There I am, waiting at the canteen in town. A posse of muscular cats begins a choreographed cooking session that will help prepare me for what’s to come. My crew continues to complete their preparations for the hunt ahead. I double check my armor and weapons to ensure that they are correct for the monster we are about to fell. Making a few last minute adjustments to my gear, I check in with my mates and we green up to depart for the quest. The moment our feet hit the ground, we are immersed into the universe of Monster Hunter World.
There is nothing more exhilarating than the thrill of the hunt. Capcom’s Monster Hunter series is synonymous with gaming grinds. The series never deviates away from its gameplay loop but it has always complemented the game’s sense of progression. Repeating the same hunt over and over is common place in this series, so repetition is in its DNA. However, the repetitive nature of prepping, hunting, crafting, and recycle is managed by an incredible 4 player co-op experience.
The phases of the game are pretty standard, but every phase is important.
Phase one is hunting, which I have explained above. Prepping is all about preparing your character for the chosen hunt ahead. If you are going after a fire based T-Rex monster, it might be best to wear some fire resistant armor as well as sporting a water based weapon. This will ensure you can take the beating the monster is about to deal, but ensure you can dish out appropriate damage to it as well.
You acquire weapons and armor by felling beasts. Eradicating fauna to get the crafting parts is Phase 2 of this game. Each monster in Monster Hunter World drops its own sets of materials in which you use to craft new weapons and armor. Each material drop has a somewhat random drop rate percentage, which becomes much less random by focusing on attacking key areas of a monster. Does your next upgrade need the nose bone of a beast? Well it is probably best to attack its face. Do you need the tail of an animal? You guessed it, attack its rear and chop that tail off!
There are 14 weapons in the game, each with their own distinct style and animations. You can expect everything from long ranged bows and machine gun like weapons, to more classic affairs like swords, shields, and giant axes. Every hunter will have their favorite weapon, but the game encourages you to try multiple types, if not all of them. Different weapons each serve their purpose in battle, and with a well-rounded team you can become an unstoppable monster slaying force of nature. Armor is very much the same, each piece offering its own sets of buffs, boosts, resistances, and weaknesses. Each weapon and piece or armor is meticulously designed with care, showcasing its own look and aesthetic. This same care and detail translates into the monsters themselves, each one looking distinguished and personal. Looking at your weapons and armor and remembering the monsters you slew to obtain it, is always a gratifying feeling.
When the monster is slain and the quest wraps up, you will get quest rewards which are a bit more random. Players can attempt to bend the odds in their favor by using a lucky ticket voucher to increase rare drop rates. Just prepare yourself to fight the same beast an upwards of 10-15 times if you are trying to complete a matching armor and weapon set.
This leads us into Phase 3, crafting. The quest is wrapped up, and the target monster has been silenced. There are no level ups and there are no skill trees in Monster Hunter World. Instead, it is time to use your spoils of war to create new duds and pokey things. Everything is predicated on the weapons and armor you craft and use. Senselessly slaying beats will get you no stronger, so it is best to focus on the animals you need parts from. After you have completed your crafting and managing other items you acquired from local fauna in your last hunt, it is time to cycle and do it all over again. There is always a new target to go after, or you can hone your technique on beasts you are familiar with.
You can bring a variety of items on your hunt from healing potions, to health buffs, to traps to snag your targets in. Smoke bombs that spew out health, tainted meets, sleeping concoctions, camouflage ghillie suits, and wing glider suits are all just a taste of the tools you can use. All of them are optional to use, but having some of these can be the trump card you need to turn a ferocious fight around. Never leave home without a few tricks up your sleeve.
Utilizing the environment to your advantage is also a must for the more important hunts. The larger the beast, the more important it is to utilize everything around you to chip health away. Hazards such as poisonous plant pods, falling rocks and boulders, getting wrapped up in vines, or gaining the high ground to jump on the monster and rodeo it into submission are all great techniques for a hunter to master.
