Because they’re in a desertWhy is it so brown
Could you please clarify which posts do you mean with „you guys“? To me your post reads more upset than my post for example.god damn you guys, really that upset over a game, fucking MONSTER HUNTER, being more cinematic and having a more "immersive" story. Don't you all go through the story as fast as possible anyway, for post game? MonHun is basically a post-game game in my eyes. You spend what, 20 hours in the story, and then over 60 in post-game?
Maybe I'm crazy.
Yep. The problem isn't the story, it's their focus on "cinematics". How are we going to play through village quests in multiplayer without these scripted segments interfering? I need to see more. Hopefully it's all skipableMH4U had a story and it's one of the most beloved in the series. However 'cinematic' rings some alarm bells for me if they decide they want these story beats to be incredibly scripted/on rails.
Ideally, we just go back to village offline/guild online being split, again.Yep. The problem isn't the story, it's their focus on "cinematics". How are we going to play through village quests in multiplayer without these scripted segments interfering? I need to see more. Hopefully it's all skipable
honestly, I wonder how the "Portable" team is going to handle their next game, as there have always been differences between the 2 teams but with generations and rise they continued the series with more fantastical elements where the world and the upcoming wilds is taking a more "grounded" approach. hoping there next game just goes buck wild, maybe even giving it more of a unique art styleIdeally, we just go back to village offline/guild online being split, again.
Rise showcased just how better things are with the split, because those who want a challenge and/or play with their pals, with minimal story interruptions can largely get just that.
They really didn't need to try reinventing the wheel with how World did it.
My best guess is that Ichinose (director of Portable series, GenU, Rise) will largely continue making games the way he likes, just as Tokuda (director of World and Wilds) clearly has his preferences. Given how well Rise/Sunbreak did, even post-World, it's clear that style of MH has its fans. So, I expect even more in the way of arcade-style bombast, next time he's up. And that's the beauty of it.honestly, I wonder how the "Portable" team is going to handle their next game, as there have always been differences between the 2 teams but with generations and rise they continued the series with more fantastical elements where the world and the upcoming wilds is taking a more "grounded" approach. hoping there next game just goes buck wild, maybe even giving it more of a unique art style
Yeah that's how I also thought about it. Seems dope tho.Went through a lot of the preview content and the impression it gives me is a whole game modeled after Iceborne's Guiding Lands.
According to the people who were shown gameplay it runs pretty flawlessly (but it did crash a few times), so I doubt it'll be another DD2. I just really want to see a direct feed video demo myself now.Everything I'm hearing about this sounds good as hell. I'm so incredibly ready for another World-style MH game, as much as I do very much enjoy being able to just jump into a hunt in Rise.
... I just hope it's slightly less taxing to run than Dragon's Dogma.
Impressions from the scripted demo shown at SGF. Most things are backed up by other articles, although I think he mistakenly says it's open world - it isn't, still divided by biomes. They are a lot bigger now and some have villages inside them.
I think Gaijin's video (which is also a very good watch, if you got time) does a lot to explain it.
In short, you're both right. It's technically an "open world", but the biomes open up as you play through the game, instead of having access to everything immediately.
Sounds a lot like the Forbidden Lands really is thematically continuing where the Guiding Lands left off. I'm with it.
Max also talked about the Insect Glaive doing some "poledancer shit" for a mounted finisher, and now, I'm really just that much eager to see how Tokuda n'em treated my Bug Stick this time. Especially since IG really was more than a bit lackluster in base World.
Time will tell, but I think it's just a matter of perception. It's probably why "seamless" seems to be the operative word when it comes to describing Wilds, instead of "open world". They're fundamentally the same thing, but the intention and execution is different, because you don't have access to everything right away.More previews such as the IGN one don't describe the game as open world. It seems moreso that there will be some sort of large village/base camp for different regions which you can walk between without a loading screen. With the regions also being describes as 2-3 times bigger than World's, I don't think open world is a good description for this game. This game is gonna have large, open regions, but they're not going to be connected.
Tri was my first game and I loved the Deserted Island feature, I'd just wander out and see what was going on, farm some village points. Would love to see something similar on a big scale!Sounds like they've fused the Guiding Lands with the Deserted Island concept from Tri.
In Tri, Moga Village was on the Deserted Island, and you could leave the village at any time to roam the island without going on a quest. So no time limit or fixed monster appearance.
It was just not seamless of course, and this seems to be an evolution of it. Sounds pretty exciting.
I hope they'll bring back the monster forecast from Tri and combine it with expeditions from 4.
I'm confused about the quest handling. The previews I've read make it seem like there are no classic quest boards anymore and you just "make" your own quest by just going into the open map and target the monster you want to hunt? How will you hunt specific monsters, are we supposed to hope the monster appears randomly?
Or how about specific objectives? Like capture monster X, or fend off monster x.
"To be honest, it was always clear in my mind that was the direction I wanted to take it," he told me. "Any Monster Hunter game where I'm director is always going to be focusing on the ecosystem element. As the hardware generations we're working on get more and more powerful, I want to use the specs of the hardware to the max in order to depict as convincing a living, breathing world as I possibly can."
I would hope it wouldn’t be 6 years between Rise and a new portable game. But if this game gets master rank in 2026 then yeah I guess we might be waiting that long. Bummer.![]()
Monster Hunter Wilds director aims to push hardware 'to the max' to bring the world to life: 'Any Monster Hunter game where I'm director is always going to be focusing on the ecosystem'
The World and Wilds director is all about nature.www.pcgamer.com
So, yeah, probably not for me, as I vastly prefer Ichinose’s more mechanics focused vision of MH. That’s ultimately fine, and it’s good to hear it from Tokuda himself so clearly.
