RUclips puts a lot of ads on these podcasts so you can listen on different podcast platforms here: anchor.fm/ratatoskr Episodes are released there 1 day after RUclips.
These questions are a bit late, but near the end when you guys were talking about separate timelines and all that, you said you wouldn't mind seeing monsters like Valstrax and Ahtal Ka being kept to Portable team games to drive the idea home. Now first question is, how would you and the other guys feel about seeing Portable team monsters in Main team games? Say for example when MH6 comes out, some of the Rise monsters-like Magnamalo or Malzeno, or Goss Harag, Rakna-Kadaki and Lunagaron, will be featured in that game's roster. Would it be too jarring, seeing how the Main team (usually) puts more emphasis on ecology and grounded monster design, but then you see these more colorful, "anime" monsters in the game? I'll admit I'm hoping Valstrax is in MH6, it's one of my favorite monsters and I would like to see what kind of grounded behavior the Main team could give it. On a similar note, being that World was your first MH(I think), how did you feel about seeing Zinogre and Glavenus for the first time? Those two are Portable team monsters, but more specifically their designs represent the more "anime" style the Portable team started to occupy. And second question, now that you've experienced both World, Rise, and if I remember correctly you even tried out GU(or was that Jakob?), with a preference torwards the Main team will you be more cautious of future Portable team games? What I do remember Jakob saying is there is a likelihood of their next game in the 6th generation being similar to Rise and GU: more arcade-y, fast paced, and again "anime".
Ratatoskr, your idea about destroying camps is BRILLIANT. It would solve the restocking issue when people are reckless. If aggroed monsters could track you by scent to the camp, that could basically put a timer on your safety.
Why should monsters bother with that sort of thing?, If we have to go for realism what is this three stooges are parroting for here then the monster should always be running away and the only viable weapons you could use were guns.
@@MarkerMurker its about realism thats what these guys are saying they want it to be a simulator where you pretend to have fun instead of actually having fun
I like how sometimes you'll get moments where the monster's ecology is brought into their gameplay, like yian kut-ku digging up konchu and spitting them at you, or khezu going upside down and luring you with a shiny like you were it's prey before eating u edit: oh yea...... and plesioth swimming around for five minutes, showing the player that it is also a fish..... fantastic design choice MH -.-
instead of underwater hunting again, we should get a raft or a small boat were we could have a harpoon or something to be able to drag the fish monsters, etc. out of the water. and if we are not careful, the monsters could knock us into the water where we LOGICALLY would NOT be able to fight (which is also why i don’t think underwater combat will come back- it just doesn’t make sense if you think about it for 5 seconds, and with a fantasy game, things that make you remember it’s a game just kill the immersion, for me at least) and we would have to swim our way our (underwater swimming should come back tho, but we should be like a character in a horror game when that happens- totally vulnerable where all we could do is run). i dunno, i think that would be a good solution to the whole underwater monster issue. but maybe that’s just me 🤷♂️
In regards to the guild I think there are a number of things going on. 1) the views of Japanese culture on wildlife are notoriously out of touch with the views with the rest of the world, so some things that might come across as immoral wouldn’t register to them. 2) As someone who’s gone digging into the Japanese versions there’s a localization issue where the translators try to make things as goofy and funny as possible which… hurts the implications, sometimes. Often even. I’m fairly certain (based on the trends I’ve seen) that things like “go kill an eleventh Rathalos” falls under this much like the scientist who studies the captured monsters has an obsession with stool samples that he doesn’t ever mention in the original Japanese. There are otherwise some occasionally factual errors, which is infuriating. 3) the reasons for the guild putting out a quest are not necessarily the reasons of the person who requested the quest in the first place. I have to imagine there’s some kind of review process-if a rich girl wants a Rajang pelt it could be that they take the quest knowing there’s a troublesome Rajang that needs to be dealt with, and get the commission fee from the quest requester to help pay for upkeep costs in one fell swoop. You aren’t hunting the Rajang because some spoiled brat wants a pelt, but that is why you’re getting paid.
I feel like Rise has perfected village systems, gearing feels better than ever. I feel like World perfected hunting/ecology systems, everything really felt very grounded. I feel like earlier generations, World, and Rise, they all have good aspects to their combat and they all have bad aspects. Switch Skills should never leave even if I want Wirebugs gone, the Slinger and its hunting interactions were pretty cool even if the clutch claw sucked, and the heavy commitment and more sluggish yet stronger hitting monsters of earlier games was pretty awesome too. It sucks because I feel like, none of these amazing systems will ever really touch again. I feel like we've reached the point of no return, and no one really knows what they actually want anymore.
gearing feels better and more convenient than ever, but unfortunately Rise (and to a lesser extent World) has destroyed the preperation/survival/hunting aspect of the game. Why bother with checking your gear when you have a camp full of infinite resources and lets you change armor/weapons whenever you want?
Had the same idea as Rata! Monsters should totally be allowed to destroy campsites. And that could help incentivize material gathering for rebuilding camps
@@kurosan0079 unlimited restocks is by far my least favorite part of the new games. Secondarily, monster tracking is too easy, and they need to make monsters stick around sometimes more so you get double teamed when they do roam especially for duo monster quests/pair monsters. I hate how obvious the AI patterns are in that regard.
This idea is well meaning, but not well thought out. It's either going to be tedious or boring, but never interesting or fun. And having two monsters wait together in an area is also a poor idea because with the added mobility options it would be easily abusable- or in certain areas and small spaces, or otherwise unique terrain it would make it impossible to actually play the game.
YES finally my favorite MH channels all together! I can feel the unorthodox takes through my screen already. In all seriousness, glad to see UHC get some recognition. The work he does is incredible, and while Rage/TDS have done a few videos on basic monster ecology, it's really great to see someone dig deep into real world parallels for explanations and comparisons to fictional creatures. His other videos (especially Kong Skull Island) are just as incredible too. Might have something more to say after a watch o/
I've talked with people who view the games primarily as time attack modes. It's an understandable mentality given all of the mechanics. More than anything, I think the devs are just responding to the way people play online. Most pugs, you run as fast as possible straight to the monster and bash its skull in until it dies or you cart three times. Even in Rise where they give you a reason to run around (spiribirds, hunting helpers) the majority of groups just rush the monster. Players are telling the devs that they want to get straight into the action and the devs are reinforcing that behavior. Classic feedback loop stuff. I think now we're well past a point where the devs could or would pump the brakes on this. There's too much money involved and they'd be losing players if suddenly you went back to having to spend a not insignificant portion of your time collecting honey and shrooms. Or if you had to remember to bring bombs to hunt Basarios because you have to blast off its rocky armor before you can do meaningful damage. Really what we need is a new developer with a new game. Innovation. Someone who thinks the ecology is as cool as the mechanics and who wants to see the two work together.
They even add a mechanic that automatically collected spirit bird in sunbreak(in the demo). I would assume people play rise genuinely want to straightforward action.
I think a big issue the fandom as a whole is running into is just trying to confine MH into a box. "It HAS to be this grounded struggle for survival sim." "It HAS to be this wacky arcady fast-paced monster fighter." The biggest problem I believe is that people don't really realize that MH can be both. And has been both for awhile. Dos was more grounded and methodical, while Freedom Unite was structured in a more fast-paced way to fit the portable nature. Tri was more grounded and methodical, with the aesthetic of MH1 and Dos, while P3rd and 3U were much more bright, with the gimmick of dark caves removed, and all-in-all smoothed out for a faster experience. 4/4U still had the portable nature and colors, but was grounded with it's more involved, thought-out story. GenU meanwhile is an anniversary title truly meant to just be a big, cheerful ride through some of the history of MH up until that point. World is grounded and takes itself very seriously, with some focus on ecology, with a lot of emphasis on 'trimming the fat' and appealing to a Western audience. Rise meanwhile actually furthers that 'trimming the fat' in some ways, being even more fast-paced with a light-hearted tone and overall appealing to a Japanese audience. I know there's an issue of the wait between 'the type of game you like' but that's just how it is. If you don't like both styles, which some people do, then you simply have to accept that not every game in the series will be for you. And that alone does not make it a 'bad game.' It's a Different game, and I feel that's what a lot of people miss. Every MH game, even MH1 for all it's clunkiness, are not bad games. They do what they set out to do, they function well, and there's plenty of fun to be had for those that appreciate what that game is going for. Personally, World is my least-favorite MH game. After the honeymoon phase of 'wow look at how good it looks!' The aesthetic really started to wear on me. I found myself not care at all about a lot of World's roster, for all their ecology and being 'grounded' because they simply weren't interesting. I genuinely find a lot of MH1's roster more appealing and creative. Meanwhile the boring, self-serious, unskippable story was just a real drag. And the gameplay I really just found to be an uninteresting, watered-down version of the old style. I ultimately never got Iceborne because I knew, even if it improved things, it would still have a lot of the same problems I had with World. And despite all that, I wouldn't call World a 'bad game.' Conversely, while Rise is by far not my favorite MH, I can enjoy it more than World because I just vibe with it better. I think the monster designs are a gigantic step up, I don't find the aesthetic to be unappealing, and for all the problems the story has, it's at least skippable. I might prefer the slower pace of older games, but I think it's faster pace still offered something unique that I won't get in any other MH game. I have no doubt in my mind that Monster Hunter 6 will be like World, but I also hope that it improves on a lot of the issues I had with World. And I also have no doubt in my mind that Gen 6 will also have a game more like Rise. Because this is how Monster Hunter has been for over a decade now. Grounded game, crazy game. Back and forth. People only seem to have an issue with it now because it's the most extreme difference between them yet. Also, y'know, because a lot of people started with World and are confused why the game they started with isn't like the next game. P.S. I will NOT stand for this Zamtrios slander.
I share a similar opinion regarding the whole "MH can only be one thing, not the other" argument. It's part of why the franchise had two dev teams afterall.
This was an interesting podcast, I personally liked that Rata is pretty much a middle man between the convos. Unfortunately, I didn't really see eye to eye with the guest and I actually did more so with Jakob this time around.
The most interesting thing to me about this was the similarities between the complaints of the old Monster Hunter games and my own complaints about From Software’s recent outputs. Over time the focus has shifted from positioning and stamina management to aggression and reaction time. Parrying, for example, had extremely generous timing in Dark Souls 1. In Elden Ring it’s more twitch based. Is that fine? Is Elden Ring still one of the best games ever made? I would say yes. Does it limit the way I like to play (cautiously, with minimal resource use)? Yes.
It also shifts the focus of the game off the character. Being able to execute techniques with simpler inputs implies the character is good at something, while a more twitchy game expects the player to be skilled.
I'm glad others share my sentiment of Rise just being a chaotic mess in the series. I enjoy playing mh no matter what but good God Rise is a headache due to its Franky put God awful mechanics. Wirebug, wyvern riding, removing some prep items like hot and cold drink, forgettable monsters I only enjoy Rakna and Goss Harag, some items becoming genuinely useless, everything about the rampage. As they said the wirebug is stupidly op lore wise. Even Frontier would shiver at wirebugs. Kamura is FAR more technologically advanced than any village we've seen to date they genuinely had little to nothing to fear. I like playing Rise but I wish they'd eventually revert back to positioning based weapons or just the hunting styles of GU. I'd love to see the monsters interact more or even see paintballs return. With world they proved that you could track a monster through environmental clues alone. Following footsteps, residue, carcasses, etc. If that system is once game implemented in Gen 6 they could really emphasize the hunting part of monster hunter relying on player observational skills to find where the monster is located. Ecology is so important to give monsters their own identity rather than just some opponent to fight.
I’ve grown up with the series since Tri at age 10 and im glad there’s people who can put into words the way ive felt about the series for about 5 years now. They’ve made hunters so superhuman, so ballistically powerful that each installment has become, “how can we make this game as flashy as possible with a new gimmick?”- and that’s just it, there’s more focus on the gimmick than the game (story, difficulty, end game loop, etc.) I’m hopeful that Sunbreak will alleviate the issue, but I’d be lying if i said i think Capcom will ever revert back to the slower paced, slightly more methodical way of play. Now that the franchise is in the mainstream, everything will remain fast- i just hope we* don’t get any faster.
Tbh, I still believe World is the sweetspot in terms of speed. Rise I can agree is too fast at times, the hunter, especially with the wirefall maneuver, is almost never in danger. But the slowness of old generations also feel like a limitation I can learn to play around, but not really enjoy. Like the hunters, who lack the common sense to move while drinking their potions, or the monsters, who have to do weird 90 degrees turns to reposition, instead of attacking.
@@joaoluizkfsantos8392 yeah i totally get that. I don’t think I’m asking for the slowness of anything before gen 5, just that hopefully they keep mainline titles around World’s speed. I agree that the speed of combat in World is one thing they got right in a way that satisfies the majority. I think what I’m tired of are the gimmicks that affect the speed of the fight: whether it’s clutch claw interrupting the flow, or the wirebug making us virtually untouchable through speed, counters, s, etc. But that begs the question: how do they make new titles without having some gimmick/tool that makes them unique?
@@Jotaaaa_ Maybe they don't have to. They just need to take what they already have and what they used to have, and refine it into something amazing. MH is already unique as a concept. There's no game in the world that gives off the same feeling as Monster Hunter. That's why the clones fail to compete with it.