Always come prepared to every fight, no matter how small the target. Once you enter one of the many biomes in Monster Hunter World, you have entered into the ecosystem and the food chain. Monsters will hunt one another, engage in turf wars, and fight in giant kaiju inspired fights that are so well animated that you can’t help but to just sit there and watch the tyrants duke it out in awe. Walking into a zone and squaring off with the targeted beast can lead into a battle royale free-for-all where three gigantic monsters occupy the same area, and none are too happy that you are there as well. These chaotic situations cultivate so many stand up and cheer moments that you will constantly find yourself with a smile on your face.
The monsters themselves have no health bar. The genius in this is that you have to stay engaged and aware of the monster, it’s changes in attack patterns, and it’s evolving aesthetic as you chip away at the beast. As you give it the beat down, the large animals will begin to slow in speed, stumble or limp, drool at the mouth, sever an appendage, and generate scaring and wounds all over its body. When you begin to see these visual cues, you know you are doing the damage that needs to be done. Monster Hunter World may have an unconventional enemy health system, but that is all part of its DNA. Being aware of your surroundings, recognizing patterns and behaviors, and adapting to the situation are all the marks of a great hunter. The glory comes in many forms, but among its most potent is seeing your progression from fighting a monster for the first time, to fighting it for the 10th time. Your technique improves, and you become stronger, making trips back to old areas feels empowering.
When you enter a zone, the first thing you must do is begin to track your target. Footprints will be everywhere, piles of dung, scratch marks, skid marks, and other visual cues will give you clues on the monster’s whereabouts. As you find more of these in environment clues, your scout-flies (glowing insects that act as the in game GPS system) will begin to lead you towards your target. Whittling away at the beast’s health will have it running away. This will queue up the hunt portion again, where you have to track the beast down again for another showdown. This made me feel like a true hunter, as I was always dialed into my surroundings and looking for little indicators to help me in the fights that await me.
Monster Hunter World is made to be experienced with friends, but the addition of a full story mode, characters, and cut-scenes have added an extra layer that just was never present in the series before. While it is a nice addition, it is far from the focus of this game. Story means a lot to me, so while this one falls short, I hate to even focus on it as a shortcoming of the game. The series has always been about slaying monsters, not about crafting a story with memorable characters. There are many missions and quests that range from fetch quests to the staple genocide of gigantic animals. These story missions or simple quests can be taken on in a solo fashion, as can much of the game, but the game enhances with a good, full party. In this sense it is much like Destiny, where the game can be played in either way. So far I have experienced limited online issues, and have found myself in groups with my buddies and random people alike, with extreme ease.
A big stand out that may seem subtle to some is the music composition. The music, composed by Akihiko Narita and Zhenlan Kang, sets the tone in the most perfect way. As you hunt and track your target the music is subtle almost nonexistent as it allows you to be engulfed and immersed in the world around you. The music comes in with full force as you clash with a giant beast. When you have the monster on the run, the music will decrescendo into a more appropriate trot, while you relocate your target. When you lay eyes on it again, the full orchestra will ramp back up organically into the full sound of the fight music. This dance continues until the monster perishes. Little subtleties like this really elevate the experience from a sound perspective, and the attention to detail pays off in the biggest of ways.
At the 56 hour playtime mark, I wrapped up the main story quest and reached “end game.” To most Monster Hunter pros, this is where the true game begins, and the training wheels are taken off. 100 plus more hours of end game content awaits you, as you slay new monsters, go to new areas, and slay bigger and badder versions of previous beasts. You are sure to have months of content here, and with Capcom suggesting that there will be free DLC and events all year long, it seems we will not be running out of things to kill and make clothes out of, anytime soon.
I have been in a love hate relationship with the Monster Hunter series for a long time. Around the 20 hour mark in most of the games I always hit a grinding wall where I just lose sight of the fun. I reached the 24 hour mark on my second sit down session with this game, and never felt more compelled to play it come that 25th hour. For whatever reason, the gameplay loop and the universe they have created in Monster Hunter World is resonating with me in ways I never thought this series could. While not much has changed in the game, everything feels focused and honed. This is the definitive version of the series, and has a presentation that excels on consoles. Perhaps this series works well on handheld systems thanks to their grindy nature, but there is nothing like seeing the game running on the PS4 displayed on a 4K HDR TV. The series is back where it belongs, on home consoles and in stunning HD. Monster Hunter Worlds is easily the first game of the year contender for 2018, and it is a must play for old fans, and newcomers alike.
