasted. You never need to tap L2 and never need to hold L1. There was no reason for these to be seperate buttons. Select zooms in on the map. This does not need an input always available. Square should sheath the weapon, as you need your weapon sheathed to use items anyways (except SnS in this game onwards). The one that bugs me the most, however, is Triangle. Triangle opens the chat menu. Something you'll never use in single player, and rarely in multiplayer as well. Why is it on a face button.
Second layer: the camera. This is kinda linked to the first one, but it is definitely worth its own point. Even in 2004, I couldn't imagine anyone thinking using the D-Pad instead of the right stick was a good idea, especially in a game where camera control was so important. L1 focusing the camera behind you is a bit too situational, especially compared to another 3D action game that was out by then. The camera is also locked at set vertical levels, although this is one bit of unnecessary jank I was use to, but it's still unnecessary jank.
Third layer: gameplay. Bad hitboxes. Instant attacks. Obscene amounts of small monster with way too much health. Random chances for gathering items just screwing you over cause fuck you, you can't get honey in the middle if summer cause I said you're getting insect husks bitch. How inconsistent attacking feels. I'm gonna touch more on that, actually. When you tap a direction on the right stick, sometimes you just... Don't do anything. It eats the input. No more combos for the weapon who's description specifically mentions combos. Rolling is also inconsistent. Playing Dos really makes you realize how far the circle button and right stick can feel when you need to use both in quick succession, and the way old Monster Hunter (except for longsword in 3 Ultimate and everything in Tri for some reason) handled animation cancelling, where you can only dodge at the start of the recovery or after it's ended, means you'll be doing the claw with both hands and dealing with twice the joint pain. The direction you roll is also determined by the direction your character is facing*, not the camera.
*I'm actually not sure if this is actually what determines it, as I held right while looking from my character's right side and I dodged left. In the newer games they would have dodged forward, and if it was actually determined by the direction my character was facing she'd have dodged towards the screen. Ot honestly seems random to me.
Another inconsistency with dodging is that you just can't dodge out of certain attacks, but some attacks only let you dodge in certain directions afterwards.
While I like the deliberate playstyle offered by Freedom Unite and to some extent 3 Ultimate, Dos was more than just deliberate. Its gameplay was poorly designed on top of that. You mentioned in a part of your video that the portable games killed the "main" series. I don't think that's the case. The portable games added more and better chocolate. But they also took out the bullshit. The "main" series didn't do either. It let itself die.
The game Is perfectly fine but the controls are jack and not very caps money. But when u go for the Idea of pure determi action u get so used to it u struggle to go back to the newer game controles
@@Soulmizu_thefrontierhunter sorry but anyone who thinks reombras with hp pool of velodrome, during fight with Lunastra, in small arena at the top of the tower is FINE should be committed. That is just borderline masochistic on top of sloppy controls and hitboxes.
@@Nobody32990 mate I'm masochistic and love 1st 2nd and 3rd gen we don't question my life choices
@J Wilt 100% how I'm feeling
I actually love the idea of a more survival/sim based Monster Hunter, especially with the most recent gen games being… not my favorite, to say the least.
But at the same time, we can say we want it all we want, but if the time comes and a Dos remake comes out, will we actually buy and enjoy it? It all sounds good on paper, but it seems like it would be pushing this niche series into an even deeper niche.
Like, I love classic MH’s emphasis on preparation before a hunt, and how it encourages you to do more than just hunt monsters. But I doubt I’d be able to finish a MH games single player quests if the majority of the time I had to do just gathering to prepare for a hunt. With the seasons and time of day changes, it sounds incredibly frustrating to hunt down specific materials during specific times of year to stockpile them for the winter, and THEN make time for the monster hunts which are ALSO time limited. It sounds like a pain in the ass, like Harvest Moon or Stardew Valley, but now with the added challenge of consuming the stuff you farm during difficult hunts.
I mean, I’d probably still buy a Dos-like or Dos-remake, but it sounds like a pretty rocky concept. I like my MH games to be challenging, but Dos sounds like it would just be annoying and stressful to play.
"This is a high level interaction that is completely missing in Monster Hunter World"
It's used for Diablos where you can bring it out of the den with a Noios scream.
"They don't actually hunt with the Great Jagras"
That's because the Great Jagras feeds them. Which is an interaction you would see if you followed the Great Jagras back to its den.
"I consider the Great Jagras consuming an Aptonoth to be, well, lazy, compared to the cutscenes developed for the Great Jaggi and Great Baggi"
Ah yes, laziness. A common trait of video game developers./s
Honestly, this video had some great points and I was excited to see a dive into Dos, but commentary like this is grating. It's possible to complain about the failure to reach the simulation potential in Monster Hunter without insulting the developers and trying to downplay the work that they put into the simulation aspects just because some marketing blurb ticked you off.
Spit.
Preach
My goat
Yeah, Great Jagras being able to swallow monsters whole and change his moveset on the fly in real time is lazy compared to an animation. Ok
really like the idea of armour upgrades from materials, would also be cool to have a need for a greater diversity of sets instead one meta dps set
There’s a fine line between “immersion” and tedium. I’m glad mhw isn’t extremely tedious
Still tedious tho.
@@nahidkamal3218 It is grindy and requires a lot of inventory management and things like that, but it could’ve been worse
@@grimreefer213 I like that stuff in world
Wow I see the entire point of this video flew over your head 😂
@@masonhales No it didn’t. I understand the argument and why people want some of the elements of old monster hunter, like manual farming and more of the hunting and preparation aspects instead of all action. I just don’t want too much of it because it sounds tedious as hell if my pickaxe breaks and I have to leave and buy more pickaxes, that shit doesn’t do anything for me
you mention that small monsters dont do anything while hunting large monsters, but i can assure you that wroggis and bullfangos will do everything in their power to risk their lives just to bodyslam your ass while you're fighting Magnamalo
There are a couple things I really do agree with:
I really miss preparing myself to hunt in a certain environment. I think the Rotten Vale was a wonderful addition to World because it had the miasma and the effluvia.
Acclimating yourself to a volcanic region or the harsh cold really helped with the immersion and that hunter feeling. The removal of those features in Rise I found really upsetting.
I also strongly agree with you about armour skills. The focus on just stacking insanely high DPS skills removes a lot of the fun and uniqueness for building sets. I think that Rise does this a lot better than world actually. With abilities like Brutal Strike, Dulling Strike, Bludgeoner, Silk Bind Boost, it gives a little bit more variety on how you can actually MAKE your damaging sets instead of just rushing to white sharpness high crit builds. It's not SUPER varried, but it's there. I miss the way classic Monster Hunter made you build armour sets and weapons.
When it comes to Rise and World, I also severely dislike the Wire Bugs and the Mantles. I find them, the Wire Bugs in particular, to be so massively easy to use for such massive reward that it detracts from the hunt. Take rise Greatsword for example. The ability to go into a fully hyper armour charge slash into another fully hyper armoured rage slash from a silk bind skill makes playing GS so incredibly easy and brain dead. It removes the thought that went into choosing when you struck the monster and it removes the balance of it being a big, lumbering, slow but powerful weapon.
Also, FUCK the permabuffing birds system in Rise. OH MY GOD I HATE THAT SYSTEM.
In terms of the gathering aspect of of your video, I have to disagree. I personally think that yeah, things in Rise and World are a bit too easy when it comes to gathering, but I think your fear of the game removing this system entirely in favour of just giving players a full stock of items right off the bat is a bit unfounded and a bit paranoid. People understand, and it appears that Capcom understands, that the gathering aspect of of Monster Hunter is fundamental to the identity of the franchise, and them removing it just wont happen. Im pretty sure that's why Arena quests are specifically set up how they are. Pre-existing armour sets with pre-existing item loadouts.
Hitboxes: I think your statement on things like invisible or bad hitboxes being just straight up acceptable is an awful outlook. If you give monsters tighter hitboxs, there are ways to balance them around that (like making them more aggressive, for example.) Having massively disjointed and invisible hitboxes doesnt force you to strategize against the monster in a meaningful way, it has you do so in an arbitrary way to avoid something that shouldnt hit you to begin with. The solution isn't to "git gud," it's to rebalance the monster in a manner that creates a more meaningful risk/reward system to approaching combat.
I appreciate how well thought out and well researched your video is, and I appreciate your opinion on the matter, but to say that Monster Hunter has "forgotten" it's genre feels disingenuous. to say that 2Dos is the last true Monster Hunter game is like saying that all the other games arent monster hunter because you disagree with what was most likely an inevitable progression in gameplay mechanics. All Monster Hunter games ARE true Monster Hunter games, regardless of whether or not you happen to like a particular mechanic or change to that system. The gameplay loop between games is more or less fundamentally identical. The changes havent come from someone at Capcom deciding that one formula is better than the other, it came from overwhelming fan feedback based on slow and steady changes across the variety of titles.
How can I summarize this... I apologize if my thoughts are all over the place.
I think that it's unfair to claim that 2Dos is the last true Monster Hunter game. I think that Monster Hunter is the way it is because the fundamental and core aspects of the gameplay loop have remained largely the same. I certainly dislike the way certain gameplay mechanics have progressed in Rise and World, but they're just as much Monster Hunter games as 2Dos. I agree with you whole heartedly about the Hunter's relationship with the environment, and I wish that we had certain elements from 2Dos that returned, like the seasons. I miss preparing for a hunt or the environment in which you hunt, and think that you are well equipped for a hunt a little bit too quickly. I also miss the older way of crafting and building armour sets.
This was an incredible video, and I applaud you for your dedication, eloquence, and clear and concise presentation of your concerns and issues, regardless of the disagreements we might share.
I agree! The increased mobility in World and Rise makes the combat flow more smoothly, but I think you lose out on a ton of tiny decisions while fighting. If you attack at a bad angle, you can just continue the combo while turning your character in the right direction and get in some hits. In the old games you have to disengage and find a new opening. All weapons sheathe a lot faster, which makes the sword and shield's ability to use items with your weapon out less useful than in old games. Using an item isn't as much of a commitment anymore since you can roll out of most animations. Setting traps happens so fast that you can do it right next to a monster inbetween its attack strings. No need to look for an opening to drink potions because you can jog while drinking.
I think what appeals to me about the old and "clunky" combat is that there's more weight to every decision, and combat is so methodical that it almost feels like a turn based game.
👏👏👏
I hate the spiribirds lmao. It sounds fine in concept but sucks ass in practice. The bracelets aren’t too bad though, I do like that.
@@IvarTryti That's pretty much the reason why classic MH and new MH feel like different games. Classic MH had more deliberate actions, more weight, and more methodical based gameplay elements that emphasized aspects that new MH does not.
@@Aesieda old MH games emphasized being boring time sinkers that were less about skills and more about braindead grind and inventory management
39:30
So you’re saying that in Dos you unlock new quests by going through them all which get progressively more difficult in challenge? That’s literally what the new games have you do as well. Yet you say “bracketed ranking system” in a negative way, it’s just organized because you are a hunter for the guild, and you are progressing through the guild
Hardly in the video and there are already so many flawed and open ended “arguments/points” you’re making.
