Pretty comfy game tbh. Art is very pretty, cutscenes looked great, music is really good, and the gameplay is nice. It's definitely 100x more fun played co-op which I was able to do for a couple hours but even solo it's pretty doable except for the last boss which is just pretty damn annoying.

BIG TIP: It took me like 15 hours to realize you could set weapon shortcuts to the d-pad so hopefully no one else makes that same mistake.

Tri without the sauce. I'd wholeheartedly recommend playing Tri and/or P3rd instead of this since the devs just jamming content in haphazardly doesn't really do this entire generation justice especially with how most people consider this the "definitive" one.

Don't think there's much left to say about the game at this point, but it definitely blew me away by how insanely good it was even on top of my ridiculous expectations for it.

The story and characters are peak kidsmedia-core and the gameplay is insanely fun. I'd say my only issue is how the game is pretty much impossible to solo in the final difficulty which is a damn shame since I still prefer to solo all these games.

Was pretty hard swallowing the pill on how very NOT-good this game is especially after saving it for last on my hunting game run.

Game starts off quite fun and really interesting with how the world is setup as well as making you really feel the burden of all the restrictions set on you as a low rank prisoner and in turn the feeling of having that weight off your shoulders when you do get the necessary permissions to do more things or do old annoying things faster/easier.

The fun quickly fades when you realize it's easily the most unfinished hunting game in the entire genre and suffered so hard from never getting an expansion like pretty much every other series. The worst offender being that the story straight up cuts just as things finally started actually happening and this is after one of the worst fights I've ever done in my life.

That said, it's hard to hate on the game too much when it really did try to be one of the most experimental hunting games out there and sadly failed to deliver despite how promising it was. I really liked the customization and clothes options in the game a lot and how cool the dismemberment system was. The combat itself was fun for a bit but would've been 100x better if it actually came out on a system that allowed for an aiming-heavy game like this to be played without wanting to bash your skull in. The partner AI system is really cool too and so are some of the tracks in the game, especially the vocal ones.

I do hope the Studio TVT game thats a spiritual successor of this actually manages to come out and fix all the issues this one has.

MonHuns console-team wishes they had even a 1/1000th of the competence Team Omega Force has in actually innovating their franchises and breaking new ground with how extremely well they pulled off this open-world hunting game.

I still liked the first games story more, especially in the expansion but the characters are about on the same level in terms of being likable and very well written. But pretty much every other aspect is a gigantic improvement that it's actually hard to wrap my head around when I started. The new weaps and old weapon moveset changes, the complete transformation of the Mitama system into an extremely fun and open loadout system, the redesigning of the entire map to be open world, the new Demon Hand grappling system, and even the improved and more brutal dismemberment system. Everything's just perfect.

Also, the absolute happiness of seeing Hatsuho again is indescribable but Gwen is definitely best girl here. Extremely sad we'll never get a follow up though.

Playable Uta = instantly goated. Fake fans btfo

the last bastion of defense against the world getting overrun by mihoyo and nikke hentai

Game is cute af but the gameplay is insanely brutal. Really fun way to spend some time though.

Nobunaga never gonna win against 4 gay girls kissing each other on the nape and cheeks midcombat. Bushido has risen.

Absolutely blows my mind at the sheer amount of incompetence required to fuck up an already bad game by this much more.

The machine did indeed, cry.

Crymachina is a spiritual successor to Crystar, carrying over plenty of the old game's systems, ideas, and staff which would make old fans feel at home right away but also give them an entirely different experience that often times feel like the complete opposite of Crystar. While this can possibly be a bit of a turn off for returning fans depending on how much they expect this game to be like the other, I believe that anyone going into the game with an open mind would find this different experience to be a very enjoyable, lovely, and emotional experience.

