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April 2018

Hover mouse over screenshots for commentary.

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Pondering the complexities of existence before his adventure begins.

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Our first view of the first locale.

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A lot of the first stage takes place inside of this giant tree.

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These are non-aggressive animals, but you can kill them for food.

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You have a cat-person-thing that follows you around and fights alongside you. You can build weapons and armor for it.

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I took a sceenshot of this because I thought it was a great emergent moment. I was just walking around looking for honey, when suddenly I realized I was in the den of a T-Rex style monster! I had to quickly and quietly get out of there!

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The first major monster you'll come across is the Great Jagras. It can swallow whole other monsters to grow in size and strength.

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The time of day is dynamic and creates some pretty scenery.

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This monster has plates all over it's body which give it tons of armor.

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Two monsters getting in a fight.

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A type of dragon called a Rathian yelling right in my face.

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The Diablos dragon can fly and burrow in the sand, making for some unusual combat tactics.

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A Great Jagras and Anjanath (like a T-Rex) battle for dominance. I'm happy to sit back and watch.

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This monster can poison you.

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This is an elder dragon that's the size of a small mountain. You don't fight it like you fight all the other monsters.

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A spiky and extremely aggressive dragon whose limbs get tougher the more you attack them.

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Some of the other monster hunters.

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Monsters fighting each other. It never gets old.

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The third locale is teeming with exotic plant life.

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This strange monster puffs up it's neck like a balloon.

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This monster is covered in the bones of other monsters.

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Your handler. She is unrealistically chipper and gives you advice throughout the game.

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You can use a spit to cook meat. If you cook it properly you will create a food item that raises your maximum stamina.

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Tracking a monster.

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This monster can cause deep lacerations that cause your character to lose health the more you move.

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The infamous Rathalos.

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Stealing a dragon egg. I hope I don't get caught!

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Being charged by a Diablos.

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Some monsters scream so loudly that they stun your character.

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You can capture monsters in order to learn more about them and their weaknesses.

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Using a lightening trap and sleep grenades to capture a monster.

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Some areas have a sort of fast travel system where you can hitch a ride on small dragons to get to another area of the map.

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That huge elder dragon . . .

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I don't think he's running fast enough!

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You can use some parts of the environment to temporarily trap monsters, which gives you an opening to do a lot of damage.

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Two monsters fighting. One of them has lost the end of it's tail!

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This is what it looks like when a dragon breathes fire right at you. Apparently it looks really blurry.

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This monster is covered in hard plates that gradually get destroyed the more you attack it. If you knock it over you can also mine ore from it!

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This dragon has a name a lot like "Beetle Juice," so that's what I called it. It drops things similar to proximity mines all over the place.

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You can see that some parts of this dragon have more horns than others. The more horns, the tougher it is. I like how the gameplay cues are visual rather than, say, text on a screen telling you it's health.

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Holding onto a huge monster and trying to deal damage before it throws me off.

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Each monster in the game will be a randomly selected size (within a range, I assume) each time you encounter them. This is a particularly huge version of a low-level bird monster.

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You can catch fish to open up new menu items at camp. Some of the rarer fish even have gold scales. This is a particularly large fish.

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Periodically the game will release a unique outfit, like this one that makes your character look like Ryu from Street Fighter.

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An elder dragon that has no problem being in fire . . .

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These monster brawls are always entertaining.

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A few months after the games release, they introduced a new monster. By the time you read this there may be many more that I never fought.

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Nothing makes a monster more upset that jumping on it's back!

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Holding on as a dragon tries to shake me off.

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Hitting that big green blob will restore some health.

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My fighting style was generally up close and personal.

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You can inflict various blights on the monsters. I used an insect to create points on the monster that would explode when I hit them.

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A great jagras and it's kids.

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A huge pile of dead monsters, from which an elder dragon will form.

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This dragon releases a gas that reduces your max health.

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A very large dragon with more eyes than usual.

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Part of the camp.

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Multiple dragons try to kill me in my customized, colorful armor.

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At the end of each quest you get a bunch of items, including monster parts.

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Pro-tip: Don't touch that beam.

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Trapping a monster.

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Riding an anjanath.

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I liked the lighting in this scene, which isn't a cut-scene. I makes the dragon seem pretty intimidating.

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A monster that swims in lava.

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A tiny version of a normally intimidating monster.

A simple walk-through video of a quest that seemed to cause some people trouble.  Most of the gameplay is fighting monsters, not stealing eggs!

Monster Hunter: World

The Monster Hunter series has long been the gold standard for, well, monster hunting games.  The main premise is that you (and friends) track down a monster and engage in an epic boss fight, and then use it's body parts for armor and weapons.  By creating better armor and weapons, you can take on stronger and stronger monsters.  It's pretty much the same behavioral reinforcement model as free mobile phone games, but it's actually backed up with fun gameplay.