And how he says mh2 isnt grindy but then he exposes at the end how mh2 is grindy and tedious this video was a walking contradiction
I feel like your perception of what MHDOS is, as well as what a "true" mh game is, is based on an incomplete experience of both MH1 and DOS. Aside from the obvious point about not being able to properly experience the story due to the game being in japanese, without access to high rank or the ability to play with friends, you're essentially playing a demo of MHDOS.
Despite all your analysis of DOS's mechanics and how they supposedly make them game more survival focused, you completely ignored the context and intent behind monster hunter when it came out back in 2004. Monster hunter was meant as capcom's response to sega's phantasy star online series, and so the game was made with online multiplayer as the focus. This is especially true for the original and DOS, which lock half the games content behind online multiplayer. Without having played that, I don't feel like you can really judge the balance or design philosophy of these games accurately.
Not to mention, the fact that monster hunter as a series was designed with online multiplayer as its main focus kinda undermines your whole "true monster hunter was a survival game" argument. If you were actually able to play online, you'd see that the facilities in dundorma eliminate the need for most if not all the preparation you described in this video. The combiner eliminates the need for books and item management, the lunch lady sells ingredients directly, you can buy most items that you need straight from the shop etc. Looking at it like this, it seems like capcom always wanted to make a game about "dps boss fights", and just struggled to get their bearings until a few entries into the series.
Also it's Monster Hunter 2, or Monster Hunter DOS. Not "Monster Hunter 2 DOS" lmao.
Saying that these games need multiplayer to have the "real" experience is plain wrong.
I have never played a single mh online and I definitely do not feel I missed anything.
Are you implying the devs programmed the monsters for 2+ players?
That's just not right and probably a fault and not feature.
@@lasarousi Many of the older MH titles literally lock out half the content behind multiplayer so yes, you are not getting the full experience without it. Also historically speaking MH was devised as a competitor to Phantasy Star Online like I said, and that is also a multiplayer first type of game.
It's less about the monster design and more about the gameplay features and content you're missing out on by not playing online.
@@ignika98 granted the first one does, every single one after that including dos doesn't and shouldn't.
@@lasarousi Both DOS and tri lock high rank behind multiplayer.
@@ignika98 are you sure about tri?
Anyways they rapidly figured out that was dumb and never did it again even on the consoles that were made for online play.
In fact you can see how they rolled back in every portable version of their respective games never locked anything behind multilayer.
You're confusing a technical limitation with a feature.
my man actually sat down and argued for bad hitboxes and implied that not getting hit as much is a bad thing. Like...that's actually crazy.
The hitbox is good, the animation that is the problem.
also. worlds "resources" was alot of investagative points. hence why you got points for watching monster fight. you are reporting to the guild the interaction between the monsters. hence why you got points for picking up spit,scales,muscas,mudprints
If there's one thing I agree with the most in this video it's probably the state of the armor skills and its influence on the monsters' health pools. Not only are the offensive skills way too easy to stack but it effectively gives the player the idea that he either uses the offensive skills or he's wasting slots. This works against skills like negate poison or autotracker. I would be very happy to see the armor skills focus on non offensive applications.
this would work best in mp. where one player is the tracker and can communicate with the team. also to the tracker role, that player should be able to get certain info about the state of the monster to relay to their teammates during the fight giving an extra edge on the field. make certain monster untrackable except for the the tracker of the team
They had a good solution to this in making offensive skills harder to slot in, like attack when from a 1 slot gem to a 2 slot in Rise.
The problem is that they ALSO made skills like "speed eater" or "guard" (which does have offensive uses tbf) 2 slots. At least they gave us a neat new 1 slot skill that gives full earplugs and +30 def.
i am a little confused about some things you mentioned regarding game economy and item management.
1) you mention steamworks throughout the vid several times stating that it provides "free resources" but you never mention that it only unlocks after the base game is finished and you go into master rank;
2) you state that armor upgrades with armor spheres looks like it expects player to max armor out anyways so it doesn't make sense to have that mechanic despite armor upgrades being very highly priced and this leads to 3) that you mention selling items and running out of Z is not a thing when armor upgrades is what actually made me ran out of money several times through out both my base game and IB playthroughs;
3.5) and there are also items specifically existing for the purpose of selling them such as metal eggs and scales from palico's plunderblade, and iirc you can also sell event tickets. yes, i do have several millions of Z at the end after finishing the game, but maxing out armor upgrades will eat all of it.
4) and about item management, i remember running out of honey and blue mushrooms while playing through base game a lot, i don't see how game "provides me with all the resources for free so i can focus on dps boss fights", i feel like you simply exaggerating the difference.
5) i feel like fully upgraded harvest box, steamworks and smeltering tickets tie really well into what you said about "end game where game stops prioritizing item management and focuses on boss fights" when talking about MHDos but you seemed to ignore that and stated that it starts on great jagras in MHWIB, this one i just don't understand at all tbh.
6) you say that game provides info about monster's weaknesses on discovery, i didn't play MHRise so i assume it's that way there, but MHWIB deals with this really well granting new information about monster as you progress it's individual research level for fighting/capturing/finding it's marks in the world, but you just don't mention all of this at all despite it tying into hunting brilliantly.
i also wanted to add that i get what you mean. i get that you like mint and you want more significance to it. you actually made me interested in what it feels like and i set up an emulator and configured controls for the game already.
This is a great comment. Nostalgia goggles are one hell of a drug I guess.
I agree, the video is taking a lot of things out of context and leaving out a lot of details especially for the newer games. I've been playing since mhfu so no nostalgia googles for me. Also who the hell misses wandering around forever looking for the monster without any tracks or hints. People just skipped that by Googling the monster's routine and if you remembered it, you'd likely forget the routine within a few days of not hunting
@@gabo007x1 you don't know what nostalgia is
@@somnion5816 Don't I?
@@gabo007x1 i think you don't please just tell me what you think nostagia is maybe im wrong.
Regarding the farming in earlier titles.
I miss going to the farm between hunts, it made for a chill moment where you could wind down and relax. It offered some immersion as well.
However, it could also be argued that it breaks immersion.
Let’s say the entire village id threaten by a Dangerous Monster coming to destroy it but you say “sorry guys, I need to go and collect some honey and herbs first”
It makes sense for the villagers to aid there hunter with such things so the Hinter can actually focus more on what really matters, protecting the Village and restore balance in nature.
It doesn’t break the immersion for that the villagers say “just let us know what ingredients you require and we’ll make sure you have a large quantity of it when you come back from your hunts”.
Like I said, I miss the chill farming but it also makes sense for someone else to do that work in order to help you out.
This is like that 3 hour Morrowind video where we all agree that early 2000s had some banger game design ideas but couldn't execute them properly
The meta argument is so strange. In any PVE meta it will be prioritizing DPS, because as you get better you take less damage. For example. In Xenoblade, where there isn't even a dodge button, the best teams are DPS teams (or topple lock teams that completely shut down monsters). In fact, the dedicated healer in the game is consider way bottom tier.
And the wiki argument makes no sense, especially when people are still complaining about how weak Elemental is compared to raw weapons.
On a final note, if only 2 games out of 10+ of series are the only "pure" monster hunter game out there, then being "pure" monster hunters is an aberration of the franchise, not what it actually is. Monster Hunter has stayed so much in the "Portable" philosophy (by your own definition) that the Portable approach should be considered its "true" self. Everything before it is Early Installmemt Weirdness. The community has not forgotten about the "true" monster hunter. They are not even aware of it at all.
@LaGua MH You don't need earplug because you can roll to dodge roars. You don't need evasion because the default evade is good enough for everything.
Capcom designs the games so that everything can be dodged if you are good enough. I don't think unavoidable damage is a good game design.
By the way, can you provide sources about the past metas?
Good stuff. 👍
I appreciate the effort and dedication you clearly put in this video, made me wish for a hunting simulator focused Monster Hunter game. However, i have two points of criticism i must address. Firstly, invisible hitboxes are not something you can just say "just deal with it" and be done with it, they are an objective technical problem with the game itself, and the tighter they are, the better (trust me, i played all Souls games and the hitboxes in those games can be just as miserable as the MH games).
Second, you completely misunderstood Monster Hunter World's plot. Yeah, the story is very simple and lacks detail, but there is one crucial thing: they are NOT colonizing the New World. Sure, humans have made settlements there (like Astera and Seliana), but the guild is there to study the New World and the Elder Crossing, and as soon as they're done, they intend to leave. Elder Dragons migration is not something you can just shrug off, it is a big deal, and the guild have to study it. Again, the idea that MHW promotes colonialism is just absurd.
Also i should mention that Alatreon is not fought in the Elder Recess, it is fought in an lower section of the Guiding Lands, near Safi'jiiva's arena. He did not go there just to die and hunters just "mercilessly" slaughter him (just a reminder that he is a Black Dragon and has the potential to destroy an entire ecosystem/civilization if left unchecked).
Edit: (Sorry for any spelling errors, english is not my first language)
Alatreon goes to kill xenojiva eggs because it finds full grown safijiva as a threat
@@bacon098 not even, Alatreon was driven there by the re-emergence of Fatalis in the Old World. Alatreons arrival in the secluded valley is directly tied to the coming of Fatalis in World and if you pay attention this is mentioned during the story.
It amazes me how people can go on and on about objectivity and then turn around and say "Loose hitboxes are fine" with a straight face.
He's got a LOT of problems with the game and talks about how dos was an objectively better game just to shrug behind "tightening hitboxes doesn't make the game better" when it's one of the few things that can be truly objectively better.
Yeah this is just a guy who's nastolgic for old games and doesn't want to see anything change or improve. Lucky for him, he can just keep playing those old games, while the rest of us enjoy modern quality
@@Mytube6138 I think to shrug off his critiques of the series as just rose tinted goggles is very much undermining a lot of the good points he raises.
Yes, I think his segment on Monster Hunter: World's story is really... Bad. However, it was a take that he took, and we might have to ask how he reached this conclusion.
I think what really made me cringe is why should they care about the elder crossing and elders leaving- I know this is outside knowledge, but we learn in the Netflix film that the elders in the elder crossing are sewing absolute destruction across the world. Yes, that's why there is immediate concern by the guild.
"Imagine if they added pvp to Monster Hunter. That'd be so cool."
No...No it wouldn't. It'd be everyone in meta sets, or with meta monsters, they pulled off the internet. There's no way to balance that.
That's just ignoring the fact that not every game needs pvp in it to be fun.
Easy fix, Just have "PvP" be some manner of Pokemon-esque real time brawl between monsters the players have caught.
@@RedSunUnderParadise That doesn't fix anything I mentioned even in the slightest.
Community already toxic, now if they add PvP we are done. 🗿
@@RedSunUnderParadise that's Monster Hunter Stories PvP.
@@magnabueno5360
And it would be kinda fun in the mainline games especially since it's a real time kaiju fight.