Mechanically, the game is a gigantic leap from the first game in pretty much every aspect. The character models are very high quality and animated very well, accurately depicting their really unique and expressive designs by Rolua. The graphics themselves are also very good and shown off a lot in the really flashy, unique, and very enjoyable combat system which can get quite challenging too. The game also has a different gameplay loop from Crystar, now offering very short linear stages that always ends in a boss fight with all playable characters having their own differing playstyles and offering a nice degree of customization in the form of assistive gear that you call up during combat to cover different situations like hitting from afar, granting impenetrable defense, starting launch combos, etc. Although, the map designs definitely don't feel as expressive as they used to be, which is fairly understandable given the entirely opposite setting with a "grounded" spaceship interior as opposed to Crystar's colorful depiction of purgatory.

The aspects that really took me by surprise though would definitely be the characters and story with how they really went in a different direction from everything I expected. Despite the game still having plenty of really dramatic moments and intriguing mysteries, the game in general has a much lighter tone for a majority of the time compared to Hayashi's previous works. I often found myself with a grin or giggling every time we're shown the characters interactions, whether its among the main 4 or with the rest of the interesting side cast. I also did not expect, but very much appreciate, how hard they went into the sci-fi aspect of the story and setting with a very refreshing far-future world done so well that it really pulls you into the entire thing. The story's various twists and surprises were all handled really well too and kept me hooked the entire time with how well they've put their own crazy spin to the classic concept of machines gaining sentience and emotion and how far those would take these machines whose sole purpose and reason for creation were to simply obey commands they were given.

Admittedly though, the game sadly doesn't hit the emotional highs that I've gotten from Crystar which I feel is a bit of a shame but I'm perfectly fine with considering everything else the game handles really well. It was everything I didn't expect it to be but still really left the best impression on me given what the game was openly going for, and for that it deserves all the praise I can give it and really makes me more excited for the future projects Hayashi will hopefully have which I will definitely be there for.

GOTY.

The MH Clone that definitely lacks the most in terms of the overall gameplay loop and other mechanics in exchange for focusing on the story and presentation which it makes up for immensely.

SSD basically presents everything through you the player, navigating a talking book to start missions, change your loadout, read enemy lore and everything else. This is also how it tells it's depressing tale on an unnamed sorcerer and his partner's descents to madness in a completely bleak world, split through multiple chapters where said sorcerer crosses paths with fellow sorcerers of different beliefs and their very unique predicaments that really get you attached to them by the end of your very brief meetings.

All the monsters are also these grotesque monstrosities that are all named after legends, mythical creatures, and fairy tale characters like Red Riding Hood, Unicorn, and Jack O' Lantern to name a few, which add a lot to the overall uniqueness of the game. Fights are then fought by using Offerings which work like spells of different kinds like charging your arm into an axe or donning an armor of stone, some spells you can even combine which make for the most unique combat system in an MH/Clone game for sure.

As for it's faults, the game definitely lacks in terms of the base gameplay loop and there's really not much to do after doing all the story chapters which can take about 40 hours. Add this to the extremely RNG Essence system which is basically your carved materials every time you kill a monster which you only get 1 of every kill, makes for a very frustrating and unfun grind when you want to get very specific things. Building a character can also get quite frustrating especially midway through the game once things get spongier if you really don't have an idea what you're doing even with grinding the games level system. I managed to actually decimate things by the end of the game after realizing how loadouts and builds should be done but it can definitely get a bit grating to feel like swinging pool noodles at monsters for 20 minutes.

All these said, it's an extremely good game and for sure one of the most unique experiences not even just by MH/Clone standards but by games in general and it's definitely sad to see it die on the vita. Definitely play it if you're able.


Criminally underrated series.
TL;DR: Flashy, satisfying, and savage combat mechanics in a really fast and simplistic gameplay-loop, topped off with an insanely good cast of characters and excellent storyline especially in the Kiwami arc.

