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Cake day: June 7th, 2024

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  • Weapon descriptions on the website source code:

    Great Sword

    A weighty weapon with slower movement and attacks, but each blow packs a powerful punch.

    Suitable for hit-and-run tactics or even guarding, the Great Sword is highly adaptable.

    Long Sword

    A weapon that excels at swift movements and combos.

    With a sharp eye and good timing, you can counter incoming attacks.

    Landing certain attacks will raise the level of the Spirit Gauge.

    Once the Spirit Gauge turns red, some of your attacks will be strengthened.

    Sword & Shield

    A weapon that boasts maneuverability and rapid attacks.

    You can use the shield both to guard and to attack.

    You can even use some items while your weapon is drawn.

    Dual Blades

    A weapon designed for rapid attacks.

    Enter Demon Mode to boost the damage of your attacks.

    Archdemon Mode will further boost the damage of some attacks.

    Hammer

    A blunt weapon with destructive power and good mobility.

    Charge your attacks to make them more powerful.

    You can even stun monsters by landing multiple hits to their head.

    Hunting Horn

    A blunt weapon that can perform melodies that give you buffs.

    Place Echo Bubbles to grant special effects in an area.

    Melody effects also benefit your allies.

    Lance

    The lance is a weapon with top-class defense.

    Its thrusting attacks are quick and safe to execute.

    Make good use of its variety of guard-related moves and counters.

    Gunlance

    A weapon with a long reach and the ability to fire explosive shells.

    Use sidesteps to make small positioning adjustments.

    Guard against even the most powerful of attacks. Utilize a variety of powerful shell-based attacks.

    Switch Axe

    A multifaceted weapon that can morph between two different modes.

    Axe Mode excels at long-reach attacks.

    Sword Mode lets you unleash faster attacks.

    Charge Blade

    A versatile weapon that can morph between two different modes.

    Sword Mode allows you to maneuver yourself quickly and accurately.

    Dish out massive damage with Axe Mode.

    Charge phials while in Sword Mode to power up Axe Mode.

    Charged phials can power up different aspects of the weapon.

    Insect Glaive

    A mobile weapon you use while controlling a creature known as a Kinsect.

    Gain powerful buffs by harvesting extracts from monsters.

    Vault into the air to perform jumping attacks at will.

    Light Bowgun

    A mid-range weapon that can fire various ammo types.

    Highly mobile and great at quick attacks and dodges.

    Use Rapid Fire energy to fire in quick succession. Energy regenerates over time and when you successfully land hits.

    Heavy Bowgun

    A long-range weapon that fires ammo from a distance.

    On top of the Auto-Guard function, you can also guard incoming attacks manually.

    Expend energy in Ignition Mode to fire special ammo. Energy regenerates over time and when you successfully land hits.

    Bow

    A mid-range weapon that uses a variety of arrow-based attacks.

    Charge your arrows to increase their damage. The bow also boasts high mobility.

    Hitting a monster with a Tracer will cause arrows to home in on it. Tracers will explode after being dealt enough damage or after enough time passes.







  • Some highlights: Kaname Fujioka, Executive Director/Art Director: “And so our goal really is to use the camera and other effects in the game to kind of shift focus as the players experience the game. We’re not trying to make it like a movie. We’re not trying to make it explicitly cinematic. It’s more that the camera work and the different kind of focus elements in the game, like the seamless transition between some of the gameplay elements and the events are kind of servicing the immersive feel that the player experiences; so creating dramatic moments, not just during story gameplay and other gameplay, but during hunts and during combat as well. That work is kind of dramatically servicing what we want players to focus on visually and to increase their immersion.” “Can you tell me why you decided to give the Palicos voiceover in Wilds? YT: So the answer is kind of really simple. It is the fact that the Palico and the handler accompany you into the field, and this time in Wilds, there are so many different environmental changes and things happening in real time. So there’s lots more information to parse, and as support characters, the Palico and the handler, having voices helps the player to understand what’s happening, because they pick up on all the different information that the player needs to know and provide advice for the player to understand what’s going on and how to approach all the different environmental changes. And of course, you can also have it “meow, meow, meow” as in previous titles. So you can give it cat-speak in the game if you really choose.” “Awesome. Thank you. Can you tell me if any of the weapons got a big overhaul, kind of similar to how the Hunting Horn got an overhaul in Rise? YT: Yeah, so if you had to really answer this briefly, it’s really the two Bowgun types. So the Light Bowgun and Heavy Bowgun have received some of the most kind of broad action changes, as well as the Hunting Horn. The Hunting Horn is going back more to a World-basis of the action, but on top of that, it’s also introduced a lot of other changes. So we hope you’re looking forward to that.”