The idea of being a hunter GATHERER was always fun to me , and i spend a lot of time gathering in mh games and enjoy it, the monsters are scary and gathering is chill, and being over prepared with traps and potions and bombs for a boss fight made it less scary.
something about gathering is so relaxing to me too
I am in the same boat. I usually play with my brother to do a few big monster fights per session, but when I am not playing with him, I tend to do smaller quests like gathering, slaying small monsters, or those ticket quests where u just turn in the ticket to end when you want. I use those times to prep for future hunts with my brother by going out to collect herbs, mushrooms, hunt and carve meat etc. All of which will serve very useful in future hunts. This to me is something that was really fun but no longer needed in newer monster hunters since I feel like it's just so easy to get all you need without going in between quests to collect supplies. Example, monster hunter world, I just grabbed herbs, honey while on my way to find the monster, never had a shortage of mega potions. And those nodes even respawn. And I dont think this direction of monster hunter is going away so all I can really do is play older monster hunters.
I agree that gathering can be relaxing, but there are games already dedicated to chilling and gathering resources. I keep hearing this argument that monhun is a hunting game, and that the focus on the combat is killing it. I’ve played since first gen and as far as I’m aware the core gameplay loop has been fight an action game boss to get better gear to fight more action game bosses. The gathering significantly extends the time the player has to wait to continue that loop.
Agree
@@calebfoley5872 While undoubtedly monster combat was always the core of MH, it's various non-combat activities around the core which gave MH a distinct, holistic and immersive experience. Focusing solely on fights it loses its signature MH balance: chill out gathering resources, manage them, prepare for the hunt, do the hunt. Its what let you immerse in the game world. Newer instalments significantly and progressively cut down on any non-combat activities, and focus on combat. Essentially turning MH into straight up just Monster Fighter game.
Not wanting to be rude but, if MonHun wanted to be a "Hunt simulator", it terribly sucked at it. I say it because back in Tri, i tried to follow the dust left by Diablos when he leaves an area or logically trying to calculate a flying wyvern next area by watching the direction the shadow went when swapping area, and any of those made any sh1tty sense, at all: all those traces work sometimes, sometimes they don't, because tracking is super incosistent in MonHun. In my first days I thought paintball would drip paint to the floor, but no, is just a stupid highlight in the map because the game knows tracking just lacks logic in these games and a paint trace wouldn't help at all. Immersion gets completely broken with ALL that stuff. World makes even more sense because with connected areas, scoutflies actively show you an existing path towards the monster, you even gotta "pick up" the essence. That's as "hunter" as you'll ever get. But MonHun was never meant to be that. MonHun is a pretty refined hack and slash that instead of relying on cheesing or overpreparation, heavily rewards skill, without recurring to dps sponges (which is very hard and monhun succeeded because it actually balanced it). That's why DPS is meta and speedruns are the hardcore community, because Monhun is the perfect game for it
Paintballs actually work by scent which is surprising because I thought that too the paintball marks the monster and paint drips down but nope it actually leaves a distinguishable scent for the hunters to follow
The thing with environment and traps, it just makes things more believable, I always thought that it would be cool for the hunter to be stuck on the same traps that monster does too, might not be for dps purpose but increases strategy and number of ways that a game can be played too.
World does this really well. another thing it has over Rise.
When i finally got to sunbreak and they started adding more environmental traps (through rocks or crabs on the wall) it was definitely a nice, refreshing change of pace to take advantage of which environment you're in and being rewarded with some damage for it.
(this technically already existed a little bit in base rise, its just that Sunbreak added more environmental traps and tools to reward you more for taking advantage of both the monster and place you're fighting in, definitely not as in-depth as world but it's an appreciated change of pace.)
I disagree with some of the criticisms about world and think older mh is getting glorified somewhat here, but this video did make me pretty interested in mh2dos, viewing it as a different game entirely from something like rise/world is the best way to look at it because they really are just different.
Damn though hearing about the way Dos is designed, especially with the seasonal cycle and the effect that has on locales and available quests, really makes me want to see a new Monster Hunter game with the mechanical improvements and clean up of the newer games but with the design philosophy of Dos for the gameplay loop.
Agreed I especially like the meal system tho a recipe book would be nice
@@TheMegamaster44 I think a split between our current one and dos one would be best. Where your own made meals can be better, since now you go to a business for a meal
They might try it with world 2, for me world feels like the og mh, it feels like a true monster hunter game that capcom really wanna make back then, love this series
@@robertjif6337 Lol World 2?
@@CaptainEffort whatever they gonna call it lel
Okay but when's the 4 hour Monster Hunter 3 review?
👀👀👀
Half of it is deconstructing underwater combat.
Really deep review
I'd watch it all the way through just like I did with this one. I started out on 3U and despite what some fans say, I loved both it AND the underwater combat. (keep in mind I was a dual blades main back then and therefore underwater combat wasn't that much different to regular combat.)
@@SonakaG 100% this except I started out as a GS main, which was also really strong underwater.
I played all the way through G-rank alone on my 3DS and while I wouldn't do it again (at least I didn't do it in 4U) I still love this game the most. I'd love to see a review/retrospective on Tri and 3U.
I agree with a lot of your points, but I think the use of the phrase “DPS Boasfights” actually undermines a lot of what you are trying to convey and comes off as condescending and demanding towards those who enjoy the newer games, much more so than it seems you intended to.
Also calling rest of the new games portable sounding very condesending
I think that's why he spent so much time laying out the terms and explaining them. I didn't read it as condescending at all. Seems like a thoughtful critique on the genre - or rather, the genres that have slowly been forking over time.
@@MrAshar101 I think “portable” games is only demeaning if you have an inherent view that portable consoles are somehow lesser than home consoles. The portable games (and as a result, pretty much everything after Dos), focus on having shorter fights that can be easily played on the go. That doesn’t mean they’re lesser, it just means they were designed with the general use of the platform in mind.
If any game were to buck that trend it would have been World, but that obviously didn’t happen. There’s obviously something in the “portable” framework that Capcom and both MH teams really like, because I feel World’s release would have been the perfect time to mix up the formula, considering how popular Soulslike and survival games are in the West.
@@Deidde idk. I still read it as condescending. I even detected condescension in the part where he was explaining the terms. the critique does have merit but it's mucked up with all this needless condescension and pointless shots. the critique seems more like an after thought to the main point. which was "the newer games are bad and the older ones are good" and I know he said that "old/new does not equal good" but that's the impression I was left with after watching the video.
@@weirdo3116 I think the entire point was that the genre had changed and continues to do so. He repeats multiple times that he likes both styles, but that the original is both under-represented and withering; that there's value and untapped potential to it. He even has a lengthy section on all the actual quality of life improvements and why the later games can be a much more pleasant experience.
But maybe I'm viewing it more positively because I agree with it (having started with the original game on PS2), and you might be viewing it negatively because you disagree and appreciate the "arena boxing matches" as gaijinhunter puts it. If I could choose, I'd augment that cool fights with the more in-depth exploration, pursuit, planning, gathering and survival that one might associate with a hunter.
So in the end, I suppose you could say I want my cake and I want to eat it too (and so does this guy). Maybe it won't happen, but one can dream!
Grandpa loves to tell you how he had to walk through miles of snow uphill to get to school.
Grandpa still uses a car.
Damn. That is incredibly concise and poignant.
I get the "moral" of the videos story, but at the end of the day the game is called Monster HUNTER. So while I do appreciate, and would like to see some survival aspects remain, I think most of us are here to hunt.
I play to kill monsters and wear them, not pick up mushrooms and bugs. I dig a lot of the things they did in World, and if they blend World with Rise, and some of the more enjoyable elements of Dos and Tri, I think we would be sitting pretty.
I want some friction, but I don't want sandpaper.
@@phant0mdummy Yeah I'm an old MH player and I'm glad it's not as tedious as it used to be. Even just picking up something off the ground used to take forever. Also, I'm a forgetful person so I've abandoned many a quest after realizing I didn't eat, or I forgot cleansers, etc
@@phant0mdummy More like Monster Fighter, am I right?
@@Thatonedude917 Good thing abandoning a quest costs you nothing.
@@alexxx4434every quest literally has a few you need to pay to embark on them so yes, it costs something.
He doesn’t know what he wants/feels fully. The series is different now and he doesn’t like it at times, due to nostalgia and his specific quirks as a person liking certain aspects of the older games. He can’t say that with any sort of authority other than ‘I’m an veteran of the series’ which would come across as gatekeeping. So he made a 3 and a half hour long video rambling about it so as to counter any points made against his subjective beliefs. He can then point to the time stamps of when he agrees/disagrees with the criticism(s) in order to deflect/resolve it.
The opening part, the dialogue with his friend, said it all. He wants to be seen/perceived/acknowledged (to some degree) as a veteran of the series, yet doesn’t know fully why he feels the way he does.
Listen to the manner/tone in which he addressed Gaijin’s video(s). Not done in a friendly ‘part of the community’ way but in a ‘I’m right and listen to how puzzled I am about your nonsensical statements’ ‘veteran of the series’ demeanor. It’s quite revealing to his heart/mindset in making this video. He wants to whine and bitch a bit as an old timer without all the “cringe” associated with it. Because he’s under 30 and knows that isn’t cool.
Literally exactly my same thought process. So glad someone else picked up on his subtle social ques. I feel sane again. Excellent dissection of this horrendous video.
Exactly my thoughts. my first monster hunter game was the first one and then I played monster hunter 2 in Japanese, and I disagree with everything he said, the only thing that I agreed, is that the desert maps were cooler.
I'm glad some people in the comments noticed how dumb his points were, he literally says that you have to hunt 15 rathians in dos and 2 in world, and say that dos is less grindy, farming a monster and then having to wait fucking seasons to finish the grind was not fun. The eating part in dos was dog water, on top of paying for the food you had to bring the ingredients too, and if was a hot or cold day certain foods would give debuffs, I wonder if when he goes to a restaurant he brings his own steak, and then shits himself if it is a sunny day.
Yeah it's a big veteran jack off competition, I loved MHFU sure, but the QoL in new games destroy that game.
First, before anything else, you have my respect for doing this video with so much effort. But second, I disagree in like the 90% of the things you say and some of them don't even make sense
Update: I just saw your video about Sunbreak where you try to dissguise your opinion as facts and now I don't respect you anymore
He also sounds condescending as fuck
@JJ_Kimmy Are you a World player then? Can’t imagine why else you’d get so defensive.
He never said Dos was better than newer games. Actually, he said his favorite was Tri, and the best was 4U. Dos is just the last of that original MH vibe/gameplay. It’s not better or worse, just different.
@JJ_Kimmy I honestly didn’t get that vibe at all - it genuinely sounded like it was just two different styles of MH. At the end he pretty much said which one he preferred, but that it was entirely personal preference.
What did he get wrong though? Was there anything really bad that he just blatantly screwed up?
Edit: And yeah, I noticed people saying that. But most people just reference his “tone”, and to me that just sounds like they’re being defensive. But if he genuinely got stuff wrong then I’m curious.
@JJ_Kimmy Well… he did in fact beat Alatreon and has recorded proof of it. So he played the game.
As for him missing points… while I agree with you about Zorah, I can’t say I agree with you about virtually any of the other monsters in the whole game. We’re there to research the new world and learn more about the monsters, yet barring maybe 1 or 2 exceptions we literally slaughter every single species without reason.