@@Jotaaaa_ there are some inclusions that I like more than others. mh4 inclusion of verticality/ledges/mounting was good and quite balanced imo (besides IG spamming mounts ig, but they were still balancing the new weapon). So maybe just paying more attention to not make the features too strong will be enough (maybe switch skills but no wirefall would already be an improvement, for example). But more than that, I just want a new weapon 😅 5th gen didn't give us any
@@kurosan0079 Yeah my question was mostly rhetorical, i just wanted people to think about it. I don’t have a solution myself, but i think the answer probably lies in the monsters themselves. What makes Monster Hunter is the monsters and flow of combat. The two factors that influence that most are both the monsters’ movesets and what players are actually capable of. Hopefully they start to alter those two areas, (moreso the monsters) in order to make titles unique moving forward.
My take is that you can make crazy over the top monsters while still having some form of reasoning for why they’re crazy. I think Namielle, Vaal Hazak, and the Rise Serpents are examples of crazy monsters that really fit in because of their specialization and their environment. But then you have something like Valstrax, Magnamalo, or Brachydios (which I only realized how flawed Brachydios design is after watching the UHC Monster Hunter creature design video). So really I think there’s a place for crazy over the top monsters, as long as you can still give some form of explanation and their design reflects it. This isn’t to say I hate the three I mentioned though, as I love Brachydios and think Valstrax is still a cool idea. But I do think the previous three I mentioned are stronger designs for what the series is known for. I do have a couple exceptions to my take like Astalos, Glavenus, and Yian Garuga which I consider just solid monsters that aren’t heavily considered for their ecology but just interesting designs and fun fights. And I just love reptiles and dinosaurs in general so the western dragon inspired Elders are also some of my favorites like SafiJiiva, Alatreon, and Fatalis
Monster hunter monsters are after all grounded, not realistic. Making real world parallels to a monsters ecology, ethology, and biology are testament to how much effort capcom put into designing pseudo-realistic megafauna that can feasibly exist and impact the flow of the ecosystem by having a natural food chain and every monster placed on various trophic levels within the ecosystem. Valstrax, magnamalo, brachydios, the deviants, and Zorah magdaros are obviously fantastical and have fewer real world analogues that can be compared to these monsters more than say jyratodus, cephadrome, and barroth.
I find that the most criticized monsters still have good explanations for their characteristics, or aren't that hard to rationalize. Valstrax ejects dragon element as propulsion, no animal does that, but all the mechanism would need is to concentrate it and eject it through the wings, or produce a chemical reaction like a bombardier beetle; comparing it to Kushala Daora, which doesn't flap its wings fast enough to generate the vortexes it uses, I have an easier time buying Valstrax. Magnamalo's (who I personally think gets too much bad rep but I digress) horns are used as sexual display, and don't get in the way of its attacks, which should be the case for Rajang, for example. For Brachydios I got nothing though, mainly that horn, any use it has is done by other body parts already, all points in UHC's video would "fix" it. Something cool about Glavenus' ecology is that it uses ore to cover itself and make its blade, so it's tail is not a blade, it's smart enough to build one on it.
@@drakenzahn9149 @Drakenzahn for valstrax, you completely excused the fact that its wings don't function in a way that properly generates thrust and lift. Real world birds have a wing morphology that is conducive with flight( a tear drop that that is effectively an efficient airfoil which enables simultaneous air flow on the dorsal and ventral side of the wings called the bernoulli's effect). The rigid protuberances adorning valstrax only increases drag and wind resistance. The one physical attribute that is aerodynamically plausible would be the symmetrical dorsal fins that separate local flow separation of air currents. Valstrax using its cardiac vents concentrates oncoming air which is then pressurized and through a Bio-chemical process, is expelled through the wing entrances due to coming into contact with the physiologically produced dragon element. Valstrax shouldn't be as manouverible as he is, however, because of having to maintain a set posture while airborne in order to avoid creating aerodynamic drag. elder dragons take a few biologically liberties to justify their more outlandish and fantastical elements. Incidentally, Kushala has a similarly evolved wind vesicle in his chest, but he shouldn't be able to generate enough lift with slow wing beats as well as being covered in metal plating which increases its overall mass.
@@drakenzahn9149 just to go back on your Magnamalo point, okay so they give him a reason for the horns but why the blades on his arms? It seems very extra to me
@@Scarlight_JB If it weren't for the taxonomy of MH, I would've said it's related to flying wyverns, but that thing is all over the place. The recent Sunbreak trailer shows a magnamalo variant with enlarged blades that it uses extensively though, so it depends on the explanation they'll provide.
random thoughts i had while listening: -odd thought i had recently: if yian kut-ku gave us yian garuga, we need an equivalent for kulu ya-ku. like a garuga ya-ku or something; another silly chicken needs to be turned into a hell beast. -one ecology change that rise brought that i liked is how Pukei now changes color when it gets mad. it’s a nice touch that ties it back to the chameleon where it gets much of its identity from. (chameleons change color based on mood, not to “blend in with their surroundings” like pop culture likes to depict them doing - for anyone who doesn’t know) -personally i don’t mind the silly tone of rise that much as long as long as they stick to the atmosphere that world had in the “main line” games. personally, i would like some more realistic things brought back to the game, like worrying about temperatures (tho i think that should be be handled differently than the cool/hot drink system. those were just boring maintenance buffs that you always had access to.). maybe if there was a more realistic spin off, like a monster hunter survival game or something. 🤷♂️
I don't really get why he was trying really hard to push his understanding and go "you're in biology, but you don't agree with this?" towards the end of that segment. I thought UHC was clear since the start that selective breeding for certain traits work, just not for combat scenario (and he had specific example of wolf vs. dogs since the start). Somehow Rata interpreted that as a commentary on selective breeding as a whole? That was just kinda...weird and uncharacteristic.
Meanwhile i do get the fact that some hunters like having hard stuff to feel even better in hunts i really disagree with the honey stuff, i do feel like it is a necessary in the franchise, but idk about having to search it so much, everytime i play an old MH im always kinda relieved when i unlock the honey farm, maybe starting in world has made me soft or something but i just don't see the usefulness to having the honey farm unlocked
@Storm Davis oh believe me i have, nothing is more inmersive than a good hunt in 3U, however i really don't see the importance of lacking honey in the start to that, and by far i like the challengue of water combat the most. I must admit that i guess is neat gathering the resources once i run out of them? However i really think is just some kinda filler u all got through and just have some kind of Stockholm syndrome about it
To complement that, going around gathering stuff doesn't even make sense in universe imo. We as hunters are paid to go out and kill/capture large monsters. Our job is not to gather ingredients for a picnic. I don't see why the villages wouldn't have actual farmers/gatherers who could supply us with those essential ingredients. We are saving their livelihoods more often than not after all.
@@somnion5816 yes, I can kinda see that. But I always thought it was more like "they'll eat the meat and use materials from the monster I hunted" and not "they'll use the mushrooms and herbs I collected along the way"
thank you guys, you speak ouf of my soul it's an interesting point but so far we have never seen anyone in monster hunter (base line) trying to domesticate monsters to fight other monsters. and i think it makes sense that humans are generally always superior with their ability to think tactically and use all the tools. the hunter is the pittbull dragon. i think maps like volcanos are very easy to do because when designing stuff like maps you are trying to make them very distinct and unique and you know, the colors etc. it just works. that's why there is always a snow area, a lava area. because everything green would not make it very...interesting for most people. i personally like tropical maps and i would probably take 10 of them over an ice area. xD but it's not just about single individual tastes. i also think that the reason they are not remaking games is probably that the games usually don't really sell for the story...like, you don't have to remake monster hunter 1 to bring back all of it's maps, the village and the monsters. look at gen u. if we had an open world game in mh6 we could easily return to kokoto village and hunt monoblos on our own. a remake is probably never going to sell as well as a new game just because of the phrasing. the kinda simulated the idea of "looking for tracks etc." in world where they are just showing it very visibly in neon green and then your bugs are doing the rest. but i would also love to actually just do it myself. but i think it would be harder to implement than it sounds from just theorizing about it.
I would love a monster hunter game that added some horror elements. Like the bit where Rata said something about an Anjanath remembering and stalking the hunter, the hunter becomes the hunted kinda thing? That sounds amazing. Edit: So the bit about the "separate timeline" thing. It's actually my headcanon that games like Rise and GU (pretty much the portable games that I don't particularly like) are in their separate world. Makes me sleep better lmao.
Well slight issue there, how would you explain the monsters that originated in those game appearing in future titles lol, especially if it's a Main team game like how Glavenus is in World now.
Everything said about Rise can be said about World, like the clutch claw and specially the Harry Potter mantles are A LOT more ridiculous than using a bug to ride a monster. The thing with starting with World is that you don't realize how much of the moves and stuff from styles from Generations Ultimate were added to the weapon movesets in World.. And given how much the MH team recycles these games I would bet real life money that MH6 will absolutely have a ridiculous amount of counters and even skilbind skills/hunter arts implemented in weapon movesets, which is exactly what happened to World. And it really sounds off when y'all talk about World as if it's a lot less absurd than Rise. There's a lot of nuance regarding the "hunter being OP" subject. For example, Rise does get very hard on the Advanced Quests, why doesn't this matter? Because it's late game? Then what justifies the same gigantic dinosaur being way easier on Low Rank compared to High Rank? At some point in every MH the hunter is overpowered and the game eventually catches up. Being 100% honest with y'all, besides the village I can't even tell the difference in difficulty between World and Rise. The easiest parts are as easy, the hard parts are as hard and the power creep DLC monsters are as ridiculous. To me saying Rise and World are easier MH game would be right but saying it's an "easy game" is ridiculous. I'm a solo veteran from the Freedom Unite days like a lot of us here and I carted quite a few times in this game on hub high rank, event quests and advanced quests. Did I hit a "wall"? Well no, the last wall I hit was a Raging Brachy + Stygian Zinogre quest in 4U and I'd say Ratatoskr only had a wall in World because it's his first MH game, I doubt that will ever happen again. And by wall I mean, trying to beat a quest 5+ times, then trying again the next day to finally beat it on the 3rd try. That never happened to me again after 4U and I don't have a problem with it to be honest, I think these games still get pretty hard later on and most of them are easy on low rank. At the end of the day, I also think MH is going in a different direction and I prefer the older gameplay, that said I totally get why they're going this direction. Because at some point any franchise will hit a crossroads, they can either stagnate and become the same thing over and over again for a decade (like Ubisoft open world games) or they can try and make something different (like Squarenix with the Final Fantasy franchise) and literally every decision will end up splitting the fanbase. The same applies to a franchise like Resident Evil. I prefer the older games but I understand why Capcom always end up in the same place with the same action segments and stuff... because you can only make so many games where the protagonists are unprepared, untrained, scared dudes in a haunted mansion. At some point these characters have to grow, the scale of grandeur of the story has to be expanded. At some point just making dragons and giant toads won't be enough, that's why they mix a dragon with a fighter jet and another dragon with Dracula. It becomes harder and harder to please a fanbase that has seen and fought everything. PS: Also, MH is mostly a portable game. There are more portable games than console games and the franchise truly found it's success with the PSP because of Japanese work culture etc. Back in the MH4 days MH was almost nothing in the west, there wasn't such thing as "mainline and portable team", it was THE MH team. Edit PS²: I think Monster Hunter Redemption 2 would be nice but it would be as experimental as Generations was when it released. It would have to be a spin off or something like that.
I really don't share this sentiment, even though i'm a second fleet hunter. I strongly disagree with many things said here, even though that comes down to preferences (such as monster design for example, I personally find most of World designs boring). I have no worries that the mainline games will stick a bit more to grounded gameplay, whereas the portable team will try to push the crazyness, and I like both formulas. I simply hope we don't get the World blandness again in the next mainline game, MH feels better with crazy armor/weapon/monster designs for me. If you ask me, I think GU was in a pretty good spot between crazy gameplay and commitment, sadly we're never going to come back to that
I have to agree, to me MH benefits from having both approaches. I can enjoy Rise's fast pace and craziness, while still preferring a more grounded combat moving forward. Although I think World ruined its combat with the clutch claw, tenderizing and zipping on the monster with such a disorienting camera (in general I think Iceborne has a weak combat experience that was further damaged by the endgame).
I think the next step in Monster Hunter levels is open world design. World is great but the feeling of going from arena to tunnel to next arena is getting a bit stale. Even being able to wire bug over the mountains in Rise made things at least feel less constricted.
On the point of map disign i thought world did a really nice job with all the maps (except the mazyness of the forrest and the overall shittyness of the Recess), especially the rotten vale is such a unike avenue to take map disign (i also really like 4Us and 3us bunch even though they are a bit generic, the crumbling ruins really give these maps a lot of identity). Volcano maps specifically are just really weird in general 3us vulcano is probably my favorite just because of the fact that we get to experience a few zones that are just near a vulcano and not in the vulcano, and then there is the elders recess wich i just see as a cluttered mess of crystals and lava, the 4u one was creative in that its just a heated up sunken hollow but i prefer the sunken hollow in its regular state, having an actual cave map was really nice and id love to see a giant cave in worlds style, especially if they introduce more trogliodites like Khezu or Giggynox (maybe a giant bat like monster with some future predator references, or a Salamander esque Leviathan). Back on point the first gen Vulcano is literally just barren rock and lava its realistic but incredibly boring. And then there is rises map wich has potential but is bogged down by the typical vulcano elements, if it was just the floodet shoreline caves and the pompey esque ruins with the vulcano in the background it would be one of my favorite maps but it has to be right inside the vulcano... My ideal vulcano map would combine the jungle and vulcano outskirsts aesthetics, a tropical forrest consisting of many hardy plants and a few old ash covered ruins on the forrests outskirts, the vulcano itself would just be visible in the background but it would be a looming threat that you can not overlook (a bit like the jurrasik frontier but with the ashy look that the plants in the gen 3 vulcano have) You could also go down the route of a mountanous area that has a lot of gaisiers and super hot lakes, youd still need the cooldrinks because the water is so hot, and it would be quite the nice visual, there could also be a few really cool monsters that could live in such an environment, like a flamingo esque flying wyvern or a carapecion based on the yeti crab, monkeys that have adapted to bath inside the hotsprings and have learned to utilize the heated water via hiding in the smoke or splashing it at you, an area like this could also be home to the typical mauntanous creatures like Zinogre, Brute Tigrex, Gravios, etc.
