Monster Hunter G is finally coming to Japanese Wiis this April 23rd, and no doubt it will sell a billion copies due to the country's obsession with the Monster Hunter series. For 3,990 yen, you score the game plus a demo for Monster Hunter 3 tri and a promotional game card.
If you want to spend just a tad more, you can shell out your 5,240 yen and get a special edition of the Wii classic controller in blue with the game logo on it.It's not bad looking, but the appeal of the Monster Hunter series still goes over my head -- I played the two PSP games, and while they were far from poor, I didn't feel the intense addiction that thousands of other gamers obviously do. On the other hand, getting addicted to buying the toys from the series is a no-brainer.
It has also been confirmed that the game will require Wii points to play online, but there is no set price yet. We'll probably hear more details on that very soon.
If you're into Monster Hunter, can you help me to understand the addiction?
[Via Cubed3]
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In all seriousness though, I loved the original Monster Hunter on the PS2. I never got into the PSP versions, but I would easily dawn my armor made of velociraptor shoulder blades once again and give the Wii versions a spin!
Also, I'm surprised to hear that this will require Wii Points to play online but in a way thats sort of great to hear...I think we know which game won't be using friend codes... I'm pretty sure this is going to actually be a great online experience.
The game marries old-school gaming conventions with contemporary RPG elements, creating a game with an imperative similar to WoW or Diablo where the chief principle is to get better gear and weapons, however the execution is vastly different, despite being highly sublime.
First off, EVERYTHING revolves around the creatures. They are the lynchpin by which the series pivots. The gameplay that revolves around them is more like Punch-Out or Castlevania, in that there is no level-grinding or leveling up to progress in the game. Gameplay progression hinges entirely on the player's ability to get better at the game.
In that regard, the gameplay is in realtime, and with collision detection. In order to score hits, you actually have to hit the enemies, and in order for you to get hit, the enemies must hit you. This means that the game really does play like Castlevania or Punch-Out where you have to observe how the enemies behave, figure out what their patterns, movements, and attacks are, and attack in a manner that allows you to do the most damage, while at the same time avoiding reprisal.
Instead of gear and money falling off of monsters when they die, you carve their body for parts, and use these to make armor and weapons that thematically represent what they were made from. Almost all armor carries skill ratings that let you use abilities to optimize your performance in combat. You can wear armor with skills to let you do more damage, or make your weapons sharper, block attacks better, or block attacks you normally couldn't block, among many others.
Because you make armor and weapons from monsters, this also obviates one of the chief frustrations in the likes of WoW and Diablo: Instead of killing everything, and hoping the armor or weapon you want drop, you can pick and choose what you want to craft, because the vendors tell you what is needed to make armor, and upgrade weapons.
So in that regard the games gives you multiple avenues to try different things, multiple avenues to do the same thing (Hermitaur and Gravios Armor both gives blocking skills), and pretty much gives the player every option and opportunity to find armor and weapons that back up their playstyle. In WoW you're usually forced to change the role of your class situationally, but in Monster Hunter you can hammer a square peg into a round hole if you're skilled enough.
And that's what's so great. You can apply what you have learned from the game, start over, and do vastly better with crappier gear, crappy weapons, but in this game the gear isn't a bunch of numbers that dictate your odds of success or does your fighting for you. It literally backs up the player and complements their playstyle.
There are so many options, and so much room for strategy, and improvisation. Nobody is ever locked off from content, since there really are no classes, only different weapons, which you can switch between quests. If one quests demands a melee weapon, then you use one of those, if the next one demands ranged weapons, you switch to a ranged weapon. Every weapon requires its own approach to its use, and even that can change depending on what you are fighting.
But that's really the draw of the series. It puts old-school gaming into an online formula and it's awesome. I could never play another MMO if it didn't play like Monster Hunter, and that's what it boils down to for me.
@Timstuff: I appologize for jumping at you with misinformation.
@Vanor: Thanks for summming that up so beautifully. Friend me up. I wanna play this with YOU when it comes out!
@ Vanor
This was really enlightening. The game just looked so average to me, I never understood why it was so well-liked.
The biggest roadblock in playing the Monster Hunter games are getting used to the controls, and yes they do take some getting used to. It's like how some people complained about the controls in survival-horror games like the old Resident Evil games. Now mind you the MH games don't control like that, but at the same time it's the same thing.
The controls aren't really stellar, they aren't bad either, and eventually you get used to them. The old games used the right analog stick, which I thought was really nice because it made it a lot easier on the thumbs from not having to button mash. It also seemed to make more since because it's not a button-mashing game. You have to time your attacks to chain up combos, and I thought the analog stick did a good job of this.
Another roadblock that people complained about was the camera. Again, takes some getting used to, but you do get used to it. You can also hit a button and reorient the camera back behind you ala PSO.
Final roadblock is that it's usually slow-going for people new to the games starting out. It's kinda like a pebble falling off the side of a mountain. Slow-going at first, cuz the game eases you into everything, and teaches you the basic gameplay mechanics, but then it becomes an avalanche and it's all you can do to keep up. The monsters get bigger, they get badder, they can get angry (go onto youtube and look up Rajang) and you get some incredible intense fights out of this game.
It's not everyone's cup of tea, but for those who like it, we can hardly play anything else. I also love it just in terms of gameplay design. Other online games pale in comparison to the amount of time and polish these guys put into balancing these games. You could give the developers a pack of matches and Elmer's Glue, leave them in a room, and then when you come back they got a full-scale replica of the Sistine Chapel built.
The people behind these games (especially the portable ones) do not complain about hardware limitations. They bust their butts to get the most they can out of what they have to work with, and they ALWAYS exceed expectations, and that's I immense respect for these guys, and that's why I'm looking forward to Monster Hunter 3.