And no, “it’s scary” isn’t a reason.
@JJ_Kimmy It'd be kinda sad if he "fooled you" considering, like I said, there's literal footage of him beating Alatreon lol.
Also, not each hunt has a reason. Or at least not a good reason. Most quests are either being *way* too hasty, like Pukei Pukei and Anjanath (oh no, those monsters are sorta close to us! Better go kill them!) or the reason is just bad. Nergi is a great example - they assumed he was responsible for all the crazy shit going on, so they killed him without doing *any* research first. Afterwards, when they realized it wasn't Nergi's fault, they went ahead and slaughtered every last Elder Dragon just in case they were responsible for all the invasive species. Once again, they did zero research before coming to that decision, and were once again wrong - killing now 4 elder dragons for no reason.
I can honestly only think of two monsters that had legitimate reasons tied to their hunts. Zorah, and Xeno.
And wtf do you mean optional quests don't count?? You don't think past games gave you actual reasons to hunt monsters in the optionals? Lol you'd be sadly mistaken, especially in Dos.
Let me just shut this down here. When you first discover the Rotten Vale and Elder's Recess, you're tasked with going around and hunting every species within them. There's no reason for this, nor is there any dialogue explaining why you have to do this. You just do. You're given 3 new quests that you must complete in each new area, and for no reason.
Aside from what everyone else has already been saying about hitboxes and whatnot, what world do you live in that dos is a hunting simulator because you go around hunting small monsters and dilly dallying around? People don't go and try to shoot all the ducks they see while they're out hunting for deer. Hunting irl generally focuses on a single haul so this whole hunting simulator reasoning is just bs. Same for the small monster agro thing. Snakes, spiders, and whatever else don't go out of their way to attack you irl either. Just yelling scares away most wild creatures. Again SAME IDEA with your example of mining in the lunastra quest. What is that supposed to simulate? Someone with ADHD? Who the hell would hunting and randomly nope out to go fishing then resume your hunt while carrying around a bunch of fish in their pack. If there's a desire for specifically bugs, mushrooms, or whatever else then a trip would be dedicated to just that. There was also a mention of why there was even a time limit at all and well ya know if we're going with the whole immersion and simulation thing then it makes sense that we can't just run around in the field forever spending energy doing random things. Also the later games have a long timer for most of them too... there's always the option to play slowly and against the meta.
It seems more like you're describing a primitive fantasy village life simulator with some RPG and hunting elements, rather than a game about hunting monsters. The franchise moving from one to the other seems like it just moved closer towards its namesake.
completely agree with your point of view, he wants a completely different game
Yea monster hunter really isn’t a survival sim game, it’s a monster hunting game…
In reality it makes little sense that hunting a monster wouldn't reward you with plenty of money to just outright buy supplies, weapons and armors, there would be some supreme specialization and the "hunter" would do the hunting, the village would have gatherers and farmers and miners to handle collecting of all of those other resources you would need, you as the hunter would get paid much more per contract/quest and/or be reimbursed for any consumables you use. Hunters might still carve and gain ownership of the monster materials from the hunt itself, but picking herbs and collecting herbs is not your job.
I mean yeah if I lived in the monster hunter universe I would probably like to spend some of my days lazing about in an herb garden mashing together my own potions and experimenting with new concoctions. But when it came to getting the job done, there would be an apothecary that would be a supplier for all my health potions, and he would hire out his own gatherers and farmers.
Completely agree with you. The name of the series itself is Monster Hunter, where we, hunters, hunt a monster.
@@SherrifOfNottingham Because there are so many monsters in the Monster Hunter world it would make sense if there were quite a few hunters. So it wouldn't be much a specialization. Now a hunter who can fight an Elder Dragon would be special (hence you get paid more), but most hunters would be able to take down an Arzuros and smaller monsters. Being a Monster Hunter is really just another job in that universe. Also hunters are contract workers, so if you are contracted to collect herbs in an area that would be too dangerous for average village folk, it is your job to collect the herbs. I'd also say that average hunters who don't take on elder dragons probably makes money more comparable to a salary worker, so you saving money early game by just gathering and crafting for yourself makes sense.
I'm confused by how you say things like "when people think this is better, it is subjective and thus not valid" multiple times in the video. Most of your essay is subjective aswell, like talking how you prefer the older hunting simulator aspects or how you personally define certain things. Wouldn't that make most of the video not valid too by that logic?
Local video essayist confused about objectivity, more at 11.
Still do not understand how small monsters acting like add mobs in an MMORPG is supposed to be more immersive
I mean it doesn't make alot of sense for the herbivores to attack you when a large monster enters the area. However, all of the small monsters associated with a large monster should be aggressive. Look at any other game where they throw multiple enemies at you, would it make sense for them to stand on the sidelines and watch you fight one on one, and after you win they just let you take every bit of gear while they just stand there like they never wanted to fight you at all.
@@dragonpenguin4182 Animals aren't mindless drones my dude
@@dragonpenguin4182 If they valued their live and aren't some anime generic thug, then yeah! I expect them to be cautious, because this random dude just strode into your territory, murdered your strongest allies and is now gutting them in front of you. At that point, you would want to either seem non-threatening or run away.
C'mon bro, Yakuza 0 had this down pat, if you used certain Heat moves, the allies of that enemy would be stricken with fear.
And after you win, they literally pay you.
Idk about immersion, I think the reason they were originally made like that in MH1 was because of multiplayer. Monster Hunter started out as a commissioned tech demo for the PS2 network add-on, and singleplayer was just an afterthought. In multiplayer, you have 4 hunters fighting the same monster, essentially dividing its attention in 4, making them way less dangerous (especially in the absence of wide AoE attacks). Therefore, smaller monsters would be attacking you (usually there were 2 to 5 in each area) when the large one wasn't, and all 4 players had something to take care of instead of just hitting the monster simultaneously (which would have ended fights very quickly due to low hp levels and no scaling).
@@eser8167 no
It's interesting hearing about Monster Hunter Dos and learning where all the seemingly insignificant mechanics in the modern games came from, and learning what purpose they used to serve back then.
As someone studying game development myself, I've found that often in games there's always a trade-off that has to be made when deciding to add new features and figuring out who you want to cater too. It doesn't matter whether you're a solo indie dev or a massive triple-A studio, you can never do everything. You will _always_ be limited in time and scope, and there will always be areas you have to skimp on or cut if you want your game to turn out good. And yet, it kind of sounds like that's exactly what Monster Hunter Dos was trying to do, as it was about survival, simulation, and combat while also being distinctly a multiplayer game that could be played solo. It catered to a particular niche (which could be neat to see another stab at in the modern day), but it was also clearly very difficult for most people to get into.
For the vast majority I can easily imagine the simulation/survival elements getting in the way of them just wanting to fight big monsters, or the combat putting more casual players off from just wanting to explore and be immersed in this living breathing world. For any type of player if they want that sort of thing, they could find games that offered better combat or more engaging simulation mechanics elsewhere, and Monster Hunter Dos in trying to have it both ways would never be able to compete with a game that was lazer-focused on one of them. So... when it came to making sequels, the designers had to pick a lane, and evidently they chose combat. They decided to focus more and more making the battle between hunter and monster as fun as it can be _instead of_ expanding on the simulation elements that were present in those first two games, as it likely just wasn't feasible for them to keep doing both the way they would've wanted
The reason the older titles were slower and more methodical was almost entirely due to clunky controls and terrible hitboxes. As the controls become inarguably better, and the hitboxes become refined to the point where you no longer feel cheated by being hit by an attack you clearly dodged, of course the game is going to become more about the player's skill in avoiding these attacks rather than needing to prepare for inevitably getting hit.
There's a reason Plesioth's hipcheck is so infamous. Not because it was a monster attack that players had to watch out for and try to avoid, but because it was so broken that it could hit you from three postal codes away. That was not fun design. A hipcheck should be something to keep players from getting too aggressive 24/7, a fast low damage attack with a tight hitbox by the monster's side in case that's where the player is hugging, which is what it is now. Not the equivalent of a nuclear payload going off in your face.
Except almost all of the issues he takes with the series being just “DPS boss fights” started specifically with World. The series existed for 14 years prior to that, and maintained the slower methodical combat intentionally.
This wasn’t a gradual change.
@@CaptainEffortyes it was. Don’t go telling me generations had slow and methodical combat lmao. That kinda stuff stopped mattering in tri.
@@sekiro_the_one-armed_wolf Compared to World, abolutely
You love to repeat that one game isn’t better than the other, that they are just different games, but your tone and choice of words communicates which one you *actually* think is better very clearly.
And he is not wrong
My biggest issue I see you with this is, is that this only happened in one game. A one off gimmick, that was dropped the next. It can’t be a true MH game if there are no others like it
True just means original. Like, a basic Pepsi is “true” Pepsi, while Cherry Pepsi isn’t. And like he said in the video, Dos was basically just a huge expansion of MH1. The overall vibe stayed the same, it just added interesting concepts like seasons on top of it.
@@CaptainEffort so is the Coca Cola with the cocaine in it is the only true form of coke?
@@sekiro_the_one-armed_wolf Yes, coke with actual *coke* in it is technically “true” Coca-Cola. That doesn’t mean it’s better, just that it’s the original.
@@CaptainEffort the way I see it, the word true means the way the creators always intended to be, and I’m pretty sure a majority of people also see it this way, so I’m sure you understand where the confusion stems from. Maybe he is using it that way, who am I to say.
@@sekiro_the_one-armed_wolf “True”, as an adverb, literally just means this (according to Merriam Webster:
“without deviation”
This means that the original is the true version, and any variations after the fact aren’t. Like I said, that doesn’t make them worse, in face 99% of the time they’re *better* .
While I may disagree with many of the takes in this video, I still appreciate the amount of effort you put in to this video, especially with how you explain the reasoning behind all your points, even if I may not agree with said reasoning, you’ve earned a like on this video from me.
Will We Be Ready?
For you are all children of the light and of the day; we don’t belong to darkness and night. So be on your guard, not asleep like the others. Stay alert and be clearheaded.
-1 Thessalonians 5:5-6
God can see the future with complete certainty. He knows it as well as we might know our past. God looks at the future, the past, and the present as one. He can see them all.
Therefore, it is no reach for God to say that something will happen exactly as He predicted it would, because He lives in the supernatural realm.
In my understanding of Bible prophecy, Jesus could come back at any time. I do not see any piece in the prophetic puzzle that needs to be put in place before He could come for His church.
This means that Christ could come for us today. Hebrews 9:28 tells us, “He will come again, not to deal with our sins, but to bring salvation to all who are eagerly waiting for him”. The question is, will we be ready?
The Rapture will be an instantaneous event. That is why, in speaking of Christ’s return, the Bible tells us to be ready. It tells us to be alert. Be watching. Pay attention. We must be ready now.
