#and swapping party combos for certain dungeons
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grima4lurking · 8 months ago
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Me when I get to the underground part of the dragon temple and realize what the reference is:
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I already brought the HD port, how did you get me to buy it again!
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reaperkaneki · 4 years ago
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i beat p5s. its been a little over a week and i tore through that game despite it not being my cup of tea as a game genre. mostly spoiler-free thoughts incoming.
while the attacks aren’t particularly forgiving (esp if you get combo’d a boss can and will 2HKO you), the combos are extremely simple and repetitive, there’s always the option of grinding if you’re struggling, and you can definitely spam items during a boss fight. the stages are typically big enough and have enough environmental cues to leap to that if you’re diligent, you can dodge any attack pattern. the game gives you plenty of characters to choose from that you can freely swap through mid-battle (and in fact rewards you for following up with another character).
it’s not a super hard game if you pay attention imo but it does not hold your hand AT ALL. there’s a handy tutorial page on the menu that lists all a character’s combos and all the different gameplay mechanics and it is super long. you have to remember all the stuff from prior (all, what, nine dmg types? plus their technical interactions, all outs and one mores, showtime) as well as environmental stuff (ex. being able to hop onto fixtures and swing from them) all while learning the enemy’s attack patterns to dodge and look for an opening to combo into (which the game... does not tell you when introducing a character and you cant look up midbattle. luckily theyre like all the same and super simple.) it’s a lot!
persona fusion and velvet room stuff is super stripped down though, there’s way less and it’s a lot simpler. it’s cool that you can pay to level up your personas, it’s not cool that it costs so damn much to do so, it’s really anmoying that the only way to fuse certain personas is to get a base lv 20-30 persona up to, like 55. not when money is power uses its own specific persona-based currency that is way more annoying to grind than simple yen. it is however VERY sexy that they didn’t do arsene dirty this time and you don’t have to fuse him. this hoe stayed in my party doin nothing useful except looking cool the entire game. and i like it that way.
i play all my games on normal/default difficulty and while the learning curve was steep, by the mid game i was actively enjoying boss fights instead of raging over getting my ass beat constantly. i love that the game likes to switch itself up with the environmental cues and gimmicks, its very stylish (as expected) and fun.
i super loved the platforming aspect, it really makes you feel like a phantom thief as you navigate your way through a dungeon, hopping from lamppost to lamppost, ambushing enemies and the sheer parkour of it all. the OG game also had that in the palaces, but it feels a bit more freeform here.
most of all the game itself is a love letter to persona 5! it’s filled with callbacks and fanservice (and i dont mean the racy kind although theres beach scenes and festival scenes and such) the strongest part of the game by far are the interactions between the party members, hilarious and heartwarming and, it’s fanservice, really, and i appreciate the service! characters who didnt get much screentime (cough cough haru) get to say their piece this time around, fun events like festival and beach scenes happen with all the characters this time.
a lot of things parallel events that happened in the first game. this has its pros and cons—on the one hand, it totally feels like coming home; on the other hand, you could consider it a lazy rehash. i do feel like there’s a ‘climax’ after which the game‘s pacing gets thrown off towards the end. i do miss all the confidants though.... it makes sense why they’re not in the game but i would’ve liked a little bit of reference to them! even just a text or something! of the non-plot confidants, only iwai and takemi get anything (only a throwaway excuse for why they’re not in their shops). and the game is simultaneously longer than i expected and shorter. obviously the gameplay is way more fast paced than the turn based rpg, and it can’t possibly be as long as a game that took the better part of a decade to release because they just kept adding things to it, yet i still feel like there should’ve been... more in the middle? oh well, i love it for what it is, regardless. it made me happy, it made me cry, it made me yell in excitement and bewilderment at the tv, it made me frustrated, it was truly an experience! good game :)
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acradaunt · 6 years ago
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EON Playthrough - Week 3
Have to take back what I said about not getting my fill of the sixth stratum. Its associated mini-dungeon gave me more than enough of the region's sliding floor puzzles. Etrian Odyssey definitely slips into puzzle-game territory at certain points, usually regarding avoiding FOEs, but this is possibly the most complex it's ever gotten. Think I spent like two hours just boring holes into the DS's screen trying to figure the sliding-tile puzzles out.
