The Monster Hunter series has accumulated a strong following over the years, though despite its successes, "Monster Hunter: World" will likely be the first installment for many gamers. After its Japanese debut in 2004, the series has garnered traction on both Nintendo and Sony systems, though in the west, its mindshare remains niche. With this series entry on track for an Xbox One, PlayStation 4 and PC release, Monster Hunter: World looks to serve as an entry point for many, despite remaining faithful to its roots.
Ahead of the game's release on January 26, 2018, we had the opportunity to spend some time exploring Monster Hunter: World through a cooperative lens. Pairing up with three additional players, those two hours were my first with a Monster Hunter game, getting a feel for its mechanics and world as a newcomer.
Served best with friends
As its name implies, building a character to slay all-powerful beasts lays at the heart of Monster Hunter: World. Like many action-oriented role-playing games (RPGs) of today, you'll be accumulating quests to progress your character, while earning new weapons, armor, and other combat enhancements.
Monster Hunter titles are often regarded as the ideal games for "grinding," with a consistent gameplay loop in place through the whole experience. Leveraging the same core mechanics that thrive in titles such as "Destiny (opens in new tab)" and "The Division (opens in new tab)", players are regularly driven to obtain loot and other upgrades on the horizon.
One of the principal changes in Monster Hunter: World is its shift toward an online-focused experience. Whereas previous titles generally catered for solo play, inspiration has been drawn from the growing interest in online shared-world games. Between the addition of four-player drop-in cooperative play and a seamless online world, Monster Hunter World conveys a greater sense of vitality and reasons to explore.
Hunting the unexpected
Throughout our session, we had the opportunity to jump into a few of the game's monster-hunting quests. Each of these required our team track a target throughout the open world, by using environmental clues, such as a fresh footprint or carcass of another devoured beast. With the added help of glowing "scout flies," which over time, help guide the team towards the monster, the hunt proves an interesting setup, without outstaying its welcome.
The main attraction of Monster Hunter: World comes with as the monster fights themselves, by taking the highlights of sustained boss fights and stringing these into a standalone experience. Overcoming these monsters mostly consists of multi-stage battles, however, each bears its own intricacies to accommodate. Physical traits of the monster, elemental weaknesses or its mannerisms all play a role in this and add a level of dynamism. I'm skeptical these mechanics will flourish in solo play, although this is something we'll need to wait until launch to discover.
While monsters themselves can force players to change their playstyle, the environment also maintains a fresh feel to combat. During a battle, monsters may retreat to its confined lair, while in another, a different monster may attack your target. Each of these discreetly changes gameplay pacing, keeping the experiences of each fight unique.
Even with only two hours in Monster Hunter: World, I still felt a clear, rewarding sense of progression. During that time we were unable to get a feel for truly exploring upgrade paths, though our dynamics as a team and skills had evolved. We'd come to explore team configurations, discovered tactics for monsters and recognized progress through trial and error.
Despite the advancements I'd made, after two hours in, I still struggled to feel comfortable with its control scheme. Handling of weapons and gadgets generally didn't feel tight and responsive and often resulted in a clunky feel to combat. This could be a by-product of the game's focus on heavy weaponry, though at times this translated to an unnatural, unpolished feel.
Monster Hunter World is set to deliver some promising concepts with its arrival later this month. Following the rise of games-as-a-service, its mechanics built around grinding and progression should be welcomed by console players.
The world of Monster Hunter is clearly best experienced with friends this time around and when paired with other dynamic elements, make for a realized world. How progression fairs in the long-term remains to be seen, though if true to its predecessors, is shaping up to be an unbeaten, rewarding timesink.
Monster Hunter World is set to make its Xbox One and PlayStation 4 debut on January 26, ahead of a PC release later in the year. The game will also be enhanced for Microsoft's Xbox One X console, sporting High Dynamic Range (HDR) support and other currently unspecified visual enhancements.
This preview was written for an in-progress PlayStation 4 build of the game, reflective of the Xbox One version.
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Really looking forward to this. The Monster Hunter World club for Xbox is currently sitting at 2,070 members and there are a bunch of new people who are eager to play their first Monster Hunter game and plenty of vets willing and ready to help. Not bad for a game people said Xbox gamers wouldn't be interested in. 🙂 Also, as far as combat goes, it's intentionally a little clunky to lend more weight to your actions. You are swinging around weapons that are bigger than you are, after all. If you want faster combat, you pick faster weapons like dual swords or a sword and shield and then you get down on your knees and thank the heavens you don't have to deal with the superman potion flex anymore. ;-)
ps: never did good on console... but we'll see.
Reading about tracking the monsters reminded me a bit of the late, great Evolve. Was this tracking a staple of the series or is it a recent mechanic? Because I've seen a lot of new and upcoming games incorporating tracking mechanics that look and work a lot like Evolve. It's like that, often commercial failures end up being more influential than the public will know. tl;dr: Evolve was such a great, underrated game.
Co-op as in multiplayer online or LAN? Are 2 players on screen at the same time? myself and my gaming buddy would love this!
Multiplayer online. You can summon friends mid-hunt or set out together. Playing with your friends is a lot of fun. It's like fighting bosses in an MMO without running through a dungeon mixed with hunting because you have to watch a monster to know what it's going to do and how weak it's getting. There are no monster health bars here, you know you're winning when it tries to run. =)
Sounds kinda like that game Evolve.
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