Writing about the return of Christ, Paul warned, “So be on your guard, not asleep like the others. Stay alert and be clearheaded. Night is the time when people sleep and drinkers get drunk. But let us who live in the light be clearheaded, protected by the armor of faith and love, and wearing as our helmet the confidence of our salvation”
(1 Thessalonians 5:6-8)
The Bible tells Christians to wake up. Don’t be asleep in the light. That’s because a lot of us can simply lie around enjoying a prolonged nap while the rest of the world faces an imminent judgment. Yet God is saying, “You need to wake up. Be alert and live in the light. Put on the armor of faith and love.”
We are living in the last days, and it will get tough at times. We had better have our spiritual weapons ready and close by. We had better realize the devil will try to trip us up and bring us down.
Tragically, one of the signs of the last days is that some will fall away from the faith (see 1 Timothy 4:1). Don’t let that cause you to worry, because God will keep you if you want to be kept. He will protect you. But you have to take practical steps to be protected.
So, stay close to Him. Avoid the pitfalls and the things that can drag you down, and be alert. Be awake. Be on guard. And be available to serve the Lord and share the life-changing message of the gospel with others.
Jesus said, “We must quickly carry out the tasks assigned us by the one who sent us. The night is coming, and then no one can work. But while I am here in the world, I am the light of the world”
(John 9:4-5)
Wake up from spiritual lethargy, laziness, and apathy. Wake up to the urgency of the hour. We must seize the opportunities God gives us, because they won’t be around forever
effort just for effort's sake is pointless and dumb
as an old mh veteran who tried to play freedom unite again on my mobile phone i can say world is far harder than the old ones the only things that where hard back then are instant charges without any windup and tedius item managment. monsters feel more like animals in the new games (mainly world) and fighting them feels far better and more engaging then hit monster on head and get send to the shadowrealm by an instant charge attack. @MilkTankz
Monster Hunter: when the B team is so successful that they morph the A team.
This is really true as far as I see it. Freedom 2 and Freedom Unite is the MH games the solidifies what a Monster Hunter is. It was like "this is the standard now and make an evolution from it".
As someone who dove into the older titles of monster hunter after starting with world, I can definitely see this different philosophy of monster hunter sort of prop up the further back you go. I've been hooked on Freedom Unite the past few weeks so I want to give me take here in defense of this video (partially) since I see a lot of the dissent in the comment section.
The gameloop in newer monster hunter does hyperfocus on the fight itself. All the other things in the game is streamlined to a point of redundancy. Stuff like gathering herbs and honey is really just there because it's a relic of older monster hunters. You could probably take them away and it wouldn't impact the game much at all. Therefore, when you do get to a point where you're out of items, it's more an inconvenience than a resource that requires consideration. Older monster hunters force you to make these considerations, not limited to dos, but even the older portable games too.
Now as rough around the edges as this video essay is to a lot of the commenters, it relies strongly on the sort of philosophy the player approaches in terms of strategic importance. Newer monster hunter games have streamlined these other things to such an extent that they only serve as potential inconveniences, and that otherwise the hunter wants to have an ideal item pouch with an ideal build as much as possible, and would expect 100% uptime on these things, otherwise you're at a disadvantage. Older monsters hunters are designed in such a way that you're actively deciding which items to bring, and which ones you don't need, and how much room you have in your pouch. Thus, the player has to consider what objective they seek to complete whenever they go on a quest. Before you even leave the village, you have to think "Am I trying to kill a monster? Am I trying to gather resources?" and adjust your item pouch accordingly. If these things are viewed as inconveniences, then the older titles are absolutely inferior. However, if strategy is something you value, then it isn't inferior at all.
Fights are also fairly similar this way. In newer monster hunters, players have access to a wide variety of combos and moves, with more things to keep track of with respect to their weapon, and they're fighting monsters that are a lot more complicated in their movesets. The gameplay loop in fighting a monster is a lot more reactive, with a lot more engagement with the monster in terms of timing button presses, quick decision making, and otherwise quick reflex moves. This gameloop kicks ass. I love using waterstrike on hammer and going into golf swing for the big fat number, and also the fact that it can potentially backfire if I misjudge because golf swing from water strike is high commitment. Monster Hunter constantly forces the player to make quick decisions that involve risk. Naturally, this is really good game design.
In older monster hunters, this is different. The fights are considerably slower, and the player is incentivized against making risk. The reason is because monster fights can often be unfair. If you get hit once, the monster can string follow ups that inevitably result in a faint against any potential input that you may have. In fact, there are many situations in monster hunter freedom unite where the player is put in a "damned if you do, damned if you don't" situation. Understandably, adding these situations in new monster hunters would make those games worse. In older games, not necessarily. Generally speaking, the player has to observe the monster's movement patterns and figure where to position so as to avoid punishing monster attacks. Many monsters will only spin in one direction with their tail swipes. Some moves will have no telegraph while other moves are telegraphed. Some moves are easily exploitable with certain items (hence increasing the importance of item preparation, while new monster hunters don't reward item use nearly as much outside of healing). The idea is that the hunter positions themselves in such a way that it's impossible or highly unlikely to be punished. I'll demonstrated what I mean with an example.
I remember my first fight with Plesioth and immediately figured out that his hipcheck is fucking bullshit, so in my head, I scratched out entirely the idea of going to its underbelly or legs to do damage (later on, I figured out that the hipcheck is surprisingly easy to avoid if you dodge to the right, because the hitbox doesn't extent much past the head at all. However, it's still vulnerable to his tail spin.). Instead, I figured out that hanging out about 7-8 feet in front of his head will often trigger his waterjet attack, which gives me a window to land a couple of hits on his head. Whenever Plesioth retreats to the water, I figured out that sonic bombs will drag him out, and additionally, he tends to run to a certain area on the map when he leaves the water, so I learned to position accordingly so I can punish the monster. If I wanted to make the fight shorter, I would bring traps to make him completely vulnerable and do a lot of damage to his weak zones. By the time I got to low rank village Plesioth + Green Plesioth, I managed the hunt in around 10 minutes.
The strategy against Plesioth is distinct from strategies in newer monster hunters in a couple of ways. Number one, the hunter is more likely to focus on hitting the monster in a spot where you're least likely to get punished, while in newer monster hunter, you're actively trying to hit the best hitzone possible. Number two, the hunter's weapon likely has better answer to monster's moves in newer monster hunter while items likely have a better answer to monster moves in older monster hunter.
I think that illustrates my point best. It's true that the video is very rough around the edges, but I think he hits the nail on the head with the philosophy angle. Sure, the hitboxes are stupid and the game can do a better job giving the player something to visualize. A good remedy for this in Plesioth's case is to add a wind gust effect instead of reducing his hitbox, thus reducing the difficulty. That way the game adequately communicates to the player where the hitbox is without sacrificing difficulty. Yes, the gathering becomes very tedious, and that one of the major flaws with this part of the game is the lack of progression. Survival games work because gathering leads to progression. In most survival games, gathering will progressively lead to better bases/homes/equipment while in monster hunter, it's always to make sure you're not running out of the same stuff. This is to say that while old monster hunter is amazing in its own right, it has its own crippling flaws that I don't think was ever truly addressed, rather, it was zoned out progressively each generation. A monster hunter game I would love to see is for the expansion of an open world. Have it be on a big map where the player is tasked with building a village from scratch, with a big importance on resource gathering. As the player continues to build their home and invite new villagers to help, things like gathering can gradually become more automated when farms are built, and villagers come around to help the player do the tasks that become tedious. This way, the game can start in a truly survival oriented type of game, but eventually become more focused on hunting monsters specifically over time.
On the last part, I think that's what they were going for with the "Farm". But it still feels too manual, I want the farm to automatically produce materials and sends it to item box, without manual intervention.
How did you miss
The point of world
So badly :|
They're not colonizing anything
It's a research expedition
You say you played through the game multiple times yet your summary misses it
SO BADLY. I'm speechless. The Eldsr Crossing tears through environments and villages. They start happening more constantly and a crisis is on your hands. Is the Guild supposed to go "welp we have no idea what's happening and we should leave it alone lmao." What if the Elder Crossings became so frequent that humanity was being gradually uprooted and forced out? The recorded occurrences of these events were way less frequent than what's reported in World's main situation.
The Guild sends out experiences hunters who (which is implied at the beginning) volunteered to set out and aid in researching this phenomenon. They're not looking for area to take over and plant a flag into. Them being there IS important. If nothing was done, this new continent would be obliterated by Zorah being drawn into The Everstream to die. Not only that, but a new, POWERFUL species of elder dragon would be unleashed onto the Old and New World. Along with the events that follow in Iceborne having the same negative effects on the environment as stated by the Tracker and felt by the Seeker. Nergigante was supposed to keep this balance but we didn't know until it was figured out later after slaying it and realizing its importance. Nergigante regulates and it being a new species only the Admiral saw we of course would think to slay it.
Zorah's failed capture op was to try and figure out where it was going and why. The later op was when they realized where it was headed and that'd it'd be very fucking bad if it made it. So they redirected it.
From there a new ball of issues emerged and it just turned into a situation of maintaining natural balance and not letting one creature just fuck up the environment. Those anomalies have to be removed/controlled to avoid future situations.
Kulve is not a metaphor for what you think it is. The Caverns are literally just called "El Dorado".
Yes it is presented as a hunt- collect tracks, break it's horns, or even just slay it normally. There is small subtext on loading screens during these expeditions telling you that if it's removed the ecosystem IS disturbed, but the main siege presented is just a data collection trip, rather than "kill the parasite" like Safi's/Shara's situation is.
Why are they killing Alatreon??? BRO???
PAY ATTENTION TO THE SUBTEXT????
You'd KNOW why we had to kill it. **It's literally right there.**
I agree with some points you've made
But this
This is egregious. That colonization argument felt very forced and frankly poor. Presented in an organized way, yes, but ultimately just not a point.
I'm not even done with part 8 and I'm seething
Nah man i can't focus playing world since i only have 5fps
I hate World, but he really did a disservice to it in this vid. He keeps reassuring that “it’s not bad, it’s just different” but keeps comparing the “best Monster Hunter game” to world.
And yeah that comparison to the actual search for el dorado was completely unfounded, it was even based on completely incorrect information.
@@southofheck exactly
I can get if people hate world for their own reasons, things were definitely different for me when I went in. But it ended up being one of my favorite games from how different it was.
That entire segment just completely missed what World was about and made an argument based on that interpretation. The most egregious being why Alatreon had to be killed when it's literally told to you that if left alive it will throw off the balance in the ecosystem with it's elemental abilities - it's very hard to miss that unless you just click through it all to get the third fleet master to stop talking. As well as this being a colonization trip - in a literal sense, yes, I guess it is? But how can we research an event that's occurring more frequently from an area that the monsters are leaving from rather than arriving at? We go where the answers are, with volunteer hunters (as implied in the first cutscene with the admiral saying to stay back if you wish to) backing them up.