As New York Comic Con gets bigger and bigger, it becomes impossible to take it all in, and no matter how well we plan for it, inevitably things don’t work out. Here is our breakdown of one of the fastest going conventions in the United States.
Thursday goals included attending the 88MPH: A Celebration of Back to the Future, a panel about DC Comics imprint Vertigo’s new #1s, attempting to get into the Viz Media/Musashi Kishimoto panel, and finishing out the day at MootCon4 to talk to people about the Game of Theories webseries. While not an entirely adventurous schedule, the sheer amount of people made it impossible to navigate the exhibit hall (or the smaller, craft/creator filled area called The Block) in a timely manner. New York Comic Con was wall to wall cosplayers in different Doc & Marty costumes (and a TON of Rick & Morty costumes as well), some so well done, several double takes were needed to make sure we didn’t accidentally walk by Christopher Lloyd himself. We had to slowly step our way to the Image booth where we met up with comic creator Ivan Brandon for a scheduled interview, before attempting to make headway toward the Funko booth, hoping to get our eyeballs on some of those exclusives! There were many promotional life-size POP! figures to promote the upcoming Smuggler’s Bounty, and it was difficult to tear ourselves away and re-evaluate our plan as the hour grew late. It was here our paths split, with Tushar checking out the Games and Education panel, Kaitlyn calling it a day, and Leia preparing for a long evening of line waiting to spend an hour in the same room as Naruto creator Masashi Kishimoto, before preparing for day two.
As the weekend progressed, we saw the floors even MORE packed than before and our weary correspondents loaded up their schedule with panels. First, however, Kaitlyn and Leia wandered over to the Audible booth to try out the immersive Locke & Key experience via Oculus Rift, before an interview with Sean Lewis and Benjamin Mackey, newbies in the comic industry. Artist Alley was a sight to behold this year, with greedy fingers reaching for art prints on our way to interview Justin Jordan, and get some stuff signed.
Now despite the name “New York Comic Con,” non-comic media, like television, was there in force too. The folks at Adult Swim were up to their old tricks again with roundtables for Venture Bros, Robot Chicken, and the new miniseries airing soon, Neon Joe, Werewolf Hunter. (You can check out our preview at Adult Swim at NYCC – Neon Joe, Werewolf Hunter). Getting to meet TV personalities like Jon Glaser, Stephanie March, Breckin Meyer and the crazy duo of Doc Hammer and Jackson Publick went exactly as we thought it would go. Antics upon hijinks upon gut busting laughter. It was tough to get through the whole thing without addressing Stephanie March as anything other than “Assistant District Attorney Alexandra Cabot,” but ultimately composure was kept and we found that she, along with the rest of the Adult Swim actor corps, were super cool and friendly people.
TV wasn’t the only non-comic media to make a splash this year. Video games made their presence felt too. If you had (like we did) a bit of trouble getting through the main entrance to the con floor because of a pure sea of concentrated humanity, you were probably going by the Capcom booth. Lining the booth was an army of Street Fighter enthusiasts, and it WAS possible (but not probable) to slither your way in to get a crack at seeing some gameplay from Street Fighter V. The game played faster than its predecessor Street Fighter IV, and you could see some of the classic cast like Karin making their return from the Alpha/Zero series of Street Fighter games. There was a tournament going on as well, so there was always the chance that if you went in to get schooled, it would be public on a lot of large screens.
Square-Enix decided to take the quieter route and had a media suite set up a Shop Studios, just a couple blocks away from the Javits Center. It was nice to get away from the bustle of the con floor for guided demos of their games to small groups of people, and the fact that they fed us definitely did not hurt the experience. Making the rounds through Shop Studios we saw the upcoming Deus Ex: Mankind Divided (check out our preview here), Hitman, Just Cause 3, and the finale to Life Is Strange with Episode 5. The biggest and friendliest surprise though was that Lara Croft: GO wasn’t the only appearance our girl Lara Croft made that day. The full playable demo of Rise of the Tomb Raider looked and played absolutely great.
