Monster Hunter Wilds

Monster Hunter Wilds

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Kip 30 Jan @ 11:57am
After Rise, I was really worried we wouldn't get another game like Worlds
I am so beyond hyped for this game. TWO WEAPONS!? I GET TO BRING TWO WEAPONS!? And the inclusion of a Rise style mount was such a banger move. Also the dynamic co-op. Literally, I'm so happy. Can't wait to dig into this in a month.
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Showing 1-13 of 13 comments
JPM岩 30 Jan @ 12:13pm 
Well, Wilds isnt another game like World, so, idk what youre looking at.
Scipo0419 30 Jan @ 12:49pm 
Originally posted by JPM岩:
Well, Wilds isnt another game like World, so, idk what youre looking at.
I think it's more similar to World that Rise personally. Sure it brings a lot from Rise, but World brought a lot from GU.
Soren 30 Jan @ 1:00pm 
Seems Capcom will continue to have one team oriented towards making a MH game focused on cutting edge hardware, and the other will be focused on a MH game that releases on Nintendo's handheld platforms. I do remember someone asserting on Rise's forums (before the game was out) that since we have the Steamdeck coming out soon (it wasn't out at the time), that games like Rise made for a handheld first and foremost would hopefully die out soon.

The idea is a bit silly. As Capcom and other developers aren't going to stop making games for a platform/ecosystem that has 100 million+ potential customers just because the Steamdeck exists. And in hindsight, we can see the Steamdeck has only sold a few million so far. It's a long long long way from making the Switch (and Switch 2) irrelevant.
Last edited by Soren; 30 Jan @ 1:01pm
I'm worried about wilds precisely because it isn't like Rise. The overwhelming focus on story, killing of Monhun Language, simplification of base movesets and removal of neat moves like lance's shield bash ender/reset or alternative moves like fast Greatsword that made elemental versions of some weapons able to compete with raw for once, intentionally excluding monsters that would make sense ecologically (Basarios) because they're too "silly" or "not exciting enough" while the worst poopmon to ever poopmon is right there with chatacabra, the removal of staples like launching your allies and staggering allies because they're too confusing for longsword players, attempted removal of hitstop entirely, attempting to remove classic palico meow speech. A lot of it stinks of mainstreamification and dumbing down.
Not even to get into things like how ass the optimization is compared to Rise.
Last edited by Toyosatomimi no Miko; 30 Jan @ 1:25pm
Wild 30 Jan @ 2:20pm 
I can't believe there's a new game coming out from the Monster Hunter series by Capcom.
Are you retarded? Why would Rise be the last Monster Hunter game?
Originally posted by Kip:
I am so beyond hyped for this game. TWO WEAPONS!? I GET TO BRING TWO WEAPONS!? And the inclusion of a Rise style mount was such a banger move. Also the dynamic co-op. Literally, I'm so happy. Can't wait to dig into this in a month.
I mean they did that with XX and MH 4. Both play pretty different while same concept.
JPM岩 30 Jan @ 4:03pm 
Originally posted by Scipo0419:
Originally posted by JPM岩:
Well, Wilds isnt another game like World, so, idk what youre looking at.
I think it's more similar to World that Rise personally. Sure it brings a lot from Rise, but World brought a lot from GU.
World brought almost nothing from GU, idk if we played the same game or not.