About them, I've thus far liked the mini-dungeons a decent amount. They usually show up a short while after finishing their associated dungeon, and basically act as an optional bonus floor with one extra-hard enemy showing up in random encounters. While I could certainly do with some enemy setups just being like six normal enemies instead of the new guy ALWAYS being in the encounters, it's still reasonable enough. Since they all have bosses so far, it's a way for the game to put in optional bosses during the main game, instead of backloading literally a dozen of them all at once at the lvl 70 mark. Or 99, as the case may now be.
But forget about all that. So I got the ability to subclass far, far sooner than I expected. I heard frequently that it wasn't unlocked until extremely late in the game. I got it when my highest level person was 45. I was expecting around 55-60, since it only follows suit after getting veteran skills at 20 and masters at 40. Yes, that would be stupidly late in any other EO game, but since I also know the level cap is 130, not 99, I also expect to be fighting the 'story' final boss at around 90 instead of ~65.
So yeah, rather than talk about my 'main' party this week, (they're doing fine; stratum 7 was quite enjoyable actually, and 8 was tremendously short but had some tricky encounters; the general immunity to pierce attacks saw Olga take a break for Stella, of all people; she still performed poorly, but better than Olga was faring), let's talk about the more eclectic things I've come up with for subclassing. You've got a whopping 60 slots for characters, so of course I've got ideas for all of them. Lots are fairly predictable, so again, eclectic ideas.
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Kahna the Landsknecht / Harbinger - I mentioned before finding Coral, my Shield-oriented Landsknecht, to underperform at Linking due to her only average speed. And that's fine, for her. But for Kahna, the hardcore Linker, I needed something more. Nightseeker and others with Speed Up seemed obvious options, but Harb struck a better chord for me. Sure, Miasma's speed bonus is time-limited, but it provides a little extra defense, AND the Lands' Shield skills count as debuffs as far as it's concerned, so it can reactivate Miasma Armour. So yeah, it seems those Shield Breaks are inescapable, haha. Looking back, perhaps Shogun's bonus for multi-hits would be better for Linking, but ah well. Better to guarantee that speed than have better Links at the cost of being so slow the others all went first. And yes, she has seen some use, unlike the rest, hence the higher levels. For random battles, Links are generally better than Breaks, and being a Landsknecht makes it trivially easy for her and Coral to swap gear. For some inexplicable reason, I'm currently avoiding getting my levels too high. I feel bad when I enter a new area, and the game thinks I should bust up the FOEs here and now. Though they're finally back to being red on arrival, so I dunno anymore. Terminal Alt-itis, I suppose.
Rana the Medic / Pugilist - Monks were the Medics of EOIII, but they were supposed to have pretty different feel to them. Honestly, the fists skills didn't quite pan out in my experience, but I still like their design, even (especially?) if it's more than a little familiar-looking. I've gone at length about the virtues of Medics, and while Pugilists don't do much damage, even less-so from the back, running their binds is more productive than spamming Star Drop again and again. Resonance (does more damage the longer between uses) adds a big-damage option for when there's a safe turn later in the fight. So Rana can heal, bind, debuff, and maybe even do okay damage. Pretty anything-goes, if you ask me.
Tasha the Hero / Gunner - I wasn't very fond of Dragoons at first, but upon playing around with them, their brand of defense kind of grew on me. I see lots of parallels between them and Heros, even if it's not straightforward. Gunmount's two turns of defense and an attack got turned into Physical Shield's defense then a turn-end attack, their unusual adeptness with ranged attacks is innately gun-like, and, um, Afterimages resemble Bunkers if you blind yourself hard enough. Anyway, there's not a lot to this beyond the obvious. A burly shielder with hugely devastating gun attacks for when the coast is clear. Iris is of a similar spice as Protector / Imperial, but this is admittedly a little more versatile, if a less effective guardian.
Keith the Gunner / Landsknecht - On the other end of Dragoon was Buster Cannon, taking a full three turns to properly set up and wanting point-blank range. Gunner's Charged attacks are as close as Nexus comes, but why not take it a step further? Rather than be unbearably slow, a Landy's Vanguard makes them act first, and stronger too. So they can get multiple big bangs off in a few turns, safer and faster than Act Quick could ever hope for. Plus, they get their shield back this way!
