Armour spheres, which are necessary for improving your gear, are now
freely available via bounties, making grinding them out relatively
painless.
There are plenty of mightier, meatier monsters to be found out there in
the wilds of Monster Hunter World's Astera. Like Tobi-Kadachi, the
mutant squirrel bastard who'll stun you with the spark in his tail as he
leaps from one tree to another, or the fire-breathing Anjanath who'll
happily one-shot fledgling hunters. Later, there are the grand towering
Elder Dragons that'll knock you this way and that as you whittle away at
their generous pools of health on hunts that sap up the best part of an
hour, all before you pick yourself up from the forest floor, dust
yourself off and, like a kid stepping off a rollercoaster, say to
yourself let's do that again.
But
still, it's the humble Paolumu I've ended up loving the most. A
mid-tier monster who prowls the Coral Highlands - a stunning
otherworldly tangle of clashing pinks and purples that looks like it's
been culled straight from some 60s sci-fi gem - Paolumu is a masterpiece
of offbeat imagination told through exquisite design and animation. A
cutesy flying wyvern with a neck that can puff up until it looks like a
child's swim ring, the Paolumu is a bat/hamster hybrid who's a joy to
fight. I spent half a day happily dancing alongside them and repeatedly
slaying them, just so I could plunder their remains for a full kit of
gear; a fluffy number that serves some campy Barbarella fierceness.
There are sturdier, more useful armour sets out there, but that's not
really the point of Monster Hunter. It's all about doing things with a
little bit of class.
And Paolumu gets to the very heart of why I love Monster Hunter; it's
silliness delivered with an awful lot of style, and all built around
one of the most compelling loops you'll come across in gaming. Hunt
monsters and strike them down, so that you might craft trousers from
their carcass that'll help you best other, greater beasts whose corpses
can then be used to craft more powerful trousers still. Rinse and
repeat, until you realise you've clocked up a good 100 hours and found
yourself looking at the family cat, wondering what kind of perks you
might earn if you skinned them and turned them into a hat.
Monster
Hunter World, which serves as the foundation for the fifth generation
of Capcom's series, doesn't change any of that. At its very core this is
the very same Monster Hunter, and in many ways it's a more streamlined
affair than we've become used to in recent years. After the dizzyingly
broad variety box that was Monster Hunter Generations - itself a
compilation of sorts that brought the fourth generation of Monster
Hunter to an end - it's even a relatively slight offering. Gone are the
Hunter Arts, and there are no new weapons added to the 14-strong roster.
In Monster Hunter World, the very kernel of the series goes largely
untouched.
Which is well enough, really, given how wonderful that
kernel is, and Monster Hunter World at least makes an effort to open it
up to all. To say it's accessible might be a slight overstatement - it's
quicker to get new players into the thick of the action, though it's
still just as quick to knock them back on their arses a few hours later
and several key systems remain unexplained throughout - so perhaps it's
best to say it's undergone a fair amount of modernisation, and now lags
only slightly behind its contemporaries.
There's
an all-new training area where you can learn the intricacies of the
hunting horn, or how to become more effective when wielding the hammer.
Out on the field, scoutflies will now guide you to your prey once you
pick up their trail, doing away with the headless dance that preceded
the majority of hunts in older versions of the game. Progress is now
more parsable, with single player and multiplayer combined and a clearer
through line piecing together the campaign. The difference between
Monster Hunter World and its predecessors can feel profound, though it
says a lot about how impenetrable these games once were when the fact
you no longer have to look up online what key quests you need to
complete to move things forward is something worthy of praise.
To
say that this is all simply Capcom opening up Monster Hunter to a
broader audience is doing it a grand disservice, though. Elsewhere,
there's a reinvention of a long-standing series that's just as radical
in its own way as Nintendo's Breath of the Wild, and just as effective
too. At the centre there's that same taut combat - communicated with
such fidelity it feels perfectly at home on the big screen - though
Monster Hunter World's real trick is building outwards. The clue is in
the title, really, and Monster Hunter goes to great pains to draw you
into its environments.
They
might not be as plentiful as before, but they're certainly more
detailed. Areas such as Wildspire Wastes and Ancient Forest are
impossibly dense arenas, offering up seemingly endless warrens it's easy
to get lost in. Each map is now one seamless whole, with the loading
screens that used to divide individual areas now excised completely.
Each area is now thick with secrets, and with little tricks that can be
used to help turn the tide in your favour during any particular hunt.
There are traps to be sprung, beasts higher up the food chain to be
summoned to help your cause and all manner of tools constantly at your
disposal. Monster Hunter World is so crowded with ideas, and so liberal
in their disposal, that it maintains the ability to surprise even after
scores of hours worth of play.
In Monster Hunter World
exploration is a reward in itself, in which you can partake in an
expedition - the new open-ended adventures in which you're free to tick
off whatever bounties you've picked up as you please, or merely tinker
with the scenery - just as eagerly as you might take on a new hunt. It's
not quite open world Monster Hunter, but it certainly benefits from a
new sense of purpose in its environments. This series has never been
short of fantastic beasts and wondrous toys with which to slay them; now
it's got playpens that are just as impressive to boot.
Like Breath of the Wild, Monster Hunter World is a game that looks
towards the west for inspiration, yet it's also one that western games
could do well to learn from themselves. At a time when the likes of
Bungie and EA are struggling to reward players for their investment in
persistent online worlds, Capcom finds itself with something approaching
the perfect formula. It's only getting on for over a decade old, but
it's certainly never been any better than this.
That's not to say
it's without its eccentricities, or its faults. There are omissions
that will prove controversial with returning players. For fresher
players there are frustrations, such as the seemingly binary multiplayer
scaling that makes it harder for smaller groups to overcome certain
monsters than the solo hunter. There's the clunky menus, and the many
systems acquired over the years of Monster Hunter's long history that
clatter around clumsily together; there are the appendages and offshoots
and dead-ends that can still, despite the best efforts of Capcom in
Monster Hunter World, make it all seem infuriatingly arcane.
Invest
a little, though, and you'll get an awful lot back. The truth of
Monster Hunter - and arguably its greatest strength - is that you're
never truly its master, and that every player, be they novice or
veteran, is always learning something new. Monster Hunter World sees 13
years of evolution come crashing together with some new influences to
create a very exciting breed of beast. This has always been a
superlative series; with the release of World, it's only become easier
to see that's an undoubtable truth.
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