I see the two parts of the series like this. The Mainline games are what i go to for that in depth grounded experience while the portable titels are for just having fun celebrating and doing over the top anime crazyness. My favorite mainline game is probably 4Ultimate (though 3u is creeping up on it as i play it more and more) And my favorite portable game is GenU because it just has so much stuff, the hunting styles are so fun and weird but it isnt easy or as fast as rise wich kinda turns me of from that game, GU is the right ammount of anime crazy and classic mh gameplay to where i still really enjoy it. I see world like i see s beutifull apple pie but there was a bad apple in that pie and no one noticed and said bad apple sours a few parts of the pie, its still nice but i cant overlook some of the games disign discisions (clutch claw, some weapon movesets, the handler, weapon disigns, the skill system and the fact that each update monster rendered all the equipment you made before obsolete, looking at you fatalis) some of worlds disign choices also turned rise into what it is now, i would actually have prefered rise to be more oldschool experience with segmented zones and flex to heal, etc
@@abyssphantom6786 wrongo there isn’t a single madatory capture quest in either of the games plenty of optional quests have capture objectives but 0 assignments
@@reallargefungus4555 Okay, so are you not counting the side quests, which are quests, that require capturing? If you’re talking about the hunts that used to have a fail requirement if you didn’t capture it, then I’m glad they removed that shit. It wasn’t bad for solo only hunts, but was bad in multiplayer. I much prefer it this current way, with specific capture quests, and some parts only coming from captures or kills, instead of it potentially failing a hunt like it used to.
@@abyssphantom6786 I said assignments in my og comment that means the mandatory story quests, I miss when they had mandatory capture quests/key quests it was fun and added a lot for me and actually brought some depth to the quests it’s another fail objective that I sorely miss
@@reallargefungus4555 okay, but even by your own use of the word you seem to be a little confused. You used both the word quest and assignments in your post, and I’m not sure if the word ‘assignments’ is used in any English translated MH games. Thanks for clarifying that you meant Key quests. To me though, it’s not much difference between having a key quest that requires capture, or having an important side quest that you want done that needs you to capture a monster. Except, that if you fail the side quest, then you just have to do the mission again. Not to mention, that being able to infinitely restock almost totally trivializes a capture requirement in a hunt, and in the past not being able to restock at all meant that some times you were just gonna fail due to things out of your control. Like other monsters interfering.
Good points all around. At this point, the next MH game should take a step back and work on ecology, setting, and overall narrative. The combat is so crisp now that minor adjustments can carry it ala old gen games.
I think we should only be allowed to spawn one camp on a map. You can find multiple campsites, but, setting them up and sending items to them should both be limited to one and cost you.
UHC mentioned that MH may have a festival game where they just put all the favorites in and don’t focus on the story, they just let the fans focus on fighting their favorites. That’s sort of how I imagine Rise. I imagine that the devs thought of wirebugs and just went ham from there. And as Rata mentions later, I’m more in the camp that cares less about ecology or monster lore. Ofc, Rise is my first MH, but I would be sad if it was completely removed. Things like Magnamalos hellfire not being realistic doesn’t matter that much to me, and I’m not the person to spend an hour looking up how Anjanath spits fire BUT I did like how the monsters operated in World. If I had Worlds system where monsters chilled in the map and you could observe them I’d be content with that amount of ecology lore + hunters notes info. Sometimes I’d just watch monsters roam around for 20 minutes. Then with the difficulty, I wish there was some sort of metric we all had. Everyone has a different definition on what is difficult so I always wonder how challenging players want the game to be. Do players want Apex levels of difficulty for all monsters? Emergency Apex difficulty for all monsters? I’d personally put regular Apex at a 6/10 and Emergency at an 8/10. I’d compare the Emergencies to Maliketh in Elden Ring for difficulty imo
My first MH experience was Generations Ultimate on the Switch on a whim. Thought the idea and concept of the game seemed neat and something like I had never played before. Ended up falling in love with the game and game play loop. But I can attest to the idea expressed that you just don't get a chance to really learn or get too involved into all the monsters you are hunting. It is truly just a hunt-a-thon (which I am okay with). But I do hope MH Wilds has a more story focused drive that really builds up the world and lore of the monsters you are fighting.
I'm not a fan of the two other people in this podcast individually, but you guys do a great job of balancing each other out. Great video, don't agree with everything, but it was insightful and worded well.
They are a non stop source of negativity towards newer entries while at the same time praising the old games by saying waiting in another area for monsters to de-enrage was peak MH. I kindda hate those 2.
The only reason so many players say Rise is easy is because it's super easy if you played World or GU or anything before but getting used to monster hunter combat is a struggle no matter which game you start with because it's so different from anything else... to me Nioh and Nioh 2 come close, but with target lock that's like any other action rpg...good luck and happy hunting.
The talk about domestic vs wild is pretty much summed up with the nature vs nurture. In that case I believe it’ll always be the wild, nature animal will beat out vs the domesticated, nurture animal simply because they won’t have that instinct they lose not being out in the wild.
Super late comment, but I would love to go into a quest not knowing what monster it is. You only know that it’s say eating a farmer’s crops. And then it’s up to you to find out what monster it is and hunt it then. Very similar to the Witcher experience
I despise dogfights and cockfights, but I would be absolutely stunned if a wild animal could compete with a hundred or so generations of absolute focused design on making a creature with the single purpose of winning fights.
I’m quite new to MH, starting in rise and only since started World and GU. While everyone has their own opinions, I feel like it’s seeing things too black and white to say “portable game for anime home game for real” as if there isn’t a massive grey area. I’m a Lance main, I’m here to poke monsters and find gear. I don’t want huge anime combos and I don’t want dumb charge meters or gauges. However, I do like some of the weirder monsters like Valstrax. Truly so long as they do their best to try and justify why the monsters are the way they are evolutionarily, even if it’s a lame answer, I like that
I feel MH6 will be about a losing battle. Either a prequel about the ancients where you're continually getting pushed back. Or if we go down the world route, something we haven't encountered yet pushes us out and back. Basically imho MH6 will be a gen1/2/3 remake. Last of Monster Hunter, last of us the game feeling. Then portable team will continue the Rise/world hyper combat path.
what everyone seems to forget is far as i know experimental wise MHGU was a celebration title, so it was collab of a huuuge list of monsters. also heres one other reason why i love MHGU but not rise is everyone always brings up MHGU is more anime but always forgets that guild style exists and if you play guild its essentially same as older games hell even hunter arts are FAR more optional with the abilitily to turn them off entierly. also unlike rise MHGU is not designed around needing to use them either. i learned how to fight shagaru from a video of MH4, however rise is you play this way and no other. also ratatosk even MHGU has more grounded monsters remember gammoth and mizhu? even world had really out there elder dragons remember xeno jiva? also its not like astalos, glaveneus and valstrax are SO out there as theres similar designs in the past like zinogre and lagiacrus. and lastly far as im aware all monsters ARE biological monsters that have theyr own lore and explanations how they function its litelarry the one HUGE thing that makes MH unique so please for the love of god stop comparing MHGU to rise cos they are not even close to being the same
GASP MY PEOPLE! I started playing in MHFU and loved it immediately, and I too feel like the deliberate feel of the combat was disappearing from MH4U onwards, it came back a bit in World but disappeared again in Iceborne. Then MHRise just feels like MHGU 2.0 Not that I don't like it, I just prefer the old deliberate hunts that need the hunter to prepare before a big hunt!
You certainly did a better job of not interrupting, but I think it was more about how you conduct yourself in these faux round tables. It’s not that your guest needs to be the only one talking like you mistakenly seemed to have internalized as shown around 1:05, but your dismissive attitude when more experienced members of whatever community offer their thoughts. You all can go on tangents that needn't have a question for your newest guest, but that you come off as controlling and like your trying to speak for what you think the audience wants, instead of just repressing your thoughts and allowing the discussion to flow more naturally. Jacob is remarkably patient with you in that moment and you could do better at phrasing what you say and maybe curtail your assumptions.
1:54:00 You can already do all that in Monster Hunter World (and not just the Witcher Collab), you do follow the monster tracks, collect samples from prey they have eaten, claw marks, mucus, dung .. etc etc and keep building up the samples until the scout flies tell you the general direction of the monster, usually by the time you finished following the tracks you are already very close to it, all that is already in the game. Also the idea of hardcore Monster Hunter where there is no map, no camps and no tool to guide you to where the monster is isn't an entirely terrible idea, but it would never work as a main title in the series, maybe it could work as a spin-off or as a separate mode, there was an Event Quest once in MH:World that tasked you with hunting several monsters under a strict time limit and you start with no items in the forest area, you have to collect and make all your essential item simultaneous as you track down several monsters and hunt them down, that was the closest thing to a hardcore Monster Hunter experience the game got, I can see myself enjoying that but also I can see a lot of people not liking an entire MH game like this, and Capcom won't take a huge risk like this after the big success of World.
I would like a more grounded and slow experience, but they can do too much realism as well. For instance, I don't like how the hunters feel to move around in rise in regards to momentum and turning. There is something going on that is just less satisfying to me to pilot the hunter in the two most recent entries world and rise. Maybe...too "floaty" would be the term?
re: hunters being overpowered - yeah, we're supersoldiers (descendents) from the ancient dragon war, we're supposed to be able to fight on par with dragons, since that was kind of the point of the hunters being made iirc. not everyone is physically able to be a hunter tmk (barring weird exceptions like kamura where almost everyone is a freakin super saiyan), which is generally why most games' villages are excited to have a hunter dispatched by the guild to help their village, such as in tri. on the second bit, the guild specifically exists to prevent hunters from becoming the bad guys/unethical. they're a combination international security force and environmental protection agency--keeping settlements safe, preventing overhunting of monsters, stopping invasive species from gaining a foothold and destabilizing the local ecology (and investigating and stopping the causes of whatever is making other species invade), that sort of thing
Alright, time for a substantive comment! As always, I love to hear some good faith critique of the series. I personally subscribe to the idea that despite Rise's speed, World will be the standard for mainline titles going forward, and that has me unimaginably excited for MH6. I also agree with UHC that underwater combat will be making a return, and the recent acknowledgement of Lagiacrus has only strengthened that conviction. I can't wait to see my favorite serpent in glorious HD, under the water where he was always meant to be. In terms of recent monster designs, I think my first statement applies here too. As much as I dislike Magnamalo and a good 75% of Frontier designs, I don't mind the portable/spinoff titles leaning into the fantasy aspect of MH more. There's very obviously a market for that, as many in this very comment section will tell you. Hopefully this design element doesn't creep any further into the mainline games though, I think monsters like Zinogre, Brachy and Glavenus push the grounded nature of MH designs just a hair too far. Magna and Malzeno take it WAY beyond the brink, as enjoyable as those fights are I hope they never see the light of day in a mainline game tbh. As for map design, I actually find that the maps have maintained or even increased in quality with time! World's maps were pretty great, they were obviously the very first fully interconnected maps which is fantastic, the endemic life is varied and ever-present, and as much as people hate the Ancient Forest, it actually gives me hope that Capcom still has room for the uncomfortable and the tedious. As much as people don't like these things, I think they're necessary for the Monster Hunter genre. Minor inconveniences, punishment for rushed play, immersive map design, I value all of these more than my time when it comes to this series. On the other hand, I actually think World's maps are kind of...ugly?? Don't get me wrong, obviously the graphical update was necessary, but a lot of the game is *way* too undersaturated and the lighting is far too bright. I talk about this constantly, but there's early footage of the Ancient Forest where everything is very saturated and darkly lit, and I think that style is GORGEOUS. I dearly hope they return to it! TLDR, World good, Rise sux, go play Tri/3U Ratatoskr.
I have done so much to not have that shit channel's clickbait and spoiler vids show up in my feed, but for some reason RUclips's algorithm keeps pushing their stuff.
@@1brushstudio I agree they can be loud in the beginning with their intros and scenarios, but their content is genuinely great. Can be very insightful and informative.
Couldn’t disagree more about the Japanese focus for Rise. You me to tell me Capcom, after breaking into the western market with world and making millions of dollars. Setting records not only for MonsterHunter but for Capcom as a whole. They wouldn’t want to capitalize on that and sacrifice the momentum to focus on a smaller less profitable demographic I think they jumped on the popularity of Japanese themed games that were resonating western audiences at the time and went with that.
Considering that Rise was in development more or less at the same time as World, I think it's very likely though? One game for the overseas market, one game for the Japanese market sounds like fairly good risk-hedging to me. Also, I think people keep forgetting that the overseas Iceborne sales tanked really hard (at least according to Gaijin's sales breakdown from a couple of years ago). Focusing on a traditionally more reliable domestic market, again, doesn't sound like a terrible business decision.