Like- I'm just impressed at how badly a point was missed. Tho it's been quite some time since he uploaded it so he probably doesn't see it the same as before
I like how you sit there and talk about immersion and how it doesnt feel like you're hunting a monster, yet you call the AI in MHXX terrible cause you're hidden behind a tree where it can't see you. Isn't this exactly what you'd want, you're hiding from the monster and waiting for your opportunity to strike at it, it doesn't see you so its gonna walk off. Do you want immersion or do you want monsters to have x-ray vision?
i think hes implying the monster Ai is bad because when he is hidden.. hes expecting the 2 velociprey to interact with the rathalos like in mh2 and the animated cutscenes.. he shouldve clarified that tbh
I'm pretty sure he was referring to the velociprey jumping up and down the cliff 5 times in a row... which is just generally bad AI. There's not much else to it. Him being hidden behind a tree would hide him and definitely make the game more immersive, so I'm not sure why you brought it up as a point to disprove anything. If anything, it just sounds like nit-picking lol
@@cowbats Then maybe he should be more specific? I mean he calls the AI in MHXX terrible, meaning the AI in general, not just the Velociprey.
immersion doesnt get better than world
@@cowbats "nit-picking", that's funny considering 80% of his video is the very definition of "nit-picking", even though i agree with some points. he spent the vast majority of the "immersion" section just complaining about how Worlds gameplay isn't literally like a pre-rendered cinematic in a past game.. not to mention that i don't find a velociprey attacking a rathian/rathalos to be immersive in the first place. a small creature would never try to actively attack a larger, dominating predator. it's like saying a meerkat should attack a lion, because it's more "immersive" that way
While I do agree with some of the points, and I wish the newer games stuck with how the older games did things like not being able to restock at camps or not having such a big focus on a DPS meta. I don't think its fair to say monster hunter forgot its genre when the style of Dos was one game out of 6 mainline games, not including their expansions.
And the thing about the story for monster hunter games or not having a reason to hunt certain monsters I think is because there really is only so much you can do for a game that's whole gameplay loop is about killing monsters. Alatreon lore wise atleast is capable of decimating entire ecosystems so you do have a reason to kill it. Nergigante was a threat to the zorah magdaros operation, and its been awhile since I have played that but if i recall correctly if zorah reached the everstream the new world would have blown up or something.
DPS meta was always a thing though. Figuring out how to maximise builds, datamining to see the exact values of hitzones and attacks, etc. were _always_ there. If anything, build guides were MORE necessary, as you couldn't see the weapon trees and basically had to guess if you were on the right track for upgrading your gear! You might not have known about it before World/Rise, but it's not a new thing those games introduced. (also RNG talismans have been there forever; it's just that the old gen armour skill system was a lot more forgiving on what a good talisman was)
@@flametitan100 DPS meta seems more apperent nowdays cuz there is 800 yt channels making build videos of meta builds. Nothing changed regarding that except the game got more public.
@J Wilt The grind after the tedium weeded out was more just the rare materials later on and talismans. Frankly its way better to have the least amount of rng like that then the stupid deco system we had in world. It kills all forms of creativity and makes u mindlessly farm for the hopes of MAYBE u get something u need with zero control. In MHR at least u have some control we talk about 1 slot of RNG in your build instead of 10-13 with no control. MH needed tedium in the past and padding sure cuz the roster was much smaller. Doing that nowdays with the much bigger rosters would absolutely kill the game.
@J Wilt I strongly disagree with this. You obviously overestimate the powers of the talismans vs armor. Armor and weapon is a very core part of the player progression that can make or break a hunt. Make that into a tedium and especially new ppl to the franchise will go fuck this because the game does not help them have a sense of slight progression. Putting your confidence into the dirt is not necesseraly a good game design even if there is a niche for it. Talismans and armor skills are optional on the other hand and not mandatory to complete a hunt. Farming for "optimized" gear is an optional thing for a self imposed endgame which is pushing for timed runs nothing more. The more inaccessible u make basic gear the faster you drive away newcomers which could make or break the game once again.
@@KKoga93 I have been playing Monster Hunter since forever, and since i remember if you got to Monster Hunter forums the meta has always been DPS, that the games were not as popular and internet was not as prevalent as right now, but since i remember when peopel were discusing sets it was like 95% of the time about DPS.
Everytime he says monster hunter two dos.... a part of my soul dies.
and Monster Hunter Three Tri
Just by hearing "certain stuff is unavailable during certain times" i know that i will HATE MHDos, heck i hate the same Safi'Jiva restriction on World so i got a mod that added the quest permanently, also imagine if you're practicing for a speedrun and the game went "nope, you've hunted the boi enough, do another thing" and just break the pace, or not speedrunning but just having a good time hunting the monster, my fave is Zinogre and Thunderboi Zinogre (Raging Brachy in World, Gore in GenU, you get my point)... I remember hating the fact that in 4U you had to "wait" until certain G3 quests were available or cycle them using the Kelbi horns quest for it.
Link for the mod pls
See? You like chocolate over mint.
@@GrievyRZchocolate is better than mint and anyone who prefers mint is clinically fucking insane
@@GrievyRZ I''m more of a root beer float guy myself. OT: Yeah, I hate having to wait to have my kind of fun in a videogame I bought, being forced to wait artificially because the game arbitrarily decided that I've done something long enough is enough to just put it down (same as in forced multiplayer in MMOs, heck if SSF isn't an option in an MMO then it just sucks for me).
Edit: I'm not hating on the guy or you or anyone, his opinion has the same worth as anyone's, this is just my opinion.
Edit 2: I'm rewatching the video crtically now and it won a dislike in the first 10 minutes from saying Gaijin Hunter isn't "playing the game correctly" without directly elaborating on that and comparing the mining rant with gathering the special spots (Or bones if you want to srtetch it) as they are still slower.
Before I say my opinion, you have my respect for doing this video with so much effort. But I disagree in like the 70% of the things you say, some of them don't even make sense.
1:40:52 I disagree with this sentiment, having invisible hitboxes is not intentional, it's just lack of polish.
I also disagree with all that shit you say about the items box, It was probably a software limitation from that time, right there you got really subjective, the items not stacking and taking too much place it was probably a unintentional bad design decision, resident evil has nothing to do with this poor design decision in Dos.
Agreed
Imagine not being able to attack the Plesioth's legs or use the knockback of his steps to negate your animations before an attack.
This comment was brought to you by the SnS gang.
I gave the video a like, I appreciate what you've done and I found it an entertaining video. I had issues with it, many of which are already addressed in the comments, but I'd like to address issues with part 8 specifically more in-depth.
You gave World a lot of crap for things that you just assumed were true, with no basis in reality. Four particular examples of this. Misunderstanding the motives, glorification of colonization, player character just doing everything that a 40 year old expedition couldn't and lastly, cruelty and hunting for sport. I'll briefly address all of these using in-game information for the most part.
Misunderstanding the motive refers to the reason for studying the Elder Crossings. The game mentions the reason why they're doing it over and over again. Elder Dragons are seen as natural disasters that can walk. Civilizations depend on them being relatively calm, but the frequency at which Elder Crossings were happening meant Elder Dragons were now suddenly moving around a lot, and that was terrible for everyone. In fact, there's an NPC Hunter in the Fifth Fleet whose own village was destroyed by Zorah Magdaros deciding to cross. They have to understand it so they can deal with it. They mention it over and over again, they're not trying to conquer nature, but understand it, so they can maybe defend themselves from it.
Glorification of colonization is a perceived ill on your part. They're not colonizing some other people's land. They're literally creating a living space in the wilderness, the EXACT same thing done in Monster Hunter 2 Dos's cinematic which you praised. You're treating the word "colonization" as a radioactive word and ignoring the context. The word doesn't just mean "the massacre of native Americans" to the rest of the world. You're projecting your feelings on the matter onto Capcom unfairly. The word colony also means things less evil. It is being used in that less evil context. In story, they treat it with extreme care. They have rules that forbid bringing anything back from the New World back to the Old World, as well as forbid even expanding their bases beyond what's strictly required to live. Both of these are explained in World in-game.
The reason the player character is suddenly hypercompetent at solving the mystery comes down to pure luck. The game mentions it over and over again. It just happens that the player arrives at the same time as Zorah Magdaros, and Zorah Magdaros was the key. Unlike previous Elder Dragons, it was too big to lose track of, which meant the Commission could actually track it. It opened a path in the Great Ravine. Until now, only ONE person was able to cross the Great Ravine. The Commission was literally road blocked until Zorah Magdaros opened a path. Zorah Magdaros was so big that Nergigante couldn't kill it, which meant it had to go hungry, which made it invade Elder's Recess to find more food, which displaced the Elder Dragons there, and one by one the dominos kept falling until we got to Xeno'Jiiva and learned why the Elder Dragons were Crossing more frequently. By pure luck, Zorah Magdaros helped clear the entire mystery. The player character was just conveniently there, a ridiculously strong Hunter who could actually follow Zorah Magdaros's trail and fight everything in the way that tried to stop him.
Lastly, cruelty and hunting for sport. Another channel by the name of Unnatural History Channel tallies the number of sport killing quests. Turns out they're the single most common type of quest in almost every game, but not World, contrary to what you presented. Further, you keep talking about how humans are the invasive species here and disrupting things, yet this is an assumption. Nothing in the game points to this. The Nergigante and Elder Dragons example is flat out wrong, as Nergigante usually doesn't even live in Elder's Recess. He invaded that space, which drove out the Elder Dragons living in that space, and the Commission had to deal with them. Taking out Nergigante was what made them go back to Elder Recess. Had they not done it, Kushala Daora would be in the Ancient Forest, which was incredibly disruptive and dangerous to the Commission's base itself.
You've fallen for the same trope of complaining about how monsters are being hunted to extinction by Hunters for fun, when no game ever says this, because in the world itself, nothing of this sort is happening. This has never been actually presented as a fact, yet people just assume it's happening because they're projecting the worst possible scenarios onto the game. All hunting is done within reason, as far the actual game is concerned. You've made baseless assumptions that it's unreasonable and are putting the game down on those assumptions. Hunting doesn't just have to be an activity for when a village is threatened. You mentioned the definition of hunting. Part of that definition you left out was that it's done for sport. "Pursue and kill (a wild animal) for sport or food." If you dislike the idea of any animal being killed for sport, a game literally about hunting is the wrong thing to play. If you dislike the idea of an animal being killed to get its materials, whether for money or items, a game about hunting is the wrong thing to play.
Thank you for posting this. I was just about to watch the video but if he spends 3 hours with trash takes anywhere near the ones you bring up here, I can tell it's a garbage video and not worth my time. World haters' desire to hate the new thing just because it's new is so strong they need to resort to just making random shit up, regardless of how little sense it makes.
They are colonizing another's land. Do we forget the new Felynes that live there and the Gajalaka? Or is it because they are "primitive" they are to be destroyed and ignored. There also is no reason for them to be in The New World (Which is also the name America got so there's parallels).
@@Maverynthia Are you seriously comparing native Americans to cats? That's not exactly respectful. The cats live in the wild and continue to do, nothing of their's was "colonized" or affected by the Commission. As for the whole they had no reason to be there aspect, yeah, they did have all the reasons to be there, namely the Elder Crossings. Not only did they help the Old World by stopping those, they even saved the New World by making sure Zorah Magdaros didn't burn everything to the ground.