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The Monster Hunter games had been on portable devices for about a decade before Monster Hunter: World was released, so this game serves as a massive technical/graphical update to the series.  It was advertised as being in a giant open world (unlike previous entries with smaller areas with many loading screens per battle arena), but really it's just the old model but with much, much bigger arenas.  There are five (or so) giant areas to play in, but they are not connected in one seamless world.  Unlike previous games, however, you can freely explore an area without time constraints and various monsters will arrive in and leave the area.

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Monster Hunter: World does provide a story and it makes sense in that universe, but it isn't really much more than an excuse to go out and slaughter armies of monsters.  I was totally fine with this because the story isn't really pushed in your face that much and, frankly, I bought the game just to fight boss characters and create new equipment from their remains.  I got what I payed for.

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There are dozens of different kinds of monsters and they are all actually pretty unique (with a few exceptions).  The main idea of avoiding attacks and striking at the right moment remains, but the monsters all behave differently and require little adjustments with how you approach them.  For example, one enemy will run away when it's getting beat up too bad, and you need to find ways to draw it back; another enemy has quickly growing horns all over it's body and they grow stronger each time they take damage - this creates an incentive for you to repeatedly attack the same part of it's body lest it become unmanageably tough.  One small aspects of the fights that that I really appreciated is that the more you damage a monster, the more it looks damaged; they don't have energy bars - you can simply tell how close they are to death by the way they look and how they behave (if you like, you can capture monsters instead of kill them).  There are always multiple monsters in each locale, so you'll often be fighting one monster when another will swoop in and attack it too! 

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There are lots of different weapon classes to choose from, and you can build upgrades of each type.  There are giant swords, bows, guns, knives, and all sorts of other random weapons.  My personal favorite was the "insect glaive," which is kind of like a pike that you can stick into the ground to pole-vault onto the monsters.  The fighting itself is a bit too simplistic for my taste.  I think the developers figured that if a person got bored with one weapon that there are plenty of other weapons to try out, ergo there are actually a lot of different moves that each player has available.  In reality, I suspect that most people try out a few weapons before settling on one to focus on upgrading.  And using one weapon simply doesn't have enough variety in its move set.  I personally think the game would probably feel much more accessible if the designers settled on maybe five different weapon types, and then made deep move sets with each of the five weapons.  That way people wouldn't be overwhelmed with the huge variety of weapons, all of the available moves could still be utilized, and each player would feel like they had a much wider range of combat options with their weapon.

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Your armor is broken into five main categories, each being upgradeable.  Part of the fun of Monster Hunter is walking around and seeing other players' gear, and wondering wear they got their cool looking armor.  Some armor is almost like a badge of honor, showing others (and yourself) that you have conquered difficult monsters over and over.  Before long you'll get armor that has special bonuses if you wear them in sets.  For example, if you have three sets of armor from the same monster, then you can gain some trait consistent with that monster; perhaps more stamina, resistance to heat, immunity to poison, or the ability to harvest more food from collection points.  There are no experience points in the game, only better stats and abilities obtained from better equipment.

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One of the weaknesses of Monster Hunter: World is that, in general, it's pretty convoluted.  Over the years there have just been so many features added to the series and pretty much all of them are in this one game.  It can be overwhelming to a person who's never played a game like this before.  It's hard to explain, but there are just so many options of things to do that it's hard to work out what is actually important.  While you're learning the basics of how to kill monsters and use their carcass for upgrades, you also learn how to use a BBQ spit, how to throw a bug net, how to automate mixing honey with herbs to make super potions, how to ask a chef to make you a meal before battle, how to make hats for your pet cat . . . the list of things seems endless.  I don't think this is a flaw, per se, because all of these things add to the overall gameplay experience, but the average newcomer will likely experience a period of time where they feel like they are supposed to know more than they actually do.

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I also think the controls are pretty convoluted and could have been done better.  After quite a while of playing I got used to it, but the controls simply confused me for hours.  I'd be in the heat of battle, low on health, and in need of a potion.  I'd select it on the item list but just couldn't use it.  I'd similarly have times when I couldn't run away and couldn't attack.  It perplexed me that I'd push one button to take out my weapon and a different button to put it away.  What I figured out is that the game designers were trying to accommodate all of the things that you can do in the game, and thus made a sort of "two stance" control scheme - one set of controls for fighting, and another set for when you aren't.  This is why there are different buttons for very similar functions - you draw your weapon with square because it's the same button you press to attack in "attack mode," and you put your weapon away with R1 because that's the button you use to run away during "normal mode."  You can only use items in "normal mode," which is why I was struggling to use a potion - I needed to put my weapon away first.  In a way it all makes sense, but it's just weird and, I think, unnecessary.  They should have just made so that certain buttons always attack, one button always runs, and one button always uses the selected item.  Having the "two stance" control scheme seems completely unnecessary and only serves to heighten the barrier to entry, and it's just made so much worse by needing to use both during battles.

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Monster Hunter: World isn't' a flawless game, but it knows what it is and embraces it with it's own sense of style.  If you can get past it's weird and overly complicated systems, there's a lot to enjoy.

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