This is just pure ignorance. The Japanese audience IS the main audience of the franchise and the sales are reflective of it. Sales in comparison have always scored higher in the main audience versus overseas. The only change was when the direction pointed to a western audience and it cemented the MH franchise to be as popular overall. Hell, even MHWI performed poorly in Japanese sales as it didn't resonate completely with the home audience. Japanese culture relies heavily on portable gaming so Rise is an obvious entry to accommodate that itch. There's different teams working on separate entries and it doesn't seem like a ridiculous idea to return to the main audience while the other works on a bigger title.
@@GottaLoveDepecheMode the dollar is the bottom line with all corporations. The game was designed for both market’s not just Japan, was my point. Not quite sure what your point is.
@@dragonlotion1789 Except it wasn't designed for both markets. Historically, the MH series has been on more portable consoles versus home consoles. Rise is a unique situation where is it both markets, but portability is definitely the main selling point. If anything, Rise is returning to form and ironically, it performs better on handheld mode. Correct me if I'm wrong, but you're arguing/suggesting that MH Rise isn't the focus for the Japanese market. And with the success of MHWI, they logically wouldn't do such a thing because of how massive the appeal was overall. Additionally, you're saying that the Japanese focus is only due to the increase popularity of Japanese-themed games in the western audience. And that's why I responded with my original statement which clears the air on this perspective and how it's just not the case for the most part.
I have no clue how to say this, but, hmm I'll start with this, I don't think monster hunter needs realistic designs, maybe some but not the majority I have to say I've watched and entered and followed the monster hunter games sense 3U and I've watched videos all the way to G (generations) and I have to admit I prefer allot more the old monsters designs than the world designs, now iceborne fixed that issue fulgur anjanath and viper Toby are good examples on how to make a pretty much boring looking monster into a cool looking or cool fight and in the case of those 2 I loved their fights, I liked some of the world monster designs and I'll tell you my top 3 you may see a theme on all 3 vhal,kulve and xeno'jhiva those designs are amazing you got a gory and death zombie looking monster with a good ecology, you have a beautiful majestic monster that's just really cool and probably an ok ecology and xeno well it's just what I like now I don't want all monsters to look like xeno that would be too much but look at tetranadon hes really cool it's like a frog turtle monster easy my top 3 rise monsters, but again let's look at rise my top 3 has to be almudron,tetranadon and ibushi&narwa (icount them as the same cuz 1 boy 1 female) again I love those crazy looking designs they are incredible and with a tittle of monster hunters those look like actual monsters world I just felt I was hunting animals wich yes it makes it realistic but that's my problem it's too realistic, another example nargacuga, Tigrex and barioth, I find Tigrex supper boring not an interesting fight not an interesting design it's just very plain flat with is the point but that's what turns me off so he's off, nargacuga better fight much better fight fun to fight a pretty cool desig has more animals mixed but at the same time I feel like I'm fighting a cugar with wings and well you know it's a bit too on the nose but I let him pass, barioth well it's an ice, tornado creating, flying, fast moving, dragon saver tooth tiger, I find barioth way better than tigrex and narga by far hes way more creative and way more tense amazing design and great fight, all this to say I just prefer a glavenus or a deviljhoe more than a baroth or anjanath, that's all but I agree with all of the points you guys are hitting I just disagree with the monster designs part if MH6 makes all of its roster of monsters as boring and undressing designed as world I might only buy the expansion of that game because dam world was boring also I thought great giros was amazing really cool concept I'm so sad they never did anything cool with him. If you read this, just comment stupid and thanks for taking your time and reading it 👍
I did read it. Paragraph and sentence breaks are really helpful for readers. Especially when you organize your ideas into discrete chunks. Like this. That aside, different strokes. I really like Anjanath. I'll agree that Tigrex is really boring though. Never been a fan. What's interesting though is that most of your favorites are all fairly grounded designs. For example, none of them are like the new vampire dragon with elements designed to look like clothing.
1:24:01 All the breeding that could be done for a dog capable of killing a wolf, would be pointless since the wolf has constantly been fighting for that capability just to be alive. No matter how many dog generations, it just doesn’t seem feasible when the wolves are basically undergoing the same breeding but by nature’s hand
I'm 50minutes in so idk if this changes and if it does I'll edit my comment appropriately but idk why the opposition was straw manned to the high heavens. like because I want some things streamlined, some QoL improvements (which even JAKE agrees with) , and want to fight more mythical creatures I'm now some one who wants the fruit ninja version of monster hunter?? for some one who did a good job articulating the ideology of the three fingers I would've expected you to represent them better.
@@ratatoskr6324 i just don't think that me wanting to hunt stuff like bachydios or have my gathering tools not break means I'm in the same camp that wants gathering removed or want "fruit Ninja monster hunter" as the guest called it. There are people who say those things but I don't think they represent the majority of the people who like current monster hunter. But I could be wrong and just be describing my own personal view on the series. I brought up the frenzied flame ideology because it seemed like you did a good job arguing its point of view to people. But now that I'm thinking about it it's probably easier to articulate a single ideology than it is to articulate an entire community.
the idea that an advanced race made an "equal dragon weapon" and has war with dragons, then the dragons pretty much won and we have blacksmithing from what remnants of info on said advanced tech that is found from ruins/whatnot, then they produce weapons with element and status "powers" seems perfectly within reason imo
@@idlemindedmage6925 I'm a fifth fleeter, but when everyone has this "distaste" for even the idea of an equal dragon weapon, I don't see this issue of civilization being sent backwards by the fallout of the war with the dragons and now you have this "primitive" yet advanced array of weapons. I don't know the origin of the guild exactly either but would seem fitting that it was made after to learn how to coexist and only hunt when necessary
1:30:16 In MH Stories 2 the guild hunters are immediately presented as sketchy and have no interest in anything other than slaying. Their tone towards riders pretty much implies the guild isn’t as wholesome as it presents itself
Not really sure why they got bogged down on the "can we selectively breed more combat effective wolves than natural wolves". Obviously we could, a real wolf has to balance raw power with resource consumption, speed for hunting, tracking etc. Just breed a wolf to be enormous like a bear and it will win a straight up fight any day.
Its not as easy as it sounds though, large dog breeds already face a slew of gigantism-related health issues, there are physological restraints that are very hard to overcome when it comes to size increase, its no wonder that the largest dog breeds are roughly equal in size with the largest naturally evolved canines (barren-land gray wolf, dire wolves, Xenocyon...).
oh and few more things unlike rise they actully designed hunter arts so so much better that even if you do use hunter arts a lot of the anime shit takes a LOOONG time to actully charge up and are used mby once to three times per hunt vs rise where that shit comes your best way to deal dmg cos its so frequent. and even then we have non anime simple hunter arts that make perfect sense from the weapons perspective. and one last thing MHW also interduce new longsword one of the most anime weapon movesets to fking date even compared to valor LS. doubled down on iceborn. btwi do love MHW had something like 2000 hours on it? but rise really threw people around n now they lookin for eny reason MH6 wont be rise 2.0, its the portable team wich made MHGU (a one time celebration title so it shouldt even be part of this conversation) its a season thing ( wich its not cos again MHG and MHGU were one time celebration titles) hell older games WERE PORTABLE, and mh3 was not even made by the same guy as MH4. main thing MHGU is missing is the story and its not like world did much better wich boils down to theres a new big monsters go murk its ass. hell even all this talk about research and preservation as well but what these people forget is that captured monsters are sent into the arena to be slaughtered by you and we hunt billionns cos daddy needs a new parir of nickers. oh and lastly even in MHGU your quests have reasons read the fking quest description........
I dont know if its because i have been hearing the same stuff constantly lately. But this boomer hunters complaining about how new games are more anime and hunter focused is starting to annoy the crap out of me.
That's your brain getting defensive and feeling a desire to lash out at a perceived threat (criticism of something you like). You can criticize a thing and still like it.
@@rainbowkrampus You can go to a point that people would wondering do you really like the thing you claim you like. I remember donkey has make fun of game review like this: “ Gee, this guy spends like 80% of the review shitting on the game, he must hate the game.” “8/10” “WTF?!”
@@rainbowkrampus mate i love old mh. But its the constant boomer takes that drive me nuts. How was 10 mins of a hunt spent running aimlessly arround the map looking for the monster a good time? How is waiting for several minutes in another area for the monster to de-enrage fun? They put up this stuff on a pedestal and it ticks me off.
The thing is, if they wanna make it anime and turn the hunter into a god, then do the same with the monsters. Beating a poor creature to a pulp isn't satisfying when the creatures can barely put up a fight. Hunters are more powerful than Monster Hunter Frontier, but the monsters are nowhere near as powerful as monster hunter frontier. So in the end you feel like a butcher rather than a hunter. There's no dopamine in that
Here for the Unnatural History lad, good little chat y'all had. Newcomer to monster hunter and JRPG's in general, I couldn't even stand the game because of the anime level of story-telling and characters. The environments and creatures seemed promising with a lot of thought put into them. I found myself wondering what all the little mundane creatures were in the corners of the environments, or where the glaive beetles come from or if they were domesticated and breed in camp. Then there is the story, characters, and gameplay. They all feel like jokes to the me; all 3 being bare minimum, generalized, and surface level. MHW is the only JRPG I've played so I assume they are mocking JRPG archetypes. For gameplay, coming from Dark Souls, it took an hour of flailing around to get used to the MHW combat style and I really enjoyed it once I got the rhythm of it and could experiment from there. However, I eventually realized that I needed to purposefully handicap myself to have feel that challenge. Regular combat felt a bit over-tuned and lacking depth (better crafting potential pls). Nothing really felt punishing or consequential. It should be mentioned I never got through the entire MHW story since I still don't feel invested into it, but if it wasn't for Unnatural History's vids I'd have zero interest in the game or series. I'm a fan of speculative evolution, deep lore, and expansive/rewarding stories and Monster Hunter has the potential to offer that, as Unnatural History's vids have clearly shown.
RUclips puts a lot of ads on these podcasts so you can listen on different podcast platforms here: anchor.fm/ratatoskr
Episodes are released there 1 day after RUclips.
It's out now.
Ah, so that's what's up
Wheres the video of you beating demo Malzeno solo?I missed the stream and wanted to watch it on my own time
@@Cayden.1 It's on my streaming channel. You can find it on my channel tab.
These questions are a bit late, but near the end when you guys were talking about separate timelines and all that, you said you wouldn't mind seeing monsters like Valstrax and Ahtal Ka being kept to Portable team games to drive the idea home.
Now first question is, how would you and the other guys feel about seeing Portable team monsters in Main team games? Say for example when MH6 comes out, some of the Rise monsters-like Magnamalo or Malzeno, or Goss Harag, Rakna-Kadaki and Lunagaron, will be featured in that game's roster. Would it be too jarring, seeing how the Main team (usually) puts more emphasis on ecology and grounded monster design, but then you see these more colorful, "anime" monsters in the game? I'll admit I'm hoping Valstrax is in MH6, it's one of my favorite monsters and I would like to see what kind of grounded behavior the Main team could give it.
On a similar note, being that World was your first MH(I think), how did you feel about seeing Zinogre and Glavenus for the first time? Those two are Portable team monsters, but more specifically their designs represent the more "anime" style the Portable team started to occupy.
And second question, now that you've experienced both World, Rise, and if I remember correctly you even tried out GU(or was that Jakob?), with a preference torwards the Main team will you be more cautious of future Portable team games? What I do remember Jakob saying is there is a likelihood of their next game in the 6th generation being similar to Rise and GU: more arcade-y, fast paced, and again "anime".
Ratatoskr, your idea about destroying camps is BRILLIANT. It would solve the restocking issue when people are reckless. If aggroed monsters could track you by scent to the camp, that could basically put a timer on your safety.
Yeah, this must become a thing when the games goes Open World
Why should monsters bother with that sort of thing?, If we have to go for realism what is this three stooges are parroting for here then the monster should always be running away and the only viable weapons you could use were guns.
@@mpo48 It's not about realism. It's about limiting the power creep problem that 5th gen has had.
@@MarkerMurker its about realism thats what these guys are saying they want it to be a simulator where you pretend to have fun instead of actually having fun
@@mpo48 I dot see how you got that out of all this
I like how sometimes you'll get moments where the monster's ecology is brought into their gameplay, like yian kut-ku digging up konchu and spitting them at you, or khezu going upside down and luring you with a shiny like you were it's prey before eating u
edit: oh yea...... and plesioth swimming around for five minutes, showing the player that it is also a fish..... fantastic design choice MH -.-
instead of underwater hunting again, we should get a raft or a small boat were we could have a harpoon or something to be able to drag the fish monsters, etc. out of the water. and if we are not careful, the monsters could knock us into the water where we LOGICALLY would NOT be able to fight (which is also why i don’t think underwater combat will come back- it just doesn’t make sense if you think about it for 5 seconds, and with a fantasy game, things that make you remember it’s a game just kill the immersion, for me at least) and we would have to swim our way our (underwater swimming should come back tho, but we should be like a character in a horror game when that happens- totally vulnerable where all we could do is run).
i dunno, i think that would be a good solution to the whole underwater monster issue. but maybe that’s just me 🤷♂️
In regards to the guild I think there are a number of things going on.
1) the views of Japanese culture on wildlife are notoriously out of touch with the views with the rest of the world, so some things that might come across as immoral wouldn’t register to them.