@@lohto3 YOu totally ignored the Gajalaka which are of course a "primitive race" as well as a racist caricature. They DO NOT have a reason to be there. It's humans thinking they are the only thing that matters. As for the cats, if you don't notice they are also a slave race. THEY COLONIZED. You probably can't see it though being raised on US supremacy or UK bullshit.
The guild set up a dock port they didn't make any new villages look at the new world on the map its small they cant colonize all they can do is set up ports thats it
The game is "Monster Hunter 2" where 2 is pronounced "dos." It's the same as "Monster Hunter 3" where the 3 is pronounced "tri." It isn't "Monster Hunter 2 Dos."
This annoyed me throughout the video. He also pronounced dos very weirdly.
@@sfkapacheoutlaw5348 Are you saying MH3 Tri isn't pronounced Tree?
At 1:15:00 you actually first encounter Pink Rathian in the Coral Highlands and it is one of the first HR quests and you can also hunt her in the Wildspire Waste/ Ancient Forest later. I am confused as to why you are not picking either of these quest to compare it to MhDos quest
Because most likely he's using this quest as an example of if you were to just want to fight pink Rathian randomly out of the blue as opposed to the first time. He's showing the convenience and ease of fighting World Pink vs Actively having to prepare and plan for Dos Pink.
@@ronanlorekeeper7226 still not fair comparison because he is comparing two different system, plus he cherry picked an arena quest that where you don’t need to track any monsters instead of the actual Pink Rathian quest where you can also prepare for the hunt and track her. I know the preparation in world is very streamlined compared to gen 2, but the preparation aspect is still present
@@Gayhan- No offense, but how did this comment get so many likes? It’s just blatantly false.
He didn’t cherry pick an arena fight. His point was about regular MH quests (infinitely repeatable quests for the same monster) vs Dos where you can only hunt certain monsters at certain times. He added *after the fact* that arenas just made this even more aggressive. You’ll always have the monster you need to hunt waiting for you in a pit, waiting for you to come kill it. But that point doesn’t solely apply to arenas.
@@Gayhan- There's almost zero preparation in World because the tent exists.
@@Aesieda good lol you can prepare if you accidentally left
10:14 "Fun is a subjective value, it's meaningless in an objective discussion"
Excuse me, what? What about this entire video is objective?
You claim this is an essay, and essays are inherently subjective, which is, to me, is what makes them interesting. Please, do not reject subjectivity, as trying to limit these discussions to objective facts is not only nonsensical but will also lead nowhere. I like the video, I really do, but it annoys me to no end that you clutch to this concept that subjective thoughts are meaningless when this is all about subjectiveness.
Subjective and objective are just buzzwords when used this way anyway. People say "objective" to mean "true because my feelings are ostensibly not involved" and subjective to mean "false because your feelings are involved," but when used properly subjective and objective do not refer to two classes of things that everything can be sorted into. Subjective simply means "concerning the traits of the actor or narrator," and objective is "concerning the traits of everything else."
If I were to tell you I have brown eyes, that would be a subjective fact (and a lie, as well). If I were to tell you that the game Monster Hunter Dos was first released in 2014, that would be an objective fact (and also a lie). If I told you that Monster Hunter Generations was fun, that would be an _objective opinion_ (and also a lie).
And even that is oversimplification. The truth is that everything we can possibly observe is tainted by our personal biases, the most fundamental of which is physical perspective (if I am looking at something from the north I see it to the south while if you look at it from the west you see it to the east, and that is subjective, even though we both look upon an object), amd cpnversely, the very existence of a subject implies both objects that have shaped him and that he, too, can be objectified. Everything is both subjective and objective. What people mean when they say "fun is subjective" is "it is difficult to empirically prove that something is or isn't fun, so I will refrain from trying."
@@vitriolicAmaranth Objective means: Anyone using universal axioms will reach the same conclusion. Objective in a discussion hence means that you lay down some axioms that are based on weak assumptions and construct a syllogism that leads to your conclusions. If your syllogism is flawless then your conclusion is objective
@@ZipMapp The problem with that definition is that nothing is actually axiomatic.
@@vitriolicAmaranth Hurting people for fun is bad
@@ZipMapp That isn't axiomatic because it's based on unprovable perceptions that may be entirely personal or hallucinatory rather than an absolute fact. Akatalepsy is something we figured out thousands of years ago; The only thing we can know for certain is that we can know nothing for certain, because ALL logic is either circular or based on supposed "axioms" that we only consider axiomatic because we are unable or unwilling to actually prove them, something that would ordinarily make us discredit an assertion.
Anyway, hurting people for fun is simply one way of hurting people for personal gain, and as the world can be boiled down to a zero-sum game it is inevitable that any action which results in personal gain will also result in harm to someone else. Of course, I'm here treating "the world can be boiled down to a zero-sum game" as axiomatic. There are so many people and so many contested resources that it is impossible to truly prove or disprove that statement, though observation consistently appears to suggest that every action which has positive personal results has negative results for somebody else.
Epistemology is a tricky bitch. Really the best you can do is TRY not to be a sophist.
In what generation did they implement the desire sensor?
I agree with a great many of your points, but the way you throw around "DPS Boss Fight" rubs me the wrong way for entirely nitpicky reasons.
You can just say "boss fight." It's clear and concise for the purposes of your essay; the focus of the gameplay loop has narrowed from the interplay of gathering, small monsters, and target monsters in a single quest to focusing solely on dispatching your target monster i.e. the "boss." "DPS" in front of it feels basically meaningless, and its inclusion almost changes the implication of the phrase "DPS boss fight" into a thought-terminating cliche despite you repeatedly saying that they're ultimately not a bad thing. I also daresay its almost ubiquitous infusion throughout the essay lessens its impact when talking about other things actually tied to DPS (damage checks on certain fights in world, power creep of armor skills).
EDIT: Also, it came up a couple times in the video about you dismissing the western audience impact on Monster Hunter, but Capcom PR _specifically_ stated in the lead-up material to World's initial release that it was a Monster Hunter game "100% for western audiences." Not only that, but in 3 Ultimate the NTSC-U and PAL versions of the game gave the players 51 base defense. _Fifty one_ when naked. In 4U they started just giving players appropriate drinks to counter desert, ice, and volcanic locales in the supply box.
They know they couldn't cater to Japan and otherwise niche group outside Japan forever. They have to grow the audience and get more sales. It's an obligation of capital to grow to benefit their shareholders. They ramped up advertising efforts starting with Tri, but those returns-on-investment aren't enough when the brand stops being a complete unknown and starts to become the known-but-limited-appeal "weird hard Japanese game." The wabi-sabi was never going to persist as the IP grew and became a major pillar IP for Capcom.
As for the western audience having an influence. I completely forgot about that. The capcom leak reflects this too yeah? When I wrote it, my mind was still in the old ways, I forget all the time that World was meant for Western audiences. I consider this a flaw in my video absolutely.
As for the DPS Boss Fight thing. You're actually quite right. And it was something I battled with when writing. I felt I needed to a name for the "enemy" but well into researching and writing I had already rewritten the "enemy" as the changing genre, not "dps". Dps has always been in the series.
These are very valuable critiques that I will use going forward, thank you! :)
Your point about the lack of harvest tours and item management are very interesting, and I believe there's a lot to suggest it was developer intention to have you always use your time hunting doing far more than simply taking on a monster... but I also have to say there was also TONS of anti-synergy in that design, if you were expected to forage, and mine, and craft, and combine in the field, and *then* give stuff up because you couldn't send rewards to a box.
Just because it's developer intent doesn't mean even they can't realize they messed up, or mechanics don't work the way they envisioned them to, and as a result, change things to fit the new, more understood vision.
Sending you cat to the camp with excess of materials could potentially fix that but then again how this system would work online.
Haven't completely finished watching, but I'd like to say thanks for making this video. The vast majority of MH content on YT (that I know of) is speedruns, or guides. This kind of in-depth review/analysis is something I've always been wishing to see more of! Thank you for taking the time to make this!
Check out SuperRad, thank me later
There is the ragegamingvideos if you want to see some "playthrough" with jokes, and SuperRad is fantastic too
@@gabrielfernandes6909 I think it is ragegamingvideos who also goes over the lore, like what "dragon element" really is. Some insanely awesome theories that guy has.
@@capitalr8018 true he just uploaded a dragonator lore as well.
You can find a lot better out there then this video my fellow hunter. Im little over 20 minutes in and I can feel the bias seeping in this video and I hope you can see the same
While I appreciate the sentiment for the 'hunting simulator' bits of Monster Hunter, I'd also like to say that it's a highly saturated genre in recent gaming trends.
While not totally similar, I think a lot of the open-world, survival, base building, item gathering, kill x to get x formula is really overdone. So I don't really mind MH swinging in another direction.
I think it's harder to find the nuanced MH combat in any other game - I've tried and it's really slim pickings. Most of the other options being really inferior.
Immersive survival hunting sim though? Fairly common place. Not that I'd say no to a separate MH game like this, though. I feel like this is a series that can benefit from having both, with the two being quasi independent from the other.
If they make a sandbox version of mh I’d totally go with it.
@@waxcutter9813 it's been a hot minute since I posted but I think my comment was more about how the video was pushing what MH should be, rather than what it *is* currently. I.e. The focus on gathering, survival sim elements etc. Granted, at the time MH came out this wasn't the case, but now these are really over represented by a whole lot in the open-world / sandbox games space. If that makes sense. That's why I don't mind MH Rise leaning into being more action oriented.
Edit: Grammar stuff
The entire video, apart from its specifics between how the games work, is a confused mess with very little info or diggint through, beyond the basic info that is available in english. Sorry man, but you had it wrong from the very start. Capcom didn't make Mint chocolate at the start with Monster Hunter, they took someone else's parfait recipe and remove the sucrose initially while adding some mint chips. A lot of your questions have to do with meta-reasoning and actually looking around the landscape : "how many Monster Hunter-like games even exist today?" should be a question that should scare any alleged veteran of MonHun today, because the answer lies in their extinction and the "suddenly new DPS filled gameplay systems" of Monster Hunter. And that's just addressing one part of the whole thing, you had the whole genre fucked from the start :
It was a multplayer based action game with some survival hints to simulate hunting but it was otherwise based on the idea of the instanced bosses in Phantasy Star Online and not a single person tried to deny that fact because they would have been grilled on the spot due to how popular PSO was at the time. The various simulation elements of the hunt were things to differentiate it from the instanced bosses of PSO that just were all about the defensive tactical play and avoidance of damage and teamplay to land loot. In a twist, Monster Hunter told player to prepare beforehand in order to land loot. A small detail that made a big difference in the long run. And it cemented it, along with the removal of traditional by-the-time ARPG elements and its portability, into its own genre that was actually kept until MH2G. The reason for the time limit in the quests in the first place was because PSO had similar time limits that tried to acommodate users in such a way so that the (not main / not story important)quests are done quickly without much strain on the servers and loss to players from random disconnections in the middle of an instance or a play session, resulting in the loss of everything. Add the portability factor to that kind of questing and prepping and it was a hit.