  • Some highlights: Kaname Fujioka, Executive Director/Art Director: “And so our goal really is to use the camera and other effects in the game to kind of shift focus as the players experience the game. We’re not trying to make it like a movie. We’re not trying to make it explicitly cinematic. It’s more that the camera work and the different kind of focus elements in the game, like the seamless transition between some of the gameplay elements and the events are kind of servicing the immersive feel that the player experiences; so creating dramatic moments, not just during story gameplay and other gameplay, but during hunts and during combat as well. That work is kind of dramatically servicing what we want players to focus on visually and to increase their immersion.” “Can you tell me why you decided to give the Palicos voiceover in Wilds? YT: So the answer is kind of really simple. It is the fact that the Palico and the handler accompany you into the field, and this time in Wilds, there are so many different environmental changes and things happening in real time. So there’s lots more information to parse, and as support characters, the Palico and the handler, having voices helps the player to understand what’s happening, because they pick up on all the different information that the player needs to know and provide advice for the player to understand what’s going on and how to approach all the different environmental changes. And of course, you can also have it “meow, meow, meow” as in previous titles. So you can give it cat-speak in the game if you really choose.” “Awesome. Thank you. Can you tell me if any of the weapons got a big overhaul, kind of similar to how the Hunting Horn got an overhaul in Rise? YT: Yeah, so if you had to really answer this briefly, it’s really the two Bowgun types. So the Light Bowgun and Heavy Bowgun have received some of the most kind of broad action changes, as well as the Hunting Horn. The Hunting Horn is going back more to a World-basis of the action, but on top of that, it’s also introduced a lot of other changes. So we hope you’re looking forward to that.”






  • Video summary:
    Capcom showed 15-30 minute live demo behind the scenes at Summer Game Fest. Some tech issues did happen. Maximillian Dood sat in on two sessions, each hunt had different weapons (GS, HBG, Hammer, IG mentioned). Very much seems to be a sequel to World. Demo started in a hub location. Hunt started by pulling up a detailed map, seemlessly leaving hub to the zone. Map size is roughly 2-3 times size of maps in World. Lots of verticality. Fast travel from camps present. Certain locations on map are for building camps that can be damaged/destroyed by monsters. Camps must be maintained. Animations are very detailed, very polished. Mounting mechanics present. New sneak attacks added. Monster can be unaware of approaching hunter. Mantles return, ghillie mantel mentioned. New clash attacks that was shown at the very end of the trailer was described further. Seems there is a big attack at the end of the clash animation. Great sword and HBG were shown. GS slaps monster away, HBG has large explosion. No returning monsters were shown. Environmental traps and hazards cause damage, and can be used to separate main monster from a herd. Dynamic music through each stage of the hunt. Focus mode targets weakened/damaged parts of monster. Focus used to aim melee attacks. New attacks shown for GS, counter mentioned. Fights seem more akin to World than Rise in terms of speed. Dynamic weather shown. Sandstorm blows in mid-fight, very dynamic lighting, and changes in monster behavior. Lightning can hit monster. More monster interactions. Turf wars return. New lightning wyvern shown in more detail. Hunter lured target monster to lightning wyvern den and they fought. Lightning wyvern also showed up in different areas during later points in the hunt. Dynamic weather after sandstorm changed to a more bountiful season. More gathering points, different or additional monsters available during this period. SOS returns. Three NPC hunters called in during demo. (This may be just limited to demo, but may be sign of follower type hunts available. and up to 3 additional NPCs? sounds very cool if that turns out to be in the game) Bombs can be rolled toward monster instead of setting up next to sleeping monster and hit with weapon. New attacks shown for hammer and insect glaive. Hunter crawls/walks over monsters body to carve instead of walking through body like in older games. Unsure if carving location is important. Quests seem to act like expeditions from World. After quest is complete you are not automatically brought to hub, hunter can stay to gather, start additional quests seamlessly. Food porn is back! Crazy detailed cutscene for cooking returns, steak mentioned. (No more dango! We want mouth watering food back and capcom seems to deliver again) Game looks and plays more next-gen compared to World. Maximillian very very impressed with what was shown. “This is the true sequel to Monster Hunter World. This is Capcom no holds barred, that was their bestselling game of all time, and they’re taking that shit seriously. That’s that’s my overall impression.”