2) As someone who’s gone digging into the Japanese versions there’s a localization issue where the translators try to make things as goofy and funny as possible which… hurts the implications, sometimes. Often even. I’m fairly certain (based on the trends I’ve seen) that things like “go kill an eleventh Rathalos” falls under this much like the scientist who studies the captured monsters has an obsession with stool samples that he doesn’t ever mention in the original Japanese. There are otherwise some occasionally factual errors, which is infuriating.
3) the reasons for the guild putting out a quest are not necessarily the reasons of the person who requested the quest in the first place. I have to imagine there’s some kind of review process-if a rich girl wants a Rajang pelt it could be that they take the quest knowing there’s a troublesome Rajang that needs to be dealt with, and get the commission fee from the quest requester to help pay for upkeep costs in one fell swoop. You aren’t hunting the Rajang because some spoiled brat wants a pelt, but that is why you’re getting paid.
I feel like Rise has perfected village systems, gearing feels better than ever. I feel like World perfected hunting/ecology systems, everything really felt very grounded. I feel like earlier generations, World, and Rise, they all have good aspects to their combat and they all have bad aspects.
Switch Skills should never leave even if I want Wirebugs gone, the Slinger and its hunting interactions were pretty cool even if the clutch claw sucked, and the heavy commitment and more sluggish yet stronger hitting monsters of earlier games was pretty awesome too.
It sucks because I feel like, none of these amazing systems will ever really touch again. I feel like we've reached the point of no return, and no one really knows what they actually want anymore.
gearing feels better and more convenient than ever, but unfortunately Rise (and to a lesser extent World) has destroyed the preperation/survival/hunting aspect of the game. Why bother with checking your gear when you have a camp full of infinite resources and lets you change armor/weapons whenever you want?
Had the same idea as Rata! Monsters should totally be allowed to destroy campsites. And that could help incentivize material gathering for rebuilding camps
I'll be okay with unlimited restocks if monsters are allowed to destroy campsites.
@@kurosan0079 unlimited restocks is by far my least favorite part of the new games. Secondarily, monster tracking is too easy, and they need to make monsters stick around sometimes more so you get double teamed when they do roam especially for duo monster quests/pair monsters. I hate how obvious the AI patterns are in that regard.
This idea is well meaning, but not well thought out. It's either going to be tedious or boring, but never interesting or fun. And having two monsters wait together in an area is also a poor idea because with the added mobility options it would be easily abusable- or in certain areas and small spaces, or otherwise unique terrain it would make it impossible to actually play the game.
YES finally my favorite MH channels all together! I can feel the unorthodox takes through my screen already.
In all seriousness, glad to see UHC get some recognition. The work he does is incredible, and while Rage/TDS have done a few videos on basic monster ecology, it's really great to see someone dig deep into real world parallels for explanations and comparisons to fictional creatures. His other videos (especially Kong Skull Island) are just as incredible too. Might have something more to say after a watch o/
43:50 “I dont like anything about rise but i enjoy playing it” this resonated with me so much.
I've talked with people who view the games primarily as time attack modes. It's an understandable mentality given all of the mechanics.
More than anything, I think the devs are just responding to the way people play online.
Most pugs, you run as fast as possible straight to the monster and bash its skull in until it dies or you cart three times.
Even in Rise where they give you a reason to run around (spiribirds, hunting helpers) the majority of groups just rush the monster. Players are telling the devs that they want to get straight into the action and the devs are reinforcing that behavior. Classic feedback loop stuff.
I think now we're well past a point where the devs could or would pump the brakes on this.
There's too much money involved and they'd be losing players if suddenly you went back to having to spend a not insignificant portion of your time collecting honey and shrooms. Or if you had to remember to bring bombs to hunt Basarios because you have to blast off its rocky armor before you can do meaningful damage.
Really what we need is a new developer with a new game. Innovation. Someone who thinks the ecology is as cool as the mechanics and who wants to see the two work together.
Agree. Maybe a spinoff series with a name like Monster Hunter Survivor or something
They even add a mechanic that automatically collected spirit bird in sunbreak(in the demo). I would assume people play rise genuinely want to straightforward action.
I think a big issue the fandom as a whole is running into is just trying to confine MH into a box.
"It HAS to be this grounded struggle for survival sim." "It HAS to be this wacky arcady fast-paced monster fighter."
The biggest problem I believe is that people don't really realize that MH can be both. And has been both for awhile.
Dos was more grounded and methodical, while Freedom Unite was structured in a more fast-paced way to fit the portable nature.
Tri was more grounded and methodical, with the aesthetic of MH1 and Dos, while P3rd and 3U were much more bright, with the gimmick of dark caves removed, and all-in-all smoothed out for a faster experience.
4/4U still had the portable nature and colors, but was grounded with it's more involved, thought-out story. GenU meanwhile is an anniversary title truly meant to just be a big, cheerful ride through some of the history of MH up until that point.
World is grounded and takes itself very seriously, with some focus on ecology, with a lot of emphasis on 'trimming the fat' and appealing to a Western audience. Rise meanwhile actually furthers that 'trimming the fat' in some ways, being even more fast-paced with a light-hearted tone and overall appealing to a Japanese audience.
I know there's an issue of the wait between 'the type of game you like' but that's just how it is. If you don't like both styles, which some people do, then you simply have to accept that not every game in the series will be for you. And that alone does not make it a 'bad game.' It's a Different game, and I feel that's what a lot of people miss. Every MH game, even MH1 for all it's clunkiness, are not bad games. They do what they set out to do, they function well, and there's plenty of fun to be had for those that appreciate what that game is going for.
Personally, World is my least-favorite MH game. After the honeymoon phase of 'wow look at how good it looks!' The aesthetic really started to wear on me. I found myself not care at all about a lot of World's roster, for all their ecology and being 'grounded' because they simply weren't interesting. I genuinely find a lot of MH1's roster more appealing and creative. Meanwhile the boring, self-serious, unskippable story was just a real drag. And the gameplay I really just found to be an uninteresting, watered-down version of the old style. I ultimately never got Iceborne because I knew, even if it improved things, it would still have a lot of the same problems I had with World. And despite all that, I wouldn't call World a 'bad game.'
Conversely, while Rise is by far not my favorite MH, I can enjoy it more than World because I just vibe with it better. I think the monster designs are a gigantic step up, I don't find the aesthetic to be unappealing, and for all the problems the story has, it's at least skippable. I might prefer the slower pace of older games, but I think it's faster pace still offered something unique that I won't get in any other MH game.
I have no doubt in my mind that Monster Hunter 6 will be like World, but I also hope that it improves on a lot of the issues I had with World.
And I also have no doubt in my mind that Gen 6 will also have a game more like Rise. Because this is how Monster Hunter has been for over a decade now. Grounded game, crazy game. Back and forth. People only seem to have an issue with it now because it's the most extreme difference between them yet.
Also, y'know, because a lot of people started with World and are confused why the game they started with isn't like the next game.
P.S. I will NOT stand for this Zamtrios slander.
I share a similar opinion regarding the whole "MH can only be one thing, not the other" argument. It's part of why the franchise had two dev teams afterall.
Three of my most favorite and underrated MH related channels together in a podcast!
This was an interesting podcast, I personally liked that Rata is pretty much a middle man between the convos. Unfortunately, I didn't really see eye to eye with the guest and I actually did more so with Jakob this time around.
This will be perfect for listening in the background while crafting some gear and decos so I'm ready for Sunrise, thank you
Same. Currently doing some charm farming and enjoying the podcast
I love ever single one of your guys content.Glad all of you guys came together to make this masterpiece.
The most interesting thing to me about this was the similarities between the complaints of the old Monster Hunter games and my own complaints about From Software’s recent outputs. Over time the focus has shifted from positioning and stamina management to aggression and reaction time. Parrying, for example, had extremely generous timing in Dark Souls 1. In Elden Ring it’s more twitch based. Is that fine? Is Elden Ring still one of the best games ever made? I would say yes. Does it limit the way I like to play (cautiously, with minimal resource use)? Yes.
It also shifts the focus of the game off the character. Being able to execute techniques with simpler inputs implies the character is good at something, while a more twitchy game expects the player to be skilled.
I'm glad others share my sentiment of Rise just being a chaotic mess in the series. I enjoy playing mh no matter what but good God Rise is a headache due to its Franky put God awful mechanics. Wirebug, wyvern riding, removing some prep items like hot and cold drink, forgettable monsters I only enjoy Rakna and Goss Harag, some items becoming genuinely useless, everything about the rampage.
As they said the wirebug is stupidly op lore wise. Even Frontier would shiver at wirebugs. Kamura is FAR more technologically advanced than any village we've seen to date they genuinely had little to nothing to fear. I like playing Rise but I wish they'd eventually revert back to positioning based weapons or just the hunting styles of GU.
I'd love to see the monsters interact more or even see paintballs return. With world they proved that you could track a monster through environmental clues alone. Following footsteps, residue, carcasses, etc. If that system is once game implemented in Gen 6 they could really emphasize the hunting part of monster hunter relying on player observational skills to find where the monster is located.
Ecology is so important to give monsters their own identity rather than just some opponent to fight.
I’ve grown up with the series since Tri at age 10 and im glad there’s people who can put into words the way ive felt about the series for about 5 years now. They’ve made hunters so superhuman, so ballistically powerful that each installment has become, “how can we make this game as flashy as possible with a new gimmick?”- and that’s just it, there’s more focus on the gimmick than the game (story, difficulty, end game loop, etc.) I’m hopeful that Sunbreak will alleviate the issue, but I’d be lying if i said i think Capcom will ever revert back to the slower paced, slightly more methodical way of play. Now that the franchise is in the mainstream, everything will remain fast- i just hope we* don’t get any faster.
Tbh, I still believe World is the sweetspot in terms of speed. Rise I can agree is too fast at times, the hunter, especially with the wirefall maneuver, is almost never in danger.
But the slowness of old generations also feel like a limitation I can learn to play around, but not really enjoy. Like the hunters, who lack the common sense to move while drinking their potions, or the monsters, who have to do weird 90 degrees turns to reposition, instead of attacking.
@@joaoluizkfsantos8392 yeah i totally get that. I don’t think I’m asking for the slowness of anything before gen 5, just that hopefully they keep mainline titles around World’s speed. I agree that the speed of combat in World is one thing they got right in a way that satisfies the majority. I think what I’m tired of are the gimmicks that affect the speed of the fight: whether it’s clutch claw interrupting the flow, or the wirebug making us virtually untouchable through speed, counters, s, etc.
But that begs the question: how do they make new titles without having some gimmick/tool that makes them unique?
@@Jotaaaa_ Maybe they don't have to. They just need to take what they already have and what they used to have, and refine it into something amazing. MH is already unique as a concept. There's no game in the world that gives off the same feeling as Monster Hunter. That's why the clones fail to compete with it.
@@Jotaaaa_ there are some inclusions that I like more than others. mh4 inclusion of verticality/ledges/mounting was good and quite balanced imo (besides IG spamming mounts ig, but they were still balancing the new weapon).
So maybe just paying more attention to not make the features too strong will be enough (maybe switch skills but no wirefall would already be an improvement, for example).
But more than that, I just want a new weapon 😅 5th gen didn't give us any
@@kurosan0079 Yeah my question was mostly rhetorical, i just wanted people to think about it. I don’t have a solution myself, but i think the answer probably lies in the monsters themselves. What makes Monster Hunter is the monsters and flow of combat. The two factors that influence that most are both the monsters’ movesets and what players are actually capable of. Hopefully they start to alter those two areas, (moreso the monsters) in order to make titles unique moving forward.
My take is that you can make crazy over the top monsters while still having some form of reasoning for why they’re crazy. I think Namielle, Vaal Hazak, and the Rise Serpents are examples of crazy monsters that really fit in because of their specialization and their environment. But then you have something like Valstrax, Magnamalo, or Brachydios (which I only realized how flawed Brachydios design is after watching the UHC Monster Hunter creature design video). So really I think there’s a place for crazy over the top monsters, as long as you can still give some form of explanation and their design reflects it. This isn’t to say I hate the three I mentioned though, as I love Brachydios and think Valstrax is still a cool idea. But I do think the previous three I mentioned are stronger designs for what the series is known for. I do have a couple exceptions to my take like Astalos, Glavenus, and Yian Garuga which I consider just solid monsters that aren’t heavily considered for their ecology but just interesting designs and fun fights. And I just love reptiles and dinosaurs in general so the western dragon inspired Elders are also some of my favorites like SafiJiiva, Alatreon, and Fatalis
Monster hunter monsters are after all grounded, not realistic. Making real world parallels to a monsters ecology, ethology, and biology are testament to how much effort capcom put into designing pseudo-realistic megafauna that can feasibly exist and impact the flow of the ecosystem by having a natural food chain and every monster placed on various trophic levels within the ecosystem. Valstrax, magnamalo, brachydios, the deviants, and Zorah magdaros are obviously fantastical and have fewer real world analogues that can be compared to these monsters more than say jyratodus, cephadrome, and barroth.
I find that the most criticized monsters still have good explanations for their characteristics, or aren't that hard to rationalize. Valstrax ejects dragon element as propulsion, no animal does that, but all the mechanism would need is to concentrate it and eject it through the wings, or produce a chemical reaction like a bombardier beetle; comparing it to Kushala Daora, which doesn't flap its wings fast enough to generate the vortexes it uses, I have an easier time buying Valstrax. Magnamalo's (who I personally think gets too much bad rep but I digress) horns are used as sexual display, and don't get in the way of its attacks, which should be the case for Rajang, for example. For Brachydios I got nothing though, mainly that horn, any use it has is done by other body parts already, all points in UHC's video would "fix" it.