The reason they had this shitty control scheme was because at the time Capcom was running scammy practices like trademarking technological concepts, one of them being the Mixjoy swap if you heard about it, something that they took Koei to court for it and hounded them for years. This kind of control scheme was another but it failed and there was another game that used it : Too Human by the guys who did Eternal Darkness and Twin Snakes. Not only that, the people in the Monster Hunter teams consisted mainly of people who worked on the Dino Crisis series, one of the guys later did the Phoenix Wright series, Shu Takumi. Also, part of the reason the project took off was because one of the sons of the CEO of Capcom, who then dabbled in very questionable practices to make an insane amount of money, was an instrumental figurehead in the project. And because of several, at the time, hot creators working on the project as well.
The reason they added farm simulation in the second was because they felt threatened by SEGA who was then releasing their "offline" version of PSO, Phantasy Star Universe, so they had to spice up the formula, that's why they suddenly decided to implement all those weird Ragnarok Online and Mabinogi styled simulation elements but not gaiting half the content in, let me remind you, absolutely dogshit servers and connection of the PS2 that actively hurt the game. The reason a lot of the systems(sans the farm) from 2, like the active day-night cycle weren't implemented in the PSP version was because it was literally impossible to do before 2008 and 2010, when God of War Chains of Olympus came out and Sony released a patch for the PSP to actually reach the 333mhz limit and release the PSP2000 models and for 2010 when new file compressing technology was discovered and could actually simulate those kinds of thing on the poor handheld. By the time it was possible though, it was pretty clear that they weren't needed because the core of "Prepare, gather, hunt" was what motivated the player, not the added village that was half-assed in Frontier. If anything, out of the "original Monster Hunter games", 2 is the weird one since it had elements tied to day-night cycles and things that wouldn't exactly be easy to do without a CMOS-type of mechanism or battery or some sort of extremely damaging shit to the PS2, like the Seaman games of the Dreamcast that need a lot of things in order to work properly. Because the rest of the simulation elements of the hunt were still there, from the effect of getting items, trading items and monster parts, capturing the monster with preparations, traps, maintenance of equipment etc.
The reason it changed to a DPS addled tye of game was because in the san of 2008 up until 2014, you had games that were branded as "Monster Hunter like" yet most of them tried to compete for something else : the spot Monster Hunter originally tried to occupy, that of not-always online Phantasy Star action game with a boss rush. The few games that activelly were Monster Hunter-clones were Nanodiver and the Naruto game where you hunt the giant kaijuu monsters. They even copied the control scheme of the MH Portable games. Meanwhile, every other game, that was competing against Monster Hunter and that Monster Hunter actually had to poach entire concepts from and implement into its gameplay from them, have vanished : games like the God Eater series, Lord of Arcana, Toukiden, Final Fantasy Explorers, Soul Sacrifice / Delta, Freedom Wars, heck, even Phantasy Star Portable itself wasn't safe. Yes, you could argue they took some ideas from Monster Hunter, like tieing the materials the monsters drop to how the armours and weapon look like but PSO did it first by skipping the material step and rewarding the player with the equipment from the start, as loot that you could upgrade with material found in the stage, instead of mining it / fishing etc, something that the other games didn't do and opted for material drops from other monsters instead. The confused ideas of multiple movesets, weird skills tied to parts and movesets that clash with each other, easy weapon manufacturing but now with nonsensical powers and a focus on super powered moves or just broken exploits etc All those concensions were made to strengthen an already existing brand and drive out any sort of competition. And that's what happened.
And the fanbase that came from later games, ate it up and enabled it for various reasons that should also be aparrent if you've been playing games for more than 10 years. MH World looking the way it does, when the games have been produced with as minimal budget as humanly possibly to generate immense profit, which was a practice in Capcom until they severed ties with Sony and had to get their act together for Nintendo to pick them up for good, was deliberate. And it funded a ton of concepts in Capcom. Oh and even when Capcom themselves tried to dip their toes in "childish Monster Hunter" with Gaist Crusher to capture that kid audience that didn't play MH, they got cannibalzied by the behemoth they created in the newer MH fanbase.
Not only that, a couple of people that had worked on the first two MH games, have either moved to other Capcom projects or have left and some sadly have retired. The big names like Kaname Fujioka, Ichinose Yasunori and Ryuzo Tsujimoto are still there but Itsuno moved on to Devil May Cry and Dragon's Dogma while Tsuyoshi Tanaka doesn't work on anything anymore despite being instrumental in directing MH 1 and directing DMC3 alongside Itsuno. It wasn't an accident that copies of DMC3 included a demo for Monster Hunter 1.
Monster Hunter will never return to its roots for the same reason Resident Evil will never return to its roots : because people would rather play something they recognise as a brand, even if they like the ideas of other games. And a lot of people liked the ideas of all those other Monster Hunter type of games and to ensure those don't pop up again, they'll keep doing that.
@@dribbler456pls8 Sorry to hear there's another heartbroken Touki fan here. I still have Kiwami on PSP. Now on Freedom Wars 2 specifically, it would never, ever, ever happen. Even if in a magical timeline where Monster Hunter types thrived and nobody cannibalized their competition, FW2 wouldn't be possible because Sony screwed the pooch greatly and pissed off both shift(God Eater dudes) and Dimps(the other dev responsible for FW) to the point where the God Eater dudes would rather make Code Vein and use some ideas they had for Freedom Wars over there instead while Dimps would basically go on to make that Gun Gale Online game to expand on the gameplay they wanted for Freedom Wars instead. A damn shame, not to mention they fucked up development and some of the original gameplay concepts for Panopticon(prototype Freedom Wars) were left out which interestingly found their way in Code Vein yet again.
Sony really was bad at the whole Vita thing and its no wonder most of the devs they collabed for those games up and left at one point. Heck, shift was actually so assblasted by Sony, they developed God Eater Resurrection with PC in mind along with Code Vein for that platform first before back porting, while GE3 was handled mostly by Marvelous, the guys behind both Soul Sacrifice Delta and the Fate Extella games. It went that badly between them and if it weren't for shift being owned by Bandai Namco, we may have lived through a future where Nintendo had exclusive rights to GE3 and CV, beyond the PC releases.
Now this some scary why other monster hunter like games don't exist
@@RiderWithTheScarf soul sacrifice 2 never :( . Fuck, the first game is so good. If they release the first game on PC I'd play the shit out of that game
Hmmmm. The definitely explains why we want to see another monster Hunter game with the same ideas. But there's no reason why there couldn't be a indie game with those same ideas.
This was an excellent breakdown, but I do think you risk overemphasising some commercial factors in the earlier part of that post. Although game developers are certainly always under the pressure of commercial realities, they generally want to create something cool as well. Monster Hunter has the fingerprints of a bunch of other Capcom properties all over it, and there are definitely aspects of the gameplay that don't exist just to compete with other games. Something that sets MH apart from its influences and its competitors is the quality of both the weapon movesets and the monster behaviours; the overall quality of combat is well beyond the level of something created purely out of commercial interest.
Although exaggerated in presentation (like everything in MH), the utility of the weapons have some pretty striking resemblances to their real-world counterparts. Hammer being short and lacking agility in its strikes, but rewarding success with the opportunity to freely follow-up via KO mechanics, is the best expression of an impact weapon (such as a mace) in any game. Great Sword is basically a kendo simulator, which was true in MH1, but the later additions of charged attacks (rewarding commitment to a direct strike) and the shoulder tackle follow the same theme. As the Lance moveset developed, it included hybrid actions, where the shield is used to cover the wielder while they move -- which is a massive part of the utility of a shield. MH doesn't accurately depict martial arts, but I can't think of many other game series that so accurately describe the real utility of weapons and their prominent techniques, even if it's through a substantial layer of abstraction.
Just as an example of something about MH that can only really come from interest and passion, and something that probably flew right over the heads of the suits.
My main issue with the Immersion chapter is that it gathering and preparing consumables in MH has never felt immersive. It was always "stand next to what you want to gather and press X". There was never any sort of interaction with it, it just becomes a mind-numbingly boring chore. If there was some intricacy to obtaining resources (and I'm sorry, micromanaging inventory and being unable to gather honey in winter are hardly intricate and interesting mechanics) then an argument could be made that putting more emphasis on it would make for an overall better experience. As it is though, MH always put a lot of attention to designing an interesting and demanding combat system while gathering was barely a mechanic. If a game has a very in-depth and interesting system and a very simplisic and frankly boring one, then I prefer to spend more time on the former, minimizing impact of the lattter as much as possible. As it stands for now, resource management in MH has never even been able to get to generic MMO crafting system and that's setting the bar rather low.
Take a shot every time he calls a 50 minute fight against a large monster a "DPS boss fight"
you need more than 8 min for a monster in world ?
@@somnion5816 in any monster Hunter game °
@@Thermalfusi0n have you played HR mh4, gen, or rise solo?
@@TheTrains13 HR ? lol I played all the way through G rank solo in all those games except obviously rise. Have you played portable 3rd, Tri and freedom unite solo ?
@@Thermalfusi0n right now on touchscreen controls since I don't own a psp but yes im playing through the horny games
1:37:16 again, wrong, almost every small monster in the game will try and attack you if you stay in the area for any extent of time, only exception are some of the herbivores, and even most of them become hostile too..
also for someone who says they miss immersion.. what animal in real life suicidally charges you on sight.. they will in every circumstance try to scare you away, flee, or lash out in threat response ie. elephant charging..
I feel you could say the same thing about Zelda 2 with the rest of the Zelda franchise.
Zelda 2 was the last TRUE Zelda game - An essay on 4 parts - Part 1/4: The beggining of the end (3 hs long video)
That's basically what he is doing
This is the comparisson I needed to read but couldn't think about
I'd like to point out during Part 8 that with your criticism of the Hunter being the only hunter that does anything (in World with regards to all of the Elder Hunting and beating them all by themselves) doesn't make much sense.
None of the other MH games force you to hunt with other hunters to take down anything in any of the games prior. Why is it a problem with World? When you are sent out to face any elder dragon in any of the old games there is no NPC hunters helping you. It's just you, unless you choose the online options.
I feel like most of the World talk in Part 8 was messy. Everything else was rather well done I'd say, this is certainly an amazing discussion and review.
Because in older games you are actualy the only Hunter in the area canonicly
My first game was World.
I convinced a friend to try and play Freedom Unite online, it was awesome.
Simply put, there are a heap ton of complex mechanics that the player can interact with, but in World you're absolutely not required to learn most of those mechanics and systems.
In contrast, in MHFU you absolutely HAVE to learn all of the quirks of the combat, otherwise you're as good as dead. It's incredibly rewarding to learn and try to master. And it's a helluva lot easier and more fun to do it with friends and laugh at how the Tigrex spammed its charge attack 27 times in a row, or at how the Plesioth hip check hitbox is completely broken
yeah just like how it's fun to watch a bad movie with a friend
Pretty sure the Plesioth hip check hitbox is always broken. as it should be.
@@dustinhill4834 Indeed. It's fun to go out into the field with a rookie hunter and watch them get tossed around by the Plesi's infamous hip check, lmao