Tate the Arcanist / Harbinger - I fumbled between every variation of these two, Medic, and even Survivalist before deciding this fits my Brouni the best. Incidentally, Odette the Hexer is the reverse of this. I always wanted Tate to use Scythes in EOV, since Botanists had access to them, but it never proved practical; Coral's Chains requiring pierce damage to proc pretty much demanded her to use a bow. Which was fine, too. Especially with that endgame bow doing mass Defense-downs. So Arcanist fits with both her steady healing but moreso her Smokes. Auto Chaos Smoke saved my butt SOOO often in EOV's brutal 6th stratum. Harb gives her the Scythe she never managed before, and a debuff or two are back, and who knows, any magical Scythe skills are gonna to preeetty good damage in her hands. And guess what the second WOE just happened to drop?
Stella the Zodiac / Protector - Sounds like a terrible idea on paper, like Stella might take more hits to her incredibly vulnerable face. But that there was the main thought. Her face. Next to dying randomly, a mage's biggest problem is getting binded and being useless for 2-5 turns. So, by giving her hands something to do, she can at least protect others while damage reduction. It's not exactly a Runemaster's Runes, but hey, it's still a form of defense, so it still gets some points for faithfulness. Shields also give her something to do against the numerous enemies who just shrug off elemental damage.
Camus the Protector / Highlander - Perhaps an obvious one, but still sounds brutal on paper. Shield Flare counters any damage he takes for two turns. Bloodlust means he'll counter any time he takes damage. Put 'em together with Taunt, and that's a big owie for anyone who messes with him. Highlander comes with all the physical passives for keeping him alive longer, too.
Melody the Ninja / Sovereign - Even as weakened as Ninja's Clones are, Sovereign's relative independence of its skills makes it an ideal pick. Get those buffs out there at record speed, and those Elemental Arms come cheaper, can be restored faster, and still hit reasonably hard, as Ninjas have pretty decent Int.
Myst the Pugilist / Nightseeker - I always find it fascinating to try and make characters for whom basic attacks aren't just viable, but actually better than skills under normal circumstances. Pugilist / Nightseeker grants 4-8 basic attacks, and with Elemental Arms on, that's nothing to scoff at. To say nothing of its ability to activate Links or War Might...
...Okay, that should be plenty. Obviously, I've got no limit to characters, but lots are pretty predictable or unremarkable combos. Ninja/Ronin, Nightseeker/WarMagus, Sovereign/Medic, Shogun/Highlander, Imperial/Zodiac, Protector/Gunner, Ninja/Pugilist, and so on and so forth. You get the idea.
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aerotheurge · 8 years ago
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Divinity: Original Sin 2
is a game on steam that has a very small fandom for absolutely no reason and i’m making this post to give attention to it for the amazing storytelling and gameplay. it is my all-time favorite game.
it’s a high-quality game with 40-80+ hours of content for a single playthrough that can be played with up to 4 friends, or you can play alone and control up to 4 party members by yourself. 
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it’s a fantasy game with a world similar to the dragon age series. in fact, it plays similarly too- the game is turnbased and plays much like the tactical mode from dragon age, except it’s pure turnbased/tactical rather than swapping to realtime. the world and quests are open just like dragon age as well.
you can make your own characters, or you can play as the preset origins that have been put into the game.  the NPCs will act like other followers in games and have their own personalities, quests, and backstories. the characters are all bisexual and romanceable. many characters scattered through the world will also casually refer to their same-sex partners. 
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the best way to describe divinity is that it’s dungeons and dragons made into an actual game engine. non-combat stats certainly come in handy when you have to roll for a check to see if you were able to persuade a certain NPC. half of your team could be in combat while the other half are sneaking through the battlefield hidden under barrels. one party member can talk to an NPC while the other one pickpockets them unseen.
your party and your build will change the results of the game every time you play it- you can be kind and virtuous, you can rob every single NPC and become extremely rich, you can persuade yourself through events that would otherwise end in bloodshed, and you could even straight up kill everyone you come across.
classes and builds are fluid- you aren’t locked into any class and can experiment with new combos that haven’t been thought of before. for example, wielding a staff instead of a sword turns all warfare (basically the warrior tree)’s damage into whatever element the staff is, which is increased by your mage stats. you can be a tanky, in-your-face mage that explodes and sets the entire arena on fire. 
anyway, thanks for reading! remember to save often and have multiple different saves!