Something cool about Glavenus' ecology is that it uses ore to cover itself and make its blade, so it's tail is not a blade, it's smart enough to build one on it.
@@drakenzahn9149 @Drakenzahn for valstrax, you completely excused the fact that its wings don't function in a way that properly generates thrust and lift. Real world birds have a wing morphology that is conducive with flight( a tear drop that that is effectively an efficient airfoil which enables simultaneous air flow on the dorsal and ventral side of the wings called the bernoulli's effect). The rigid protuberances adorning valstrax only increases drag and wind resistance. The one physical attribute that is aerodynamically plausible would be the symmetrical dorsal fins that separate local flow separation of air currents. Valstrax using its cardiac vents concentrates oncoming air which is then pressurized and through a Bio-chemical process, is expelled through the wing entrances due to coming into contact with the physiologically produced dragon element. Valstrax shouldn't be as manouverible as he is, however, because of having to maintain a set posture while airborne in order to avoid creating aerodynamic drag. elder dragons take a few biologically liberties to justify their more outlandish and fantastical elements. Incidentally, Kushala has a similarly evolved wind vesicle in his chest, but he shouldn't be able to generate enough lift with slow wing beats as well as being covered in metal plating which increases its overall mass.
@@drakenzahn9149 just to go back on your Magnamalo point, okay so they give him a reason for the horns but why the blades on his arms? It seems very extra to me
@@Scarlight_JB If it weren't for the taxonomy of MH, I would've said it's related to flying wyverns, but that thing is all over the place. The recent Sunbreak trailer shows a magnamalo variant with enlarged blades that it uses extensively though, so it depends on the explanation they'll provide.
43:27 Listening to Ratatoskr talk about the contrast between World and Rise honestly feels like I'm listening to myself.
HELL YEA I’ve been waiting for this collab
Now this is a crossover of the century
I really hope they don't go down the rout of the guild being bad. I'm so tired of the "humans are the real bad guys all along" story.
Interesting video.Enjoyed it fully.I do like the idea of aggroed monsters destroying camp if you aren't careful.
random thoughts i had while listening:
-odd thought i had recently: if yian kut-ku gave us yian garuga, we need an equivalent for kulu ya-ku. like a garuga ya-ku or something; another silly chicken needs to be turned into a hell beast.
-one ecology change that rise brought that i liked is how Pukei now changes color when it gets mad. it’s a nice touch that ties it back to the chameleon where it gets much of its identity from. (chameleons change color based on mood, not to “blend in with their surroundings” like pop culture likes to depict them doing - for anyone who doesn’t know)
-personally i don’t mind the silly tone of rise that much as long as long as they stick to the atmosphere that world had in the “main line” games. personally, i would like some more realistic things brought back to the game, like worrying about temperatures (tho i think that should be be handled differently than the cool/hot drink system. those were just boring maintenance buffs that you always had access to.). maybe if there was a more realistic spin off, like a monster hunter survival game or something. 🤷♂️
Rata’s explanation of selective breeding for or against particular traits was straight out of Dawkins.
I don't really get why he was trying really hard to push his understanding and go "you're in biology, but you don't agree with this?" towards the end of that segment. I thought UHC was clear since the start that selective breeding for certain traits work, just not for combat scenario (and he had specific example of wolf vs. dogs since the start).
Somehow Rata interpreted that as a commentary on selective breeding as a whole? That was just kinda...weird and uncharacteristic.
Meanwhile i do get the fact that some hunters like having hard stuff to feel even better in hunts i really disagree with the honey stuff, i do feel like it is a necessary in the franchise, but idk about having to search it so much, everytime i play an old MH im always kinda relieved when i unlock the honey farm, maybe starting in world has made me soft or something but i just don't see the usefulness to having the honey farm unlocked
@Storm Davis oh believe me i have, nothing is more inmersive than a good hunt in 3U, however i really don't see the importance of lacking honey in the start to that, and by far i like the challengue of water combat the most. I must admit that i guess is neat gathering the resources once i run out of them? However i really think is just some kinda filler u all got through and just have some kind of Stockholm syndrome about it
To complement that, going around gathering stuff doesn't even make sense in universe imo.
We as hunters are paid to go out and kill/capture large monsters. Our job is not to gather ingredients for a picnic.
I don't see why the villages wouldn't have actual farmers/gatherers who could supply us with those essential ingredients. We are saving their livelihoods more often than not after all.
@@LinkDeHablaHispana To me, gathering resources is as much part of hunting as killing the monster itself. It's multifaceted.
@@joaoluizkfsantos8392 It actualy is lore wise. Part of your job as a hunter is to provide food and materials for the village youre assinget to.
@@somnion5816 yes, I can kinda see that.
But I always thought it was more like "they'll eat the meat and use materials from the monster I hunted" and not "they'll use the mushrooms and herbs I collected along the way"
Interesting discussion. Just started monster hunter world and I'd definitely listen to more of these.
oh nice, my two other favorite mh channels are here!!
27:10 that was so smooth, i really thought it were a bug
thank you guys, you speak ouf of my soul
it's an interesting point but so far we have never seen anyone in monster hunter (base line) trying to domesticate monsters to fight other monsters. and i think it makes sense that humans are generally always superior with their ability to think tactically and use all the tools. the hunter is the pittbull dragon.
i think maps like volcanos are very easy to do because when designing stuff like maps you are trying to make them very distinct and unique and you know, the colors etc. it just works. that's why there is always a snow area, a lava area. because everything green would not make it very...interesting for most people. i personally like tropical maps and i would probably take 10 of them over an ice area. xD but it's not just about single individual tastes.
i also think that the reason they are not remaking games is probably that the games usually don't really sell for the story...like, you don't have to remake monster hunter 1 to bring back all of it's maps, the village and the monsters. look at gen u. if we had an open world game in mh6 we could easily return to kokoto village and hunt monoblos on our own. a remake is probably never going to sell as well as a new game just because of the phrasing.
the kinda simulated the idea of "looking for tracks etc." in world where they are just showing it very visibly in neon green and then your bugs are doing the rest. but i would also love to actually just do it myself. but i think it would be harder to implement than it sounds from just theorizing about it.
Couldnt get into MH , but im listening to this regardless
What a chad!
I like the idea of piscine wyverns being convergent evolutioin
I would love a monster hunter game that added some horror elements. Like the bit where Rata said something about an Anjanath remembering and stalking the hunter, the hunter becomes the hunted kinda thing? That sounds amazing.
Edit: So the bit about the "separate timeline" thing. It's actually my headcanon that games like Rise and GU (pretty much the portable games that I don't particularly like) are in their separate world. Makes me sleep better lmao.
Well slight issue there, how would you explain the monsters that originated in those game appearing in future titles lol, especially if it's a Main team game like how Glavenus is in World now.
Glavenus is in World
Everything said about Rise can be said about World, like the clutch claw and specially the Harry Potter mantles are A LOT more ridiculous than using a bug to ride a monster. The thing with starting with World is that you don't realize how much of the moves and stuff from styles from Generations Ultimate were added to the weapon movesets in World.. And given how much the MH team recycles these games I would bet real life money that MH6 will absolutely have a ridiculous amount of counters and even skilbind skills/hunter arts implemented in weapon movesets, which is exactly what happened to World. And it really sounds off when y'all talk about World as if it's a lot less absurd than Rise.
There's a lot of nuance regarding the "hunter being OP" subject. For example, Rise does get very hard on the Advanced Quests, why doesn't this matter? Because it's late game? Then what justifies the same gigantic dinosaur being way easier on Low Rank compared to High Rank? At some point in every MH the hunter is overpowered and the game eventually catches up. Being 100% honest with y'all, besides the village I can't even tell the difference in difficulty between World and Rise. The easiest parts are as easy, the hard parts are as hard and the power creep DLC monsters are as ridiculous. To me saying Rise and World are easier MH game would be right but saying it's an "easy game" is ridiculous. I'm a solo veteran from the Freedom Unite days like a lot of us here and I carted quite a few times in this game on hub high rank, event quests and advanced quests. Did I hit a "wall"? Well no, the last wall I hit was a Raging Brachy + Stygian Zinogre quest in 4U and I'd say Ratatoskr only had a wall in World because it's his first MH game, I doubt that will ever happen again. And by wall I mean, trying to beat a quest 5+ times, then trying again the next day to finally beat it on the 3rd try. That never happened to me again after 4U and I don't have a problem with it to be honest, I think these games still get pretty hard later on and most of them are easy on low rank.
At the end of the day, I also think MH is going in a different direction and I prefer the older gameplay, that said I totally get why they're going this direction. Because at some point any franchise will hit a crossroads, they can either stagnate and become the same thing over and over again for a decade (like Ubisoft open world games) or they can try and make something different (like Squarenix with the Final Fantasy franchise) and literally every decision will end up splitting the fanbase. The same applies to a franchise like Resident Evil. I prefer the older games but I understand why Capcom always end up in the same place with the same action segments and stuff... because you can only make so many games where the protagonists are unprepared, untrained, scared dudes in a haunted mansion. At some point these characters have to grow, the scale of grandeur of the story has to be expanded. At some point just making dragons and giant toads won't be enough, that's why they mix a dragon with a fighter jet and another dragon with Dracula. It becomes harder and harder to please a fanbase that has seen and fought everything.
PS: Also, MH is mostly a portable game. There are more portable games than console games and the franchise truly found it's success with the PSP because of Japanese work culture etc. Back in the MH4 days MH was almost nothing in the west, there wasn't such thing as "mainline and portable team", it was THE MH team.
Edit
PS²: I think Monster Hunter Redemption 2 would be nice but it would be as experimental as Generations was when it released. It would have to be a spin off or something like that.
This is such a well-thought out comment that I resonate a lot with. You can take my like fellow hunter :D
Great episode. Love these guys
I really don't share this sentiment, even though i'm a second fleet hunter. I strongly disagree with many things said here, even though that comes down to preferences (such as monster design for example, I personally find most of World designs boring).
I have no worries that the mainline games will stick a bit more to grounded gameplay, whereas the portable team will try to push the crazyness, and I like both formulas. I simply hope we don't get the World blandness again in the next mainline game, MH feels better with crazy armor/weapon/monster designs for me.
If you ask me, I think GU was in a pretty good spot between crazy gameplay and commitment, sadly we're never going to come back to that
I have to agree, to me MH benefits from having both approaches. I can enjoy Rise's fast pace and craziness, while still preferring a more grounded combat moving forward. Although I think World ruined its combat with the clutch claw, tenderizing and zipping on the monster with such a disorienting camera (in general I think Iceborne has a weak combat experience that was further damaged by the endgame).
I hope G rank solves these problems. If it does. I want to see solo footage of these 3 guys hunting anything.
Oceaniz does some similar stuff UHC gotta be my favorite channel bar none rn love that you got them on
UHC predicted monster hunter now
The monster hunter mobile comment around 40:45 is so funny after the announcement of monster hunter go lol
I think the next step in Monster Hunter levels is open world design. World is great but the feeling of going from arena to tunnel to next arena is getting a bit stale. Even being able to wire bug over the mountains in Rise made things at least feel less constricted.
It might be kind of cool to organically come across other hunting parties in an open world
On the point of map disign i thought world did a really nice job with all the maps (except the mazyness of the forrest and the overall shittyness of the Recess), especially the rotten vale is such a unike avenue to take map disign (i also really like 4Us and 3us bunch even though they are a bit generic, the crumbling ruins really give these maps a lot of identity).
Volcano maps specifically are just really weird in general 3us vulcano is probably my favorite just because of the fact that we get to experience a few zones that are just near a vulcano and not in the vulcano, and then there is the elders recess wich i just see as a cluttered mess of crystals and lava, the 4u one was creative in that its just a heated up sunken hollow but i prefer the sunken hollow in its regular state, having an actual cave map was really nice and id love to see a giant cave in worlds style, especially if they introduce more trogliodites like Khezu or Giggynox (maybe a giant bat like monster with some future predator references, or a Salamander esque Leviathan).
Back on point the first gen Vulcano is literally just barren rock and lava its realistic but incredibly boring.
And then there is rises map wich has potential but is bogged down by the typical vulcano elements, if it was just the floodet shoreline caves and the pompey esque ruins with the vulcano in the background it would be one of my favorite maps but it has to be right inside the vulcano...
My ideal vulcano map would combine the jungle and vulcano outskirsts aesthetics, a tropical forrest consisting of many hardy plants and a few old ash covered ruins on the forrests outskirts, the vulcano itself would just be visible in the background but it would be a looming threat that you can not overlook (a bit like the jurrasik frontier but with the ashy look that the plants in the gen 3 vulcano have)
You could also go down the route of a mountanous area that has a lot of gaisiers and super hot lakes, youd still need the cooldrinks because the water is so hot, and it would be quite the nice visual, there could also be a few really cool monsters that could live in such an environment, like a flamingo esque flying wyvern or a carapecion based on the yeti crab, monkeys that have adapted to bath inside the hotsprings and have learned to utilize the heated water via hiding in the smoke or splashing it at you, an area like this could also be home to the typical mauntanous creatures like Zinogre, Brute Tigrex, Gravios, etc.
I see the two parts of the series like this.
The Mainline games are what i go to for that in depth grounded experience while the portable titels are for just having fun celebrating and doing over the top anime crazyness.