Sadly also means I’m probably going to be waiting until at least 2027 for a new Monster Hunter.![]()
I look at it like this: even though I almost always prefer Ichinose's version of MH over Fujioka/Tokuda's, I think it's important the series has this "ping pong" effect between the two main directorial visions. It does more to keep things fresh each go around.![]()
Monster Hunter Wilds director aims to push hardware 'to the max' to bring the world to life: 'Any Monster Hunter game where I'm director is always going to be focusing on the ecosystem'
The World and Wilds director is all about nature.www.pcgamer.com
So, yeah, probably not for me, as I vastly prefer Ichinose’s more mechanics focused vision of MH. That’s ultimately fine, and it’s good to hear it from Tokuda himself so clearly.
Sadly also means I’m probably going to be waiting until at least 2027 for a new Monster Hunter.![]()
Rise is one of Capcoms most successful games ever. So it's very popular.I would hope it wouldn’t be 6 years between Rise and a new portable game. But if this game gets master rank in 2026 then yeah I guess we might be waiting that long. Bummer.
I like World a lot but pretty much every change Rise made such as combat flexibility, reduced grinding, and less story focus led to me liking it more more so it’s a bummer that kind of Monster Hunter isn’t coming for a long while (and is much less popular).
It sold well but half as well as World and has been the punching bag of the fanbase these last few years, mostly due to the flashy combat, lower difficulty, and that base Rise launched without the complete story & no true endgame. Sunbreak fixed some issues but it still seems this fast-paced combat focused Monster Hunter is just not as popular as the slow-paced ecology focused Monster Hunter. All the interviews about Wilds are making it evident it’s way more similar to World than Rise, and between Twitter and the other place the response is mostly “Thank goodness, Rise sucked.”Rise is one of Capcoms most successful games ever. So it's very popular.
15 million is a good bit more than half of 25 million. The fact that it's been out for half as long as World and sold more than half as much is a pretty strong indicator it's a successful game. As for people seemingly hating Rise online, you must be in a lot of circles that hate Rise because that's just not the common perception of the game? I know the monster hunter subreddit had some pretty popular doom posts bout it being like World because the invasive story elements and people were literally saying "Why does it have to be like World? Rise was great and solved all the story problems." Either way, both our experiences are anecdotal and 15 million sales in half the time of World speaks much more than a bunch of randos on Twitter whose first game was probably World.It sold well but half as well as World and has been the punching bag of the fanbase these last few years, mostly due to the flashy combat, lower difficulty, and that base Rise launched without the complete story & no true endgame. Sunbreak fixed some issues but it still seems this fast-paced combat focused Monster Hunter is just not as popular as the slow-paced ecology focused Monster Hunter. All the interviews about Wilds are making it evident it’s way more similar to World than Rise, and between Twitter and the other place the response is mostly “Thank goodness, Rise sucked.”
Monster Hunter YouTubers have been pretty down on it, and Monster Hunter Twitter constantly shits on it so idk, maybe I’m unlucky.15 million is a good bit more than half of 25 million. The fact that it's been out for half as long as World and sold more than half as much is a pretty strong indicator it's a successful game. As for people seemingly hating Rise online, you must be in a lot of circles that hate Rise because that's just not the common perception of the game? I know the monster hunter subreddit had some pretty popular doom posts bout it being like World because the invasive story elements and people were literally saying "Why does it have to be like World? Rise was great and solved all the story problems." Either way, both our experiences are anecdotal and 15 million sales in half the time of World speaks much more than a bunch of randos on Twitter whose first game was probably World.
Monster Hunter YouTubers have been pretty down on it, and Monster Hunter Twitter constantly shits on it so idk, maybe I’m unlucky.
It’s not. When Rise as free as a Game Trial I put like 50 hours into it in one week. Between the shorter hunts than World and the fact that things were earlier to craft I was constantly making new sets. It actually got me to try every single melee weapon. Sunbreak definitely improved things but I miss base Rise sometimes.Rise is boring.
Sunbreak definitely improved things but I miss base Rise sometimes.
Nobody likes rampages, let’s not go crazy here. There’s a reason they were abandoned in Sunbreak.You miss Rampages and no endgame?
Anecdotal, sure, but this exactly how I treated Sunbreak.Nobody likes rampages, let’s not go crazy here. There’s a reason they were abandoned in Sunbreak.
But as for no endgame, yeah I kinda did. It was nice just fighting monsters and building like 30 different sets without worrying that I wasn’t dedicating all of my time optimizing one set like I do with other games. I don’t need to hunt monsters to chase an unattainable goal of perfect set optimization, I hunt monsters because hunting monsters is fun!
Nobody likes rampages, let’s not go crazy here. There’s a reason they were abandoned in Sunbreak.
But as for no endgame, yeah I kinda did. It was nice just fighting monsters and building like 30 different sets without worrying that I wasn’t dedicating all of my time optimizing one set like I do with other games. I don’t need to hunt monsters to chase an unattainable goal of perfect set optimization, I hunt monsters because hunting monsters is fun!
Selling half as well as World is kinda ignoring Rise's success as a whole.It sold well but half as well as World and has been the punching bag of the fanbase these last few years, mostly due to the flashy combat, lower difficulty, and that base Rise launched without the complete story & no true endgame. Sunbreak fixed some issues but it still seems this fast-paced combat focused Monster Hunter is just not as popular as the slow-paced ecology focused Monster Hunter. All the interviews about Wilds are making it evident it’s way more similar to World than Rise, and between Twitter and the other place the response is mostly “Thank goodness, Rise sucked.”
Same could be said that people don't want the trend to go more in the cinematic direction forever. At least I hope it is gone after Wilds but I don't think so.Rise is fun and people like it. People just don’t want the series to trend in that direction forever. And clearly it won’t, so it’s all good.