Originally posted by Toyosatomimi no Miko:
I'm worried about wilds precisely because it isn't like Rise. The overwhelming focus on story, killing of Monhun Language, simplification of base movesets and removal of neat moves like lance's shield bash ender/reset or alternative moves like fast Greatsword that made elemental versions of some weapons able to compete with raw for once, intentionally excluding monsters that would make sense ecologically (Basarios) because they're too "silly" or "not exciting enough" while the worst poopmon to ever poopmon is right there with chatacabra, the removal of staples like launching your allies and staggering allies because they're too confusing for longsword players, attempted removal of hitstop entirely, attempting to remove classic palico meow speech. A lot of it stinks of mainstreamification and dumbing down.
Not even to get into things like how ass the optimization is compared to Rise.
If it means anything, going through datamines, the story is more like 4's rather than Worlds. It's important for explaining things (because ♥♥♥♥ gets weird in Wilds), but you could skip it and things wouldnt really be confusing. MonHun language is still available, I believe. Elemental Greatsword was never good because of the speed in Rise, it was good because element as a whole was buffed. Also, the monster roster for Wilds seems to have a perfect balance of silly and serious, especially with yian kutku, and congalala returning. Also, if youre going to be upset basarios isnt in, you HAVE to be upset that Rise didnt include Great Jaggi, Great Jagras, Gravios, Zamtrios, and Agnaktor. Staggering and launching is a meme, not sorry, but I'd rather not have Dumb-♥♥♥♥ McGee not tripping me over and over again because I'm being punished for another player having the intelligence of a roll of paper towels. IDK where you read "too confusing for longsword players", as that hasnt been stated by anyone officially, but lying and making ♥♥♥♥ up only hurts your argument. Rise was also the game that removed hitstop, adding it back later, Wilds has reduced hitstop, which isn't a bad thing by any means. Palico speech isnt "attempting" to be removed, it's still in the game, and you can use it. Palicos were given human words to better assist with gameplay, such as announcing major attacks.
Good lord, you complain like a forty year old white woman at an organic grocery store. Next you'll probably want to speak to the manager?
Kip 30 Jan @ 4:22pm 
The reading comprehension in this thread gave me a good laugh. I'm glad we're getting another MH game that looks beautiful, I'm excited for the new player hub and co-op systems. Mount traversal + secondary weapon on hunts is awesome :steamthumbsup: Hope you guys have a better day lol
Originally posted by JPM岩:
IDK where you read "too confusing for longsword players"
The dev said so, staggering was removed for longsword players because people kept bullying them about it.
Originally posted by JPM岩:
Rise was also the game that removed hitstop, adding it back later, Wilds has reduced hitstop, which isn't a bad thing by any means.
Why are you lying? Rise hitstop values are half of wolrd values because Rise works off of 30 ticks, in reality they're nearly the same as World values give or take a frame or two. It also always had hitstop. Wilds also had ZERO hitstop in the first demo outside of specific moves and it was going to stay that way if there wasn't a massive uproar from the community.

Also, monhun langauge was absent from the demo and they've outright stated it's not a VA option in Wilds.
Last edited by Toyosatomimi no Miko; 30 Jan @ 5:51pm
Illumina 30 Jan @ 4:32pm 
You were worried you wouldn't get another game like the one that sold 21,000,000(W) + 14,000,000(IB) copies?
Originally posted by JPM岩:
Originally posted by Scipo0419:
I think it's more similar to World that Rise personally. Sure it brings a lot from Rise, but World brought a lot from GU.
World brought almost nothing from GU, idk if we played the same game or not.
Worlds took some of the hunting styles and arts and incorporated ideas from them into the base moveset iirc, I know Longsword's parry based playstyle was a GU introduction. There's also Falling Bash being an inverse of Shoryugeki for SnS (which was then just copied into Rise lol). I shouldn't have said it took "a lot" from GU, but it did draw some inspiration for the weapon movesets.
JPM岩 30 Jan @ 9:34pm 
Originally posted by Toyosatomimi no Miko:
Originally posted by JPM岩:
IDK where you read "too confusing for longsword players"
The dev said so, staggering was removed for longsword players because people kept bullying them about it.
Originally posted by JPM岩:
Rise was also the game that removed hitstop, adding it back later, Wilds has reduced hitstop, which isn't a bad thing by any means.
Why are you lying? Rise hitstop values are half of wolrd values because Rise works off of 30 ticks, in reality they're nearly the same as World values give or take a frame or two. It also always had hitstop. Wilds also had ZERO hitstop in the first demo outside of specific moves and it was going to stay that way if there wasn't a massive uproar from the community.

Also, monhun langauge was absent from the demo and they've outright stated it's not a VA option in Wilds.
Where was it all said straggering was removed because of longsword users, please link the video.
Rise factually was a game that removed hitstop, it was a large complaint with the game that there was no hitstop. Hitstop was later added to the game.

Originally posted by Scipo0419:
Originally posted by JPM岩:
World brought almost nothing from GU, idk if we played the same game or not.
Worlds took some of the hunting styles and arts and incorporated ideas from them into the base moveset iirc, I know Longsword's parry based playstyle was a GU introduction. There's also Falling Bash being an inverse of Shoryugeki for SnS (which was then just copied into Rise lol). I shouldn't have said it took "a lot" from GU, but it did draw some inspiration for the weapon movesets.
Rise took more from GU than World. World was trying to soft reset the world of MH, and failed to do so.
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Date Posted: 30 Jan @ 11:57am
Posts: 13