My favorite mainline game is probably 4Ultimate (though 3u is creeping up on it as i play it more and more)
And my favorite portable game is GenU because it just has so much stuff, the hunting styles are so fun and weird but it isnt easy or as fast as rise wich kinda turns me of from that game, GU is the right ammount of anime crazy and classic mh gameplay to where i still really enjoy it.
I see world like i see s beutifull apple pie but there was a bad apple in that pie and no one noticed and said bad apple sours a few parts of the pie, its still nice but i cant overlook some of the games disign discisions (clutch claw, some weapon movesets, the handler, weapon disigns, the skill system and the fact that each update monster rendered all the equipment you made before obsolete, looking at you fatalis) some of worlds disign choices also turned rise into what it is now, i would actually have prefered rise to be more oldschool experience with segmented zones and flex to heal, etc
Why we like UHC:
That -smile- accent. That damned accent.
His voice is very similar to Penguinz0/moist critical lol. I love it
@@Gayhan- oh fuck, I can't unhear it now
I miss capture quests as assignments that never happened even once in world or rise :(
They have plenty of capture assignments in both world and Rise.
@@abyssphantom6786 wrongo there isn’t a single madatory capture quest in either of the games plenty of optional quests have capture objectives but 0 assignments
@@reallargefungus4555 Okay, so are you not counting the side quests, which are quests, that require capturing?
If you’re talking about the hunts that used to have a fail requirement if you didn’t capture it, then I’m glad they removed that shit. It wasn’t bad for solo only hunts, but was bad in multiplayer.
I much prefer it this current way, with specific capture quests, and some parts only coming from captures or kills, instead of it potentially failing a hunt like it used to.
@@abyssphantom6786 I said assignments in my og comment that means the mandatory story quests, I miss when they had mandatory capture quests/key quests it was fun and added a lot for me and actually brought some depth to the quests it’s another fail objective that I sorely miss
@@reallargefungus4555 okay, but even by your own use of the word you seem to be a little confused. You used both the word quest and assignments in your post, and I’m not sure if the word ‘assignments’ is used in any English translated MH games.
Thanks for clarifying that you meant Key quests. To me though, it’s not much difference between having a key quest that requires capture, or having an important side quest that you want done that needs you to capture a monster. Except, that if you fail the side quest, then you just have to do the mission again.
Not to mention, that being able to infinitely restock almost totally trivializes a capture requirement in a hunt, and in the past not being able to restock at all meant that some times you were just gonna fail due to things out of your control. Like other monsters interfering.
In MH1 each weapon class had four attacks, not just two or three (except for the bowguns) one for each stick direction up down left and right.
Good points all around. At this point, the next MH game should take a step back and work on ecology, setting, and overall narrative. The combat is so crisp now that minor adjustments can carry it ala old gen games.
Paintball with smell seems cool esp. with scout flies tracking that scent instead of the monster itself.
I think we should only be allowed to spawn one camp on a map. You can find multiple campsites, but, setting them up and sending items to them should both be limited to one and cost you.
I wish they made a massive rakna kadaki spider cave with some large monsters wrapped in silk hanging from the ceiling
UHC mentioned that MH may have a festival game where they just put all the favorites in and don’t focus on the story, they just let the fans focus on fighting their favorites. That’s sort of how I imagine Rise. I imagine that the devs thought of wirebugs and just went ham from there.
And as Rata mentions later, I’m more in the camp that cares less about ecology or monster lore. Ofc, Rise is my first MH, but I would be sad if it was completely removed. Things like Magnamalos hellfire not being realistic doesn’t matter that much to me, and I’m not the person to spend an hour looking up how Anjanath spits fire BUT I did like how the monsters operated in World. If I had Worlds system where monsters chilled in the map and you could observe them I’d be content with that amount of ecology lore + hunters notes info. Sometimes I’d just watch monsters roam around for 20 minutes.
Then with the difficulty, I wish there was some sort of metric we all had. Everyone has a different definition on what is difficult so I always wonder how challenging players want the game to be. Do players want Apex levels of difficulty for all monsters? Emergency Apex difficulty for all monsters?
I’d personally put regular Apex at a 6/10 and Emergency at an 8/10. I’d compare the Emergencies to Maliketh in Elden Ring for difficulty imo
My first MH experience was Generations Ultimate on the Switch on a whim. Thought the idea and concept of the game seemed neat and something like I had never played before. Ended up falling in love with the game and game play loop. But I can attest to the idea expressed that you just don't get a chance to really learn or get too involved into all the monsters you are hunting. It is truly just a hunt-a-thon (which I am okay with). But I do hope MH Wilds has a more story focused drive that really builds up the world and lore of the monsters you are fighting.
I'm not a fan of the two other people in this podcast individually, but you guys do a great job of balancing each other out. Great video, don't agree with everything, but it was insightful and worded well.
They are a non stop source of negativity towards newer entries while at the same time praising the old games by saying waiting in another area for monsters to de-enrage was peak MH. I kindda hate those 2.
@@ironmaidenmetalgod Don't you think thats a bit harsh? Just because they like it slower doesn't mean you should start hating them imo.
@@ironmaidenmetalgod Calling Jakob and UHC a "non stop source of negativity" while hating them is pretty ironic, I gotta say.
The two guest: Almost everything after Dos sucks
@@kurosan0079 uhc is fine but jakob is just very obnoxius and annoying so he shouldnt be here.
I think the nemesis system in Shadow of Mordor is something that'd really work well in the Monster Hunter series.
Never thought about that, but I agree 100%
Basically would let us create our own Deviants organically
Picked up MHR, after weeks of elden ring, the controls are a bit to get used to. First MH game
The only reason so many players say Rise is easy is because it's super easy if you played World or GU or anything before but getting used to monster hunter combat is a struggle no matter which game you start with because it's so different from anything else... to me Nioh and Nioh 2 come close, but with target lock that's like any other action rpg...good luck and happy hunting.
The talk about domestic vs wild is pretty much summed up with the nature vs nurture. In that case I believe it’ll always be the wild, nature animal will beat out vs the domesticated, nurture animal simply because they won’t have that instinct they lose not being out in the wild.
It would be helpful if you also put Jacob’s RUclips in the description next time. I had to search using Google and everything!
Super late comment, but I would love to go into a quest not knowing what monster it is. You only know that it’s say eating a farmer’s crops. And then it’s up to you to find out what monster it is and hunt it then. Very similar to the Witcher experience
I despise dogfights and cockfights, but I would be absolutely stunned if a wild animal could compete with a hundred or so generations of absolute focused design on making a creature with the single purpose of winning fights.
oh man i cant wait to wyvern ride Astalos. gonna be a great time
I’m quite new to MH, starting in rise and only since started World and GU. While everyone has their own opinions, I feel like it’s seeing things too black and white to say “portable game for anime home game for real” as if there isn’t a massive grey area. I’m a Lance main, I’m here to poke monsters and find gear. I don’t want huge anime combos and I don’t want dumb charge meters or gauges. However, I do like some of the weirder monsters like Valstrax. Truly so long as they do their best to try and justify why the monsters are the way they are evolutionarily, even if it’s a lame answer, I like that
I feel MH6 will be about a losing battle. Either a prequel about the ancients where you're continually getting pushed back. Or if we go down the world route, something we haven't encountered yet pushes us out and back.
Basically imho MH6 will be a gen1/2/3 remake. Last of Monster Hunter, last of us the game feeling. Then portable team will continue the Rise/world hyper combat path.
Risebros...it's over
We lost
Soulschads won
They are laughing at us
Mizayaki sama...I kneel
Miyazaki
Suddenly 4chan
4Uchads will always win. Worldbabbies and Risebabbies cannot compete.
??? Was the original comment in response to the Sunbreak leaks?
@@steel5897 I desperately pray this is ironic
GU/XX is my favorite monster hunter as far as monster rooster and combat, but not my favorite as far as that Monster Hunter feel (gotta go dos)
what everyone seems to forget is far as i know experimental wise MHGU was a celebration title, so it was collab of a huuuge list of monsters. also heres one other reason why i love MHGU but not rise is everyone always brings up MHGU is more anime but always forgets that guild style exists and if you play guild its essentially same as older games hell even hunter arts are FAR more optional with the abilitily to turn them off entierly. also unlike rise MHGU is not designed around needing to use them either. i learned how to fight shagaru from a video of MH4, however rise is you play this way and no other. also ratatosk even MHGU has more grounded monsters remember gammoth and mizhu? even world had really out there elder dragons remember xeno jiva? also its not like astalos, glaveneus and valstrax are SO out there as theres similar designs in the past like zinogre and lagiacrus. and lastly far as im aware all monsters ARE biological monsters that have theyr own lore and explanations how they function its litelarry the one HUGE thing that makes MH unique so please for the love of god stop comparing MHGU to rise cos they are not even close to being the same
GASP MY PEOPLE!
I started playing in MHFU and loved it immediately, and I too feel like the deliberate feel of the combat was disappearing from MH4U onwards, it came back a bit in World but disappeared again in Iceborne.
Then MHRise just feels like MHGU 2.0
Not that I don't like it, I just prefer the old deliberate hunts that need the hunter to prepare before a big hunt!
You certainly did a better job of not interrupting, but I think it was more about how you conduct yourself in these faux round tables.
It’s not that your guest needs to be the only one talking like you mistakenly seemed to have internalized as shown around 1:05, but your dismissive attitude when more experienced members of whatever community offer their thoughts. You all can go on tangents that needn't have a question for your newest guest, but that you come off as controlling and like your trying to speak for what you think the audience wants, instead of just repressing your thoughts and allowing the discussion to flow more naturally. Jacob is remarkably patient with you in that moment and you could do better at phrasing what you say and maybe curtail your assumptions.
“Not repress, Representing your thoughts honestly “
I just want a Monster Hunter game where we can actually play as the monsters and have to survive against other monsters and hunters.
1:54:00 You can already do all that in Monster Hunter World (and not just the Witcher Collab), you do follow the monster tracks, collect samples from prey they have eaten, claw marks, mucus, dung .. etc etc and keep building up the samples until the scout flies tell you the general direction of the monster, usually by the time you finished following the tracks you are already very close to it, all that is already in the game.
Also the idea of hardcore Monster Hunter where there is no map, no camps and no tool to guide you to where the monster is isn't an entirely terrible idea, but it would never work as a main title in the series, maybe it could work as a spin-off or as a separate mode, there was an Event Quest once in MH:World that tasked you with hunting several monsters under a strict time limit and you start with no items in the forest area, you have to collect and make all your essential item simultaneous as you track down several monsters and hunt them down, that was the closest thing to a hardcore Monster Hunter experience the game got, I can see myself enjoying that but also I can see a lot of people not liking an entire MH game like this, and Capcom won't take a huge risk like this after the big success of World.
So why is there an Urban Dictionary entry for UHC that calls him homophobic? He seems pretty chill based on his discord, just some salty weirdo?
I would like a more grounded and slow experience, but they can do too much realism as well. For instance, I don't like how the hunters feel to move around in rise in regards to momentum and turning. There is something going on that is just less satisfying to me to pilot the hunter in the two most recent entries world and rise. Maybe...too "floaty" would be the term?
re: hunters being overpowered - yeah, we're supersoldiers (descendents) from the ancient dragon war, we're supposed to be able to fight on par with dragons, since that was kind of the point of the hunters being made iirc.
not everyone is physically able to be a hunter tmk (barring weird exceptions like kamura where almost everyone is a freakin super saiyan), which is generally why most games' villages are excited to have a hunter dispatched by the guild to help their village, such as in tri.
on the second bit, the guild specifically exists to prevent hunters from becoming the bad guys/unethical. they're a combination international security force and environmental protection agency--keeping settlements safe, preventing overhunting of monsters, stopping invasive species from gaining a foothold and destabilizing the local ecology (and investigating and stopping the causes of whatever is making other species invade), that sort of thing
Alright, time for a substantive comment!
As always, I love to hear some good faith critique of the series. I personally subscribe to the idea that despite Rise's speed, World will be the standard for mainline titles going forward, and that has me unimaginably excited for MH6. I also agree with UHC that underwater combat will be making a return, and the recent acknowledgement of Lagiacrus has only strengthened that conviction. I can't wait to see my favorite serpent in glorious HD, under the water where he was always meant to be.
In terms of recent monster designs, I think my first statement applies here too. As much as I dislike Magnamalo and a good 75% of Frontier designs, I don't mind the portable/spinoff titles leaning into the fantasy aspect of MH more. There's very obviously a market for that, as many in this very comment section will tell you. Hopefully this design element doesn't creep any further into the mainline games though, I think monsters like Zinogre, Brachy and Glavenus push the grounded nature of MH designs just a hair too far. Magna and Malzeno take it WAY beyond the brink, as enjoyable as those fights are I hope they never see the light of day in a mainline game tbh.
As for map design, I actually find that the maps have maintained or even increased in quality with time! World's maps were pretty great, they were obviously the very first fully interconnected maps which is fantastic, the endemic life is varied and ever-present, and as much as people hate the Ancient Forest, it actually gives me hope that Capcom still has room for the uncomfortable and the tedious. As much as people don't like these things, I think they're necessary for the Monster Hunter genre. Minor inconveniences, punishment for rushed play, immersive map design, I value all of these more than my time when it comes to this series. On the other hand, I actually think World's maps are kind of...ugly?? Don't get me wrong, obviously the graphical update was necessary, but a lot of the game is *way* too undersaturated and the lighting is far too bright. I talk about this constantly, but there's early footage of the Ancient Forest where everything is very saturated and darkly lit, and I think that style is GORGEOUS. I dearly hope they return to it!