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comerolli · 3 years ago
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Defeating pazuru ff mystic quest
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Fourth are a kind of special or super attack. Third are your "mic" attacks which also use special energy but are based on the type of weapon you have equipped rather than a specific element. Then you have magic attacks which use special energy and have particular elemental affinities. First if your regular attack that doesn't use any energy. There are some other nuances - using "Harmonize" to have all of your characters attack repeatedly one after another in a giga-combo of death - but that's the basic. If you just use one action and then defend, your character's next turn will come a lot sooner than if you used all four of your hypothetical action points to attack. You get a certain number of action points each turn, and the more of those you use, the longer it will be until your next turn. Rather than having a "your turn/enemy turn" format, the turns are based on each individual character's stats and actions. When you get in the battle, the combat is pretty standard. There are no random encounters instead opting for Idea Factory's recent norm of having contact with monsters in the dungeon start a battle. You pick a character to be the "leader" of the group who becomes the character you see while running around, and you explore dungeons to find items, plot flags, and bosses. The gameplay is your pretty standard modern turn based JRPG. I say playable, but that's only technically true he's "your" character and who you run around as in your home base, but he isn't usable in dungeons, and he's only usable in battle in a support role, adding an occasional weak bonus attack or taking some of the damage of an enemy attack for your party characters. Leading this group of ladies is their "manager" and the main playable protagonist, Takt. Yep, it's exactly as stupid as it sounds, but for the specific type of weeb that loves Idea Factory's shenanigans (read: me), it's gloriously stupid. These "Verse Maidens" have the ability to weaponize their voices.or something.which allows them to slay these monsters and sing the portals spawning them out of existence. There's this world-threatening evil phenomenon that's spawning seven or eight different monsters each of which have approximately half a dozen palette swaps and destroying human civilization, and only a small group of scantily-clad young girls possess the ability to fight this evil. So the story of Omega Quintet is pretty familiar for Idea Factory fans. It also means, however, that you didn't like one of Idea Factory's and Compile Heart's other recent JRPGs, you probably won't like this one, either, since it's basically the same game with different characters. I, personally, think that's a fantastic thing. Omega Quintet is another love-it-or-hate-it Compile Heart JRPG that, as anyone who's familiar with Compile Heart's games in the past decade or so can tell you, plays exactly like every other JRPG Compile Heart has made. Barack Fu: The Adventures of Dirty Barry - Switch - July 5Ĩ3. Ride to Hell: Retribution - Xbox 360 - June 30ħ9. Assassin's Creed Syndicate - Xbox One - June 29ħ7. Eat Lead: The Return of Matt Hazard - PlayStation 3 - June 25ħ6. New Gundam Breaker - PlayStation 4 - June 24ħ5. Assassin's Creed Chronicles: Russia - Xbox One - June 24ħ4. Assassin's Creed Chronicles: India - Xbox One - June 23ħ3. Assassin's Creed Chronicles: China - Xbox One - June 22ħ2. Assassin's Creed Unity - Xbox One - June 21ħ1. Assassin's Creed Rogue - PlayStation 3 - June 20ħ0. DmC Devil May Cry: Vergil's Downfall - PlayStation 4 - June 19Ħ9. DmC Devil May Cry - PlayStation 4 - June 19Ħ8. Bloodstained: Curse of the Moon - Switch - June 18Ħ7. Persona Q: Shadow of the Labyrinth - 3DS - June 17Ħ6. Medal of Honor: Vanguard - Wii - June 14Ħ4. Medal of Honor Heroes 2 - Wii - June 12Ħ2. Shaq Fu: A Legend Reborn - Switch - June 9Ħ1.
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gertlushgaming · 3 years ago
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Rivalia Dungeon Raiders Review (PlayStation 5)
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 Our Rivalia Dungeon Raiders Review has us playing a comical Roguelite adventure and single-player ARPG, wr will control 4 main characters in their quest to end the curse of Rivalia and return the kingdom to normal. You will take control of one of them, being able to switch characters at any time. But you won't fight alone, your allies will fight side by side with you in epic real-time battles.