Toukiden itself starts off pretty straightforward and really simple in some aspects like in-hunt inventory and skill loadouts being combined together into a single Mitama system. The combat is definitely one of the highlights in the base game, with a very good selection of weapons that all boasts a fair bit of depth and are all really fun to use. Once you actually start beating up your first large Oni do things start getting really crazy as the entire combat revolves around quite literally dismembering large Onis in a very graphic manner, which is something very unique as far as MH/Clones go as none of them have ever gotten to this level of violence that's enough to make you actually feel bad for the onis as they finally die and their husks are limbless unrecognizable lumps.

The real reason this game becomes criminally underrated is when you finally get into the Kiwami portion of the game or the second arc. The game throws a ton of new characters which are all even more interesting, unique, and fun to interact with than the initial cast already was. The story also takes a turn for the absolute insanity with all the constant drama, mystery, and hotblooded moments that keep you going and wanting to know how things play out for hours.

Admittedly I've never heard of Toukiden until sometime last year while I was going through all the MH Clones so I didn't really have any expectations for it at all and just wanted it out of the way but I'm very glad that I went through it and had my mind absolutely blown in the best ways. The game is very worth playing just for the story and characters alone and it would be a huge loss for anyone into MH/Clones at all to have to miss out on this game just because no one else really talks about it.

Really feels like one of the most undercooked games I've ever played. But unlike most other games that I'd describe by the same word, Loop8 really feels flawed on it's very core concept and design that I don't think giving it more budget or time would've fixed most of it's issues.

That said, I still enjoyed my time with it and even played on sessions longer than I usually do when gaming for reasons I can't really point out myself. It might be because of the extremely basic and straightforward gameplay loop which mostly consists of running around and talking to characters, which the game has quite an interesting cast of that I did enjoy spending my time with (Machina best girl). The OST as well as the setting also really blend together to make the entire experience really chill which I liked. The story itself is pretty okay and I honestly didn't even understand most of it but I did really like all the character endings and especially the epilogues which were extremely heartwarming and kind of did make me feel like the entire 20 hour run was pretty worth it.

It's extremely flawed for sure but I can't really bring myself to hate it for whatever reason despite all the disappointments I had for it when I didn't even have any expectations to begin with. I wouldn't recommend it for sure but not something I'd say I regret either. It definitely makes me more excited to eventually run through the other Shibamura games in the future too.

I'll forever be thankful for Rise and Sunbreak for restoring my faith in this series.

I was honestly preferring Rise more by the time I finished Sunbreaks base story for a couple of reasons.
While Sunbreak's monster roster is a very good selection of some of my fave past monsters, on top of their really great transition into gen5, I was honestly feeling like the game was a bit thematically confused and just threw in a bunch of monsters into a big pot unlike Rise which had a very solid theme that it masterfully integrated everything together into. While we do have the entire european abominations and aesthetic with the Three Lords and Citadel thing going on, everything else besides Gore/Shagaru felt like it didn't fit into that at all, along with Jungle being back for what really felt like no reason to me. I thought the OST was also not as good as Rise was, which is an insanely high bar to clear tbh, but there's still some god tier tracks like the Elgado Outpost's main theme.

With those said though, the game follows up and expands on base Rise really really well with the updates to the Master rank versions of the monsters, the new switch skills, and especially introducing an infinite end game grind, a first for a portable team game btw, which is really enjoyable to grind with the customization it opens up to the players.

What really sold me though into making this my fave MH ever now is how insanely well they delivered with bringing Amatsu to the game. Honestly sent me to tears with how godlike all the callbacks and fanservice to P3rd fans are which just made me feel like all these years of me playing the hell out of this franchise feel like it's recognized and rewarded. But even besides that, the game has a ton to offer on top of Rise with a very good story and cast of characters to interact and hunt with God Eater style, which I thought was honestly cool that they're finally starting to take notes from including being able to trade currency for monster materials to alleviate grinding. Would love to see this again in future titles honestly.

I honestly can't say that I'm excited for the next game which will be by the console team again but at least I know I'll be waiting very very patiently for the title after that by the portable team knowing that they'll probably blow my mind again and remind me why Monster Hunter is one of my favorite franchises ever.