The Star Wars franchise decided to take an in between approach, setting up their Star Wars Battle Pods outside of the con floor but still inside the Javits Center, making it easy to get to and a beacon of the force as people entered the building. The battle pods let you take command of a few different vehicles from the Star Wars universe, from going on a Death Star bombing run in an X-Wing to trying to hang on for dear life on a speedbike on Endor. Either way, the ride was complete with vibration and pod shakes that one would presumably feel taking your X-wing out of the hangar.
Our last day was spent tying up loose ends, such as taking photos of the creepiest cosplay we could find, picking up more stuff to give away to you guys, and making our last stop at the phenomenal Women of Marvel panel, before shambling off home.
Be sure to check out our other convention coverage and we hope to see you guys in the future! We can’t wait for next year, and leave you with this awesome cosplay video from our friends, SneakyZebra.
In case you haven’t already, don’t forget that we are giving away a bunch of stuff for those of you who didn’t get to attend! Enter below.
One of the highlights from New York Comic Con had to be the How To Train Your Dragon 2 demo at the Dreamworks booth. Equipped with an Oculus headset, and hunched over like you were riding a motorcycle, the demo gave those of us trying it out a perfect taste of what it would be like riding your very own dragon over Berk. With the wind blasting my face from the rig’s fans, and a sense of vertigo if I looked down, it was a moment that has stuck with me for over a month. How utterly wonderful to feel like you are completely immersed in a world, particularly one as beautiful as Berk, to the point where you can’t help but wonder what other games would work well with Oculus Rift. Let’s take a look at some of the franchises I think would work well:
1. Pokemon Snap
I will NEVER let this go, Nintendo. EVER. Those of you unfamiliar with this particular game should know that the basic premise has you traveling through various terrain in the hopes of capturing the perfect Pokemon photo with a small array of tools to help you accomplish this task set by Professor Oak. Originally out in 1999 for N64, fans have been clamoring for a new installment, as it’s practically begging for an update (Kotaku even posted a video from a Youtuber who played the original via Oculus Rift). While Nintendo keeps playing with our emotions, it’s definitely at the top of my list.
Those of you that have played, imagine trying to do that goddamn Mew stage with the mapping…it’d be INSANE trying to hit that little bastard with Pester Balls. I would love to have some sort of set up that blew hot air, sprayed a light mist, what have you, depending on the different terrain levels you played through. Hopefully, we will get more than 7 if we ever see a new, and improved version!
2. Fatal Frame
Think of this game like a fucking terrifying version of Pokemon Snap. Instead of the cute animals we know and love, you get to take photos of dismembered, angry, typically Japanese, spirits inside of a ramshackle, old mansion. I’d be particularly excited (?) to feel my rig slowly pulse along with my rising heartbeat as a ghost gets near, and I love the idea of being able to literally look over my shoulder with every step! It’s pretty simplistic in terms of gameplay, but like many survival horrors, having to look for film for your camera while shaking in fear, er, excitement, will probably be where most of the frustration will lie.
3. A semi-open world game like Batman (or Dragon Age, or a fully open one like Skyrim)
Look man, these are some beautiful games, and they deserve to be looked at! Their landscapes aside, there’s a ton of ways to properly utilize Oculus in them. For example, think about tackling the Riddler’s riddles riddled throughout Gotham, or think about having to make sure you have a bad guy in sight in order to counter his attack, or even blasting a dragon with magic as you feel the wind from it’s mighty wings during a fight. They’re all perfectly fine on their own, but enhanced with the capability to actually take a real look around you is almost enough to make a mouth water (okay, maybe that’s just me). If you’re still not convinced, imaging having to investigate a crime scene in Batman, and you have to make sure you LOOK at everything at that crime scene in order to solve the mystery, or else you peg the wrong person or are unable to snag that 100% completion! Sure it might get tedious, but that feeling of accomplishment…man, there’s nothing like it.