Rivalia Dungeon Raiders Review Pros:
- Decent cartoon/cel-shaded graphics. - 6.23GB download size. - Platinum trophy. - Dungeon crawler gameplay. - Tutorial pop-ups as you play. - 3rd person perspective. - Full camera control with the right stick. - Stamina-based system for running and dodging. - Hack and slash combat with magic abilities. - Party management - you can hot-swap between any of your party members, otherwise, they act and fight on their own. - Combat does look fantastic when it's all kicking off and combos come out. - In-game cutscenes that can be skipped. - Shop to buy and sell items. - Loot drops a lot and comes in rarity levels. - Enemies are plentiful and you get different types like Elites and bosses. - Text pop-up of item picked up description. - Loot chests can be found. - Stats screen for overall play and then each individual character. - Auto-aim and aim assist is on, especially for the ranged players. - Bestiary fills in with enemy lore and stats as you encounter them. - Loot is split into materials, consumables, and runes. - Runes equipped to characters to change stats. - You can see health bars. - Teleporter portals are used to fast travel around the current dungeon. - Easy trophy list. - Materials are used to craft new runes and potions. - You can replay previous dungeons. - End of dungeon guardian fights. - Handicap modifiers can be applied to the next dungeon for more loot. - Revive downed party members. Rivalia Dungeon Raiders Review Cons: - Cannot rebind controls. - The game explains nothing about the hub like bulletin boards and crafting. - The game is really slow in movement turns, the run button makes it alright but that costs stamina. - Jarring cutscenes. - Guardian fights are boring and they are just bullet sponges. - All you are collecting is basic boring loot. - Pain in the ass that you have to press a button to pick up loot. - Cannot turn off the pop-up text for interactions. - Bare minimum controls. - The doors you can and should enter is not actually indicated. - The in-game text is small when fighting but blurry when out of combat. - You have to dig into the menus to find out your character abilities. - Despite looking the same, only certain boxes can be broken open. - No help in finding out what you actually do in every dungeon. - The camera goes crazy a lot, especially in combat. Related Post: Neverawake Review (Steam) Rivalia Dungeon Raiders: Official website. Developer: Fsix Games Publisher: Gammeranest Games Store Links - PlayStation Read the full article
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recentanimenews · 7 years ago
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Monster Hunter: World Review
Described as the Monster Hunter to bring the cult franchise into the mainstream, I felt Monster Hunter: World was a perfect time for me to finally jump into the franchise. I’ve appreciated Monster Hunter from a distance, but its following has always given off an aura of almost scientific expertise that made the title out to be a tremendous intellectual investment. Now more accessible than ever, I thought my layman's experience trying the series for the first time might be useful to others considering whether or not to try out Monster Hunter for themselves. While I can say I’m happy now that I’ve settled into the game, the phantom of Monster Hunter’s inaccessibility still haunts its new world.
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First and foremost, the game is fun as heck and pretty much just what I was hoping for based on what I’d seen from marketing material and glimpses of previous titles. The monsters are big and diversely designed. As a smaller but smarter hunter, you have a number of tools from various weapons to geographical features, to local flora and fauna made into a variety of bombs, poisons, and traps at your disposal. Knowing your environment, knowing my prey, and coming prepared makes a tangible difference toward your success, which is immensely rewarding. Each weapon offers not only different advantages but entirely different fighting styles with fighting game-like systems of combos.
Perhaps the best part is World is just as fun to play solo as it is in a group and there isn’t any apparent punishment for trying to tackle hunts alone. If you’re feeling antisocial, want a challenge, or just want to go things at your own pace then the game feels designed with single player in mind, but you can just as easily log on with a party of friends or fire an SOS flare to bring in some strangers and take down the monster together. Palicos may be one of the best AI companions in gaming as well and an excellent replacement for people. They consistently draw aggro away from you to give you breathing room and their timing with heals is usually clutch.
This formula has some serious lasting power. I typically lose any motivation to play MMOs once I’ve hit maximum level and the late game becomes an arduous item grind. Monster Hunter keeps things interesting both by making the gear interesting to collect and situationally relevant. Going on specific hunts to gather materials to craft an armor set feels more intentional than raiding a dungeon and hoping the piece drops. Both have a strong element of RNG, but you can tip the scales in your favor by going to the extra effort of capturing the monster rather than killing it for bonus materials or targeting specific, removable body parts that drop that material separately.
Equipment itself is also more appealing for having features beyond just raw numbers to add to your various stats. Mixing and matching weapons and armor to optimize your individualize fighting style or spec out for a specific monster type by exploiting its weaknesses and guarding against its strengths makes having a chest full of equipment seem necessary rather than superfluous. World adds to the appeal of gear gathering by making your armor, well, fabulous. Creating matching armor sets for your Palico was inspired, as well as allowing the hunter and felyne to pose together, pushing the game beyond even Fashion Souls.
