I remember Archie showing an interest in how Monster Hunter veterans would perceive the revamped World, and seeing as Robio is on a long hiatus, that only leaves me. I'll be adding to these impressions as I go, so far I've only done a few of the earliest quests and have only fought one larger monster, the Jagras.
First things first, graphical fidelity in this game is unprecedented for the Monster Hunter series. Seriously it's so sharp it sears my eyes. The World suffix relates to how the stages you fight in are no longer divided in seperate, smaller arena like areas, but are one interconnected whole. This is both very cool and rather annoying as it allows the devs to incorporate much more maze like level design, meaning it's harder to memorize everything. There is also a side effect that it's possible to be battling a large monster in a passageway between larger area's where movement is much more restricted. It still works, but it's nicer to have a bit more room to move around in.
Not only are the stages larger and more complex in terms of level design, the same can be said about the level of detailing. There is a lush look to the whole game, but I disagree with the devs in that this means every item of interest needs to be highlighted by your tracking flies as you pass it by. It breaks the immersion when every other piece of scenery starts glowing when you approach it.
And this brings me to the second big change in World: accessability. The game still requires a lot of your time, but a lot of the 'friction' has been removed. It's still early days, but for now I still long for the more purist experience of old. Some examples: you track down monsters by finding tracks, which results in your tracking flies picking up the scent of larger monsters, after which they guide you to it's current position. I understand how the devs deemed this neccessairy due to larger, more complex stages, but I feel it is detrimental to the need to learn the lay of the land like you did in earlier games. It's the difference of driving somewhere with a map or with the GPS enabled. You're just not as aware of your surroundings. The need to hit them with a paintball to keep track of them has also been thrown out, the flies keep tracking it, and you'll even get an icon on your map indicating the monster's current position. There's less friction, but also less skill involved.
Another immediatly apparent difference to older games is also the opening scene of the game. There are many more cutscenes to wade through, making the whole thing more action-ey and cinematic. It's clearly a play for the mainstream market. I didn't mind it, but it wasn't what I was expecting.
Controls and menu's are still more or less untouched, but crafting gear and weapons has seen a major change: you can level weapons down and get the monster parts you used on them back. I do not approve. It robs the leveling system of its sense of commitment. Nothing is final. It changes the forging and upgrading that is the main manner of progression within the game to something more resembling a skill tree. Interchangable.
So far all the rest has been sufficiently monster hunter-y. Everything is bigger and bolder, meaning there's a larger learning curve for returning players, but the core gameplay is still very much in tact. I'm wielding a Switch Axe, a weapon first introduced in MH4, and will probably swap it in and out for the trusty Hammer and a sprinkling of Hunting Horn for multiplayer. So far I'm enjoying it massively, but despite the game's play for accessability, I find it's larger level of scale to make the whole even more bewildring. I guess it'll just take some adapting.
There's nothing quite like going at it with your huge weapon, bludgeoning your favorite big burly beast untill either of you can take no more and succumbs only to get your shit back together and give it another go after a short breather.
Whenever I see "shaft" used in some video game context, it takes me back to playing Quake in Capture the Flag mode. Whenever one player would kill another with the Thunderbolt/lightning gun the death message would read "Player One accepts Attacker's shaft." And that still makes me giggle.
Indeed.
That’s hilarious.
Anyway to give my shaft more context I was actually able to acquire a Hero’s Streamstone: Shaft the other day, two in a row no less. These will allow me to add augments to my rarity 8 Insect Glaives. I have gotten a bunch of others but they would always be for the other weapons and not my main. I swear the Desire Sensor in this game is strong.
It's quite random no? I must say I'm not liking this new randomness. It's also apparent in how you aquire the gems and Kulve Tarroth weapons. Seems like a cheap way of stretching the game, very contemporary.
Yeah they along with jewels are random rewards for doing Tempered Elder Dragon investigations. You can give your weapons slight buffs in Attack, Defense, Health Regen, or adding Slots for more jewels.
Now that I have them I’m too hesitant to use them as I’m currently unsure as to how I want to augment my weapon.
I started this, I picked dual blades. Only did one mission. How long should I give it before I get a good idea of the game.
I'd say at least 25 hours. In all seriousness though I'd stick with it untill you've fought a flying wyvern, as by then you'll have a good idea of what the different beasts are like. Also, the an ient for rest is a crap region. I've been playing for 80 hours and I still can't wrap my head around the layout.
Also try out different weapons. Each class really shakes up how fights play out.
edit: if you want we could try to play co op some time. I have the game on Xbox and I'm still fairly early on there and we're 'only' 6 hours apart. I'm free this Saturday as of 2:30 pm your time if you're interested.
And as SupremeAC said if you need someone to play with and you're on PS4, let me know. That said, you're also better off continuing to play solo for a while. You progressed faster with a friend, but it's important to familiarize yourself with the territories so you know where are all the camps in other little secrets are.
Truely crap advice. What you really need is a large hammer to smash everyone's face in with.
Just goes to show how the game accomodates different styles of play. There's no wrong way. Except for the one Robio mentionned above.