  • Video summary:
    Capcom showed 15-30 minute live demo behind the scenes at Summer Game Fest. Some tech issues did happen. Maximillian Dood sat in on two sessions, each hunt had different weapons (GS, HBG, Hammer, IG mentioned). Very much seems to be a sequel to World. Demo started in a hub location. Hunt started by pulling up a detailed map, seemlessly leaving hub to the zone. Map size is roughly 2-3 times size of maps in World. Lots of verticality. Fast travel from camps present. Certain locations on map are for building camps that can be damaged/destroyed by monsters. Camps must be maintained. Animations are very detailed, very polished. Mounting mechanics present. New sneak attacks added. Monster can be unaware of approaching hunter. Mantles return, ghillie mantel mentioned. New clash attacks that was shown at the very end of the trailer was described further. Seems there is a big attack at the end of the clash animation. Great sword and HBG were shown. GS slaps monster away, HBG has large explosion. No returning monsters were shown. Environmental traps and hazards cause damage, and can be used to separate main monster from a herd. Dynamic music through each stage of the hunt. Focus mode targets weakened/damaged parts of monster. Focus used to aim melee attacks. New attacks shown for GS, counter mentioned. Fights seem more akin to World than Rise in terms of speed. Dynamic weather shown. Sandstorm blows in mid-fight, very dynamic lighting, and changes in monster behavior. Lightning can hit monster. More monster interactions. Turf wars return. New lightning wyvern shown in more detail. Hunter lured target monster to lightning wyvern den and they fought. Lightning wyvern also showed up in different areas during later points in the hunt. Dynamic weather after sandstorm changed to a more bountiful season. More gathering points, different or additional monsters available during this period. SOS returns. Three NPC hunters called in during demo. (This may be just limited to demo, but may be sign of follower type hunts available. and up to 3 additional NPCs? sounds very cool if that turns out to be in the game) Bombs can be rolled toward monster instead of setting up next to sleeping monster and hit with weapon. New attacks shown for hammer and insect glaive. Hunter crawls/walks over monsters body to carve instead of walking through body like in older games. Unsure if carving location is important. Quests seem to act like expeditions from World. After quest is complete you are not automatically brought to hub, hunter can stay to gather, start additional quests seamlessly. Food porn is back! Crazy detailed cutscene for cooking returns, steak mentioned. (No more dango! We want mouth watering food back and capcom seems to deliver again) Game looks and plays more next-gen compared to World. Maximillian very very impressed with what was shown. “This is the true sequel to Monster Hunter World. This is Capcom no holds barred, that was their bestselling game of all time, and they’re taking that shit seriously. That’s that’s my overall impression.”