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.
Monster Hunter World
Publisher/developer: Capcom
Platform: Reviewed on PS4
Availability: Out January 26th on PS4 and Xbox One,
PC version coming later this year
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.
Monster Hunter World Armor
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.
G lock
Monster Hunter World, in
a first for the series, is releasing around the world on the same day. There
are clear perks to that - and in a neat touch, servers are now global too,
meaning we can fight alongside our fellow Japanese hunters - but also pitfalls
too. Prior western releases have typically been the 'Ultimate' versions of the
game that come a year or so after the original release, complete with 'G-Rank'
- Monster Hunter's endgame in which the biggest challenges, and the biggest
rewards, are to be found. There's no G-Rank in Monster Hunter World, though
that's not to say it's short on challenge or things to do - you're looking at
around 50 hours to see through the main campaign, and there are also tougher
variants of existing monsters available should you be up for the fight as well
as an arena. Capcom's going to continue supporting Monster Hunter World with
updates for the foreseeable future, and it seems likely that G-Rank will come
as part of some future paid expansion, perhaps to coincide with the PC release
later on this year.
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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