One of the aspects of Monster Hunter franchise that I’ve found made it historically difficult to approach was the amount of complexity similar to that of the Souls franchise but with more apparent RPG elements. Coming in as a brand new player, I was bracing myself for hours of guided tutorials, only to find almost none beyond the almost unnecessary movement portion and 2-page explanation sheets accompanying most new menus. At first I felt this was a positive, but the further I got into the game, the more I felt it had just opted not to tell me anything. Soon I found myself wishing they’d just clumsily tried to handhold me through it.
For all the intuitiveness of the core gameplay, this game is absolutely loaded with grindy bits, number crunching, obscure mechanics, hidden features, and supplementary quests which you essentially have to look for and figure out on your own and many of which become frustratingly integral during later portions of the game such as the tools needed to capture monsters. It sort of flew in the face of the ideal that this was a good jumping in point for the franchise with most returning players recognizing these mechanics while newer players were left in the dark. I quickly found the most helpful guide to be out of game in fellow players who were veterans of Monster Hunter, which, while that speaks well of the community, is troubling for the title itself.
Stranger still, the more comfortable I grew with the game, the less certain aspects of it seemed to make sense. Not only are many core aspects of the game relatively invisible to new players but a lot of them don’t work well within the game itself. Inventory limits on most items seem arbitrary, especially when it comes to traps. A hard limit of one could force the player to return between hunts but, as is, it just enforces needless running back and forth between camps and item swapping. I’m still trying to figure out precisely what the purpose of a roar causing stun is, except to frustrate players unless they make someone play a bagpipe for the hunt. For a title that essentially lives in online mode and has natural breaking points at the end of expedition, the manual save feels like an absolute relic.
After all that, it’s still probably the story mode that most mystified me. The premise itself is excellent to introduce new players to the world of Monster Hunter, a fresh start following the Fifth Fleet set to populate a newly discovered continent. Your objective quickly becomes tracking the movements of a giant elder dragon known as the Zorah Magdaros which is making its 10-year migration to the island. Solving the mystery of the giant monsters regular circuit makes sense for an organization of natural researchers but then, of course, your objective becomes capturing it. Not only is this at odds with your initial objective of finding out precisely where it is going but bringing down a skyscraper-sized creature made with magma seems like a sure recipe for needless death.
Story missions are rarely interesting on their own, often either indistinguishable from normal hunts or, in the case of the Magdaros hunt, just not fun. The first hunt for the beast is a prolonged affair first of shuttling ammo back and forth between boxes and ballista then running around on the relatively featureless terrain of the Magdaros’s back to hit slightly different looking magma rocks jutting out of its back while dodging waves of lava. Finally, the mission places you against a monster but on a relatively flat platform with even more lava. It’s a boss battle, but mostly just because it took so long to get to and you can’t use geographical features to your advantage. Faint 3 times and you’re made to repeat the whole process over again. Unfortunately, new areas and features are gated by story missions so these hunts are far from optional.
I feel like it’s necessary, at this point, to reiterate that I find this game extremely fun and organically challenging. I found myself mostly writing about the negatives of Monster Hunter: World because they are such a bizarre contrast against the highly refined core gameplay. It seems like the 5th title in a 14-year-old franchise would have ironed out a lot of the rough edges, much less the obviously counterintuitive elements. It’s a lot of small things but they stack up and their very existence, in some cases, seems improbable after a few rounds of beta testing. I don’t want to intimidate new players, but I do want them to be forearmed.
If you’ve read through this and feel like you want to try out World, my best advice is to find some friends to mentor you through the early stages of the title until you’re sufficiently familiarized with all its most obscure mechanics. There are plenty of guides but odds are you probably won't even know what you want until you’re already in a situation where you need it but don’t have it. You’ll probably find it was worth the trouble in the end, but that’s not the best place for a game to be.
REVIEW ROUND-UP
+ Fun and addictive gameplay
+ Planning and strategy are rewarded
+ Mix-and-match gear for function or fashion
+ Palicos are awesome AI companions
+/- Tons of small tools and mechanics you won’t know exist
- Story is a drag
- Many bizarre design choices
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Peter Fobian is Features and Reviews Editor for Crunchyroll, author of Monthly Mangaka Spotlight, writer for Anime Academy, and contributor at Anime Feminist. You can follow him on Twitter @PeterFobian.
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