4. Monster Hunter
HEAR ME OUT! We all know I’m a giant fangirl of this series from Capcom. I can’t deny it, but the sheer thought of being able to look up at the monster I’m currently fighting is almost orgasmic. I WANT TO FEEL THE GROUND RUMBLE AS SOMETHING CHARGES, AND I WANT TO WATCH IT TRY TO CIRCLE AND KILL ME. Plus, with the added underwater fighting in Monster Hunter Tri Ultimate, it’d make use of yet more beautiful landscape, and I’m sure there’d be some sort of perk to foraging for supplies.
Okay, fine. I’ll admit that 99% of the reason it’s even on this list is due to my love for the series. Ya got me.
5. Animal Crossing
Some of us do not like to actually go outside, but want to feel the warmth and happiness of a place that is free of judgement (unless you are wearing the wrong t-shirt, and that douchey cat neighbor named Snake laughs at you), and that is where Animal Crossing comes in. Some people refer to it as “Sims Lite,” but you know…while they may be right, I prefer Animal Crossing just a little bit more. You’re basically given a town to do with what you please, and are the Mayor (but let’s be honest, the cute dog secretary,Isabel, runs everything). I’d expect most of the fun to come from catching butterflies or fish, but I’m also thinking of the horror of being chased by a legion of bees! On the plus side, the holiday celebrations would be top tier, particularly Fourth of July fireworks across the night sky.
As we get closer to Pax South, I’m hoping to see more opportunities for some of our favorite games to reach new audiences, even if some platforms wouldn’t transfer over too well, like fighting games or first person shooters, simply because I’m looking out for your health, fellow gaming citizens! Think of the whiplash!
Tweet me your ideas for games that would be kick ass on the Oculus Rift. If you’ve never tried it, are you open to?
Story
Gameplay
And what would Ace Attorney be without some strange new gimmick to get at the truth? For Phoenix it was Maya’s magatama which showed the locks on peoples’ hearts formed by their lies. Apollo had a bracelet that let him know when someone was lying, allowing him to perceive their tells. Now Athena has a computer system named Widget which can analyze audio patterns in a person’s voice for their emotions. When you see a strange reaction to a particular statement, you press on it and eventually clear up their testimony by reducing the discord in their heart. I like the system more than Apollo’s if only because it has more of a pseudoscience explanation behind it. It was kind of hard to swallow a magic bracelet that tightened when people lied. The magatama isn’t much more plausible, but at least it was given to Phoenix by a spirit medium; the bracelet is from Apollo’s mom who’s a decidedly non-magical <SPOILER>.
Aesthetics
The art in the new game is phenomenal in comparison to previous titles. Never before has there been an Ace Attorney game with 3D character models, but all the characters made the transition well. Everyone looks great static, but even better when animated since there’s actual movement and not just jumping pixels. The art style is about as close to the original pixelated style as they could get and it comes off great. And fully animated and voiced cutscenes are also spliced throughout the game to convey story when the character animations won’t cut it. The music is also impeccable, meeting a relatively high standard from fans of a soundtrack that fits the drama of the court. All Ace Attorney soundtracks can be measured by their take on Pursuit Cornered, the track that plays when you’ve got the crook on the ropes, and AA5 holds up well. Nothing beats Ace Attorney 2’s version, but 5 gets close. (Quick side note, I just checked a poll on GameFAQs and it turns out most people most people disagree with me are wrong.)
Verdict
Hearts. It’s one of the few series I support in every form I can. From figures to shirts to imported movies to the musicals and beyond, I’m a fan to my core. Though that usually bodes well for a series, this case is a hard one. After being scorned for so long from Capcom, this game had to not only meet the standard, but exceed it just to get a passing mark. Luckily, they did just that with wonderfully updated graphics, a quirky new investigation system, overhauling the frustrating parts, and bringing back characters we love without destroying the wacky continuity we’ve also grown fond of. If you’re new to the series, you may want to go back and play the first few games before getting started on this one (or at least Ace Attorney 4), but if you’re a fan of the series wondering if it’s worth the hype – it is. It so is. Trust me, once you nail your first ne’er-do-well in a lie and this song comes on, you’ll agree.