TLDR, World good, Rise sux, go play Tri/3U Ratatoskr.
Yall should do a joint playthrough of mh4u one day
yazzzzz finally :D
plz don't get ragegaming on.... my ears.....
I have done so much to not have that shit channel's clickbait and spoiler vids show up in my feed, but for some reason RUclips's algorithm keeps pushing their stuff.
@@1brushstudio Bits of their content seems to be clickbait seemingly more around Sunbreak info and such
He actually sounds pretty good when he's not talking in an over-the-top manner for a video.
@@1brushstudio I agree they can be loud in the beginning with their intros and scenarios, but their content is genuinely great. Can be very insightful and informative.
@@1brushstudio unfortunately, the almighty algorithm must be appeased...
HELL YEA!!! I love UHC
Couldn’t disagree more about the Japanese focus for Rise. You me to tell me Capcom, after breaking into the western market with world and making millions of dollars. Setting records not only for MonsterHunter but for Capcom as a whole. They wouldn’t want to capitalize on that and sacrifice the momentum to focus on a smaller less profitable demographic
I think they jumped on the popularity of Japanese themed games that were resonating western audiences at the time and went with that.
Considering that Rise was in development more or less at the same time as World, I think it's very likely though? One game for the overseas market, one game for the Japanese market sounds like fairly good risk-hedging to me. Also, I think people keep forgetting that the overseas Iceborne sales tanked really hard (at least according to Gaijin's sales breakdown from a couple of years ago). Focusing on a traditionally more reliable domestic market, again, doesn't sound like a terrible business decision.
This is just pure ignorance. The Japanese audience IS the main audience of the franchise and the sales are reflective of it. Sales in comparison have always scored higher in the main audience versus overseas. The only change was when the direction pointed to a western audience and it cemented the MH franchise to be as popular overall. Hell, even MHWI performed poorly in Japanese sales as it didn't resonate completely with the home audience. Japanese culture relies heavily on portable gaming so Rise is an obvious entry to accommodate that itch.
There's different teams working on separate entries and it doesn't seem like a ridiculous idea to return to the main audience while the other works on a bigger title.
@@GottaLoveDepecheMode the dollar is the bottom line with all corporations. The game was designed for both market’s not just Japan, was my point. Not quite sure what your point is.
@@dragonlotion1789 Except it wasn't designed for both markets. Historically, the MH series has been on more portable consoles versus home consoles. Rise is a unique situation where is it both markets, but portability is definitely the main selling point. If anything, Rise is returning to form and ironically, it performs better on handheld mode.
Correct me if I'm wrong, but you're arguing/suggesting that MH Rise isn't the focus for the Japanese market. And with the success of MHWI, they logically wouldn't do such a thing because of how massive the appeal was overall. Additionally, you're saying that the Japanese focus is only due to the increase popularity of Japanese-themed games in the western audience. And that's why I responded with my original statement which clears the air on this perspective and how it's just not the case for the most part.
@@GottaLoveDepecheMode I’m not arguing anything, it’s how corporations work. Believe what u want.
I have no clue how to say this, but, hmm I'll start with this, I don't think monster hunter needs realistic designs, maybe some but not the majority I have to say I've watched and entered and followed the monster hunter games sense 3U and I've watched videos all the way to G (generations) and I have to admit I prefer allot more the old monsters designs than the world designs, now iceborne fixed that issue fulgur anjanath and viper Toby are good examples on how to make a pretty much boring looking monster into a cool looking or cool fight and in the case of those 2 I loved their fights, I liked some of the world monster designs and I'll tell you my top 3 you may see a theme on all 3 vhal,kulve and xeno'jhiva those designs are amazing you got a gory and death zombie looking monster with a good ecology, you have a beautiful majestic monster that's just really cool and probably an ok ecology and xeno well it's just what I like now I don't want all monsters to look like xeno that would be too much but look at tetranadon hes really cool it's like a frog turtle monster easy my top 3 rise monsters, but again let's look at rise my top 3 has to be almudron,tetranadon and ibushi&narwa (icount them as the same cuz 1 boy 1 female) again I love those crazy looking designs they are incredible and with a tittle of monster hunters those look like actual monsters world I just felt I was hunting animals wich yes it makes it realistic but that's my problem it's too realistic, another example nargacuga, Tigrex and barioth, I find Tigrex supper boring not an interesting fight not an interesting design it's just very plain flat with is the point but that's what turns me off so he's off, nargacuga better fight much better fight fun to fight a pretty cool desig has more animals mixed but at the same time I feel like I'm fighting a cugar with wings and well you know it's a bit too on the nose but I let him pass, barioth well it's an ice, tornado creating, flying, fast moving, dragon saver tooth tiger, I find barioth way better than tigrex and narga by far hes way more creative and way more tense amazing design and great fight, all this to say I just prefer a glavenus or a deviljhoe more than a baroth or anjanath, that's all but I agree with all of the points you guys are hitting I just disagree with the monster designs part if MH6 makes all of its roster of monsters as boring and undressing designed as world I might only buy the expansion of that game because dam world was boring also I thought great giros was amazing really cool concept I'm so sad they never did anything cool with him. If you read this, just comment stupid and thanks for taking your time and reading it 👍
I did read it.
Paragraph and sentence breaks are really helpful for readers.
Especially when you organize your ideas into discrete chunks.
Like this.
That aside, different strokes. I really like Anjanath. I'll agree that Tigrex is really boring though. Never been a fan.
What's interesting though is that most of your favorites are all fairly grounded designs. For example, none of them are like the new vampire dragon with elements designed to look like clothing.
"Everything after Dos kinda sucks" - the guest
1:24:01 All the breeding that could be done for a dog capable of killing a wolf, would be pointless since the wolf has constantly been fighting for that capability just to be alive. No matter how many dog generations, it just doesn’t seem feasible when the wolves are basically undergoing the same breeding but by nature’s hand
Re. Wolves and bred dogs, lookup the Irish Wolfhound.
Don't think it's incompatible with UHC's conclusions - historically they may have been able to fill that role mainly via sheer size
U should check Dauntless if you want to play an easier, more streamlined version of monster hunter
I can already play an easier, more streamlined version of Monster Hunter. It's called Rise.
No need to go that far. You have Rise
@@steel5897 You're definitely going to rescind that comment when Sunbreak releases based on the leaks lmao.
No more Elden Ring? :(
Wait how is Dos better than FU
DIdn't they make an open world for the postgame of Iceborne, The Guiding Lands? I never got that far, was it too small?
Nah, it's too condensed to call it an "open world"
I'm 50minutes in so idk if this changes and if it does I'll edit my comment appropriately but idk why the opposition was straw manned to the high heavens. like because I want some things streamlined, some QoL improvements (which even JAKE agrees with) , and want to fight more mythical creatures I'm now some one who wants the fruit ninja version of monster hunter?? for some one who did a good job articulating the ideology of the three fingers I would've expected you to represent them better.
I don't know what you're talking about.
@@ratatoskr6324 i just don't think that me wanting to hunt stuff like bachydios or have my gathering tools not break means I'm in the same camp that wants gathering removed or want "fruit Ninja monster hunter" as the guest called it.
There are people who say those things but I don't think they represent the majority of the people who like current monster hunter. But I could be wrong and just be describing my own personal view on the series.
I brought up the frenzied flame ideology because it seemed like you did a good job arguing its point of view to people. But now that I'm thinking about it it's probably easier to articulate a single ideology than it is to articulate an entire community.
FINALLY SOMEONE SAID MAGNAMALO MAKES NO FUCKING SENSE
rathian is 1st monster
the idea that an advanced race made an "equal dragon weapon" and has war with dragons, then the dragons pretty much won and we have blacksmithing from what remnants of info on said advanced tech that is found from ruins/whatnot, then they produce weapons with element and status "powers" seems perfectly within reason imo
Isn't that implied from the ruin weapons in 4U?
@@idlemindedmage6925 I'm a fifth fleeter, but when everyone has this "distaste" for even the idea of an equal dragon weapon, I don't see this issue of civilization being sent backwards by the fallout of the war with the dragons and now you have this "primitive" yet advanced array of weapons. I don't know the origin of the guild exactly either but would seem fitting that it was made after to learn how to coexist and only hunt when necessary
@@joshuafruth6420 ancient civilisation with advanced weaponry and a more modern society, that's cool.
Dragon war? Fuck that.
Good podcast tho keep in mind that it is hard to breed cockfighting roosters together lol
I don't think you can breed two roosters regardless of what kind haha
@@joshmay2944 exactly
It’s pretty much boiled down to the two guys like to play a game that nobody likes.
Example, their take on gen 1 map.
100%. Its like hearing two people bitch about how no one but them likes cock and ball torture.
So many ads 😣
Pinned comment
@@ratatoskr6324 yeah, I saw.
Should have looked there first 😅
Thanks 🙏
1:30:16 In MH Stories 2 the guild hunters are immediately presented as sketchy and have no interest in anything other than slaying. Their tone towards riders pretty much implies the guild isn’t as wholesome as it presents itself
Not really sure why they got bogged down on the "can we selectively breed more combat effective wolves than natural wolves". Obviously we could, a real wolf has to balance raw power with resource consumption, speed for hunting, tracking etc. Just breed a wolf to be enormous like a bear and it will win a straight up fight any day.
Its not as easy as it sounds though, large dog breeds already face a slew of gigantism-related health issues, there are physological restraints that are very hard to overcome when it comes to size increase, its no wonder that the largest dog breeds are roughly equal in size with the largest naturally evolved canines (barren-land gray wolf, dire wolves, Xenocyon...).
I see a new podcast on the Ratatoskr channel, so open it blind:) And here is Monster Hunter :|
ok
Cool
oh and few more things unlike rise they actully designed hunter arts so so much better that even if you do use hunter arts a lot of the anime shit takes a LOOONG time to actully charge up and are used mby once to three times per hunt vs rise where that shit comes your best way to deal dmg cos its so frequent. and even then we have non anime simple hunter arts that make perfect sense from the weapons perspective. and one last thing MHW also interduce new longsword one of the most anime weapon movesets to fking date even compared to valor LS. doubled down on iceborn. btwi do love MHW had something like 2000 hours on it? but rise really threw people around n now they lookin for eny reason MH6 wont be rise 2.0, its the portable team wich made MHGU (a one time celebration title so it shouldt even be part of this conversation) its a season thing ( wich its not cos again MHG and MHGU were one time celebration titles) hell older games WERE PORTABLE, and mh3 was not even made by the same guy as MH4. main thing MHGU is missing is the story and its not like world did much better wich boils down to theres a new big monsters go murk its ass. hell even all this talk about research and preservation as well but what these people forget is that captured monsters are sent into the arena to be slaughtered by you and we hunt billionns cos daddy needs a new parir of nickers. oh and lastly even in MHGU your quests have reasons read the fking quest description........
I dont know if its because i have been hearing the same stuff constantly lately. But this boomer hunters complaining about how new games are more anime and hunter focused is starting to annoy the crap out of me.
That's your brain getting defensive and feeling a desire to lash out at a perceived threat (criticism of something you like).
You can criticize a thing and still like it.
@@rainbowkrampus You can go to a point that people would wondering do you really like the thing you claim you like. I remember donkey has make fun of game review like this: “ Gee, this guy spends like 80% of the review shitting on the game, he must hate the game.” “8/10” “WTF?!”
@@rainbowkrampus mate i love old mh. But its the constant boomer takes that drive me nuts. How was 10 mins of a hunt spent running aimlessly arround the map looking for the monster a good time? How is waiting for several minutes in another area for the monster to de-enrage fun? They put up this stuff on a pedestal and it ticks me off.
@@cocouponu4731 exactly. Rise isn't even in the same genre as previous games
The thing is, if they wanna make it anime and turn the hunter into a god, then do the same with the monsters. Beating a poor creature to a pulp isn't satisfying when the creatures can barely put up a fight. Hunters are more powerful than Monster Hunter Frontier, but the monsters are nowhere near as powerful as monster hunter frontier. So in the end you feel like a butcher rather than a hunter. There's no dopamine in that
Here for the Unnatural History lad, good little chat y'all had. Newcomer to monster hunter and JRPG's in general, I couldn't even stand the game because of the anime level of story-telling and characters. The environments and creatures seemed promising with a lot of thought put into them. I found myself wondering what all the little mundane creatures were in the corners of the environments, or where the glaive beetles come from or if they were domesticated and breed in camp.
Then there is the story, characters, and gameplay. They all feel like jokes to the me; all 3 being bare minimum, generalized, and surface level. MHW is the only JRPG I've played so I assume they are mocking JRPG archetypes. For gameplay, coming from Dark Souls, it took an hour of flailing around to get used to the MHW combat style and I really enjoyed it once I got the rhythm of it and could experiment from there. However, I eventually realized that I needed to purposefully handicap myself to have feel that challenge. Regular combat felt a bit over-tuned and lacking depth (better crafting potential pls). Nothing really felt punishing or consequential.
It should be mentioned I never got through the entire MHW story since I still don't feel invested into it, but if it wasn't for Unnatural History's vids I'd have zero interest in the game or series. I'm a fan of speculative evolution, deep lore, and expansive/rewarding stories and Monster Hunter has the potential to offer that, as Unnatural History's vids have clearly shown.