I.
Can’t.
Wait.
Please enter the url to a YouTube video. Please enter the url to a YouTube video.Johnny Townsend
Staff Writer
Koala@ihogeek.com
When I was a wee lad, my first console was an NES. And even back then when the world lived and loved 8 bits at a time, I became a fan of Capcom – a lot of the games I enjoyed playing came out of Captain Commando’s namesake house, many of which went on to become classics. And they had style, kids. I flew in the war in 1942, played soldier in Commando and its Bionic sequel, channeled my inner avian billionaire in Duck Tales (woo-OO-ooh!) and even placated my pizza gluttony with Yo! Noid. But Capcom’s hallmark on the NES was the Mega Man series. We all loved that little blue rascal for reasons that I’ve really only been able to verbalize retrospectively – simple and fun controls, awesome music, character design that made sense, and some openness too with a range of weaponry as well as a choice of which order to fight the robot masters in.
My next console was the SNES, and again Capcom didn’t fail to deliver. A little older and a little more sophisticated (for lack of a better word), there was a different level of appreciation for Capcom’s 16-bit titles like King of Dragons, the Final Fight series, and even Breath of Fire on the RPG front. But again, like they did on the NES, they had one series shine above and beyond the others in the SNES era – Street Fighter. It was fun for some of the same reasons as Mega Man, with the added bonus of being able to play with and/or shame your friends publicly.
So if you’re in the same boat as me (which I’m just going to go ahead and guess that you are) then you’ll share in my excitement about the following – in just a few short days Capcom will be officially releasing a glorious amalgamation of those two franchises, giving them the crossover treatment in Street Fighter x Mega Man. For free on the PC to boot. Players will don the arm cannon once again in a NES-style environment complete with 8-bit remixed tracks. The only difference is that instead of the classic Robot Masters we’re used to, stars from the Street Fighter roster step in, each with their own custom movesets and weapons that can be won. Sounds crazy, right? Check out the trailer on Brelston’s blog at Capcom where seeing is indeed believing, my friends.
But there’s more to this than just a nostalgic crossover. It’s a fan-made nostalgic crossover that Capcom really wasn’t the primary developer for. The man behind the scenes is actually Singapore’s Seow Zong Hui, a “superfan” and Street Fighter competitor that approached Christian Svensson at the EVO 2012 event with a prototype on his laptop. Svensson in turned shared it with Capcom’s GregaMan and Brelston, who were so excited about the game that they’re using it to kick off Mega Man’s 25th anniversary. The game will be available for download on December 17th through the Capcom-Unity blog. And it couldn’t have come at a better time, with Capcom fans clamoring for more Mega Man.
What really made me smile about this story is the fact that it was an example of a publisher embracing the work of one of their fans. The gaming community has seen a lot of unofficial fan-run projects in multiple forms of media get canned because publishers started flailing about with intellectual property claims and legalese-equipped flak, regardless of how awesome they looked. As an example Square-Enix killed Chrono Ressurection, an unofficial sequel to Chrono Trigger I was really looking forward to a few years back. And just this year Sega brought down the hammer on a fan-made Streets of Rage remake, that was made with fully original code and eight (that’s 8) years of work.
And I’m glad to see Capcom go the other way. Taking the highroad and believing it would be something fans would enjoy was the only criteria they used to make this decision. They didn’t lawyer up and scream “infringement.” And that connection to the fan community is something that should be inherent in publishers, and something I saw up at New York Comic Con as well. Not only on their Street Fighter 25th anniversary events but at their booth and on the floor they were all about fan engagement. I had a couple of questions about their new title Remember Me and the Product Manager just gave me her direct email address if I needed anything else, even as just a fan and not press. And Yoshinori Ono, producer for the Street Fighter series (God bless ‘im) was there in the mix too, dressed up like Chun-Li and on the floor interacting with a wave fans in whatever little English he had. That’s the kind of thing I like to see, and hope for more from some of the other big names.
Looking forward to giving this a go when it drops on Monday. And really, good on ya, Capcom.
Tushar Nene
Staff Writer
@tusharnene