A game where a guild self-regulates the colonization of new lands, whilst both promoting scientific development and managing environmental balance as an independent, economic entity. Truly the capitalistic dream fully realized. Also, you whack dinosaurs with a big f- sword, or hammer or whatever.

What I appreciate the most about Monster Hunter World is that it is perfectly adequate to satisfy my every moods whenever I want to play: if I want an adrenaline rush through hunts and varied gameplay mechanics I can put myself against a Savage Deviljho and curse its’ and the Lord’s name; if I just want to progress I can almost always count on online help to dump– cough to carry me during harder fights; if I need to relax I can walk around the main hubs and talk to colourful, funny characters, or doing expeditions to fetch rare materials, discover rare or unique interactions in the wildlife (the sexual habits of lynians are so fascinating and they don’t even mind you recording every second of it), or simply walk around and soak in the beauty of the maps.

Of course, the vast majority of those who will play the game (and those who won’t the c•ckblocked by its godawful optimization and manage some workarounds, thanks nexusmod and steamforums) will mainly be interested in the ‘hunter’ part rather than the ‘world’ part, and it certainly does deliver. Every hunt is a glorious boss fight in and on itself. They are exciting, tense, fast paced, even strategic as you have to manage your resources, your positioning, the condition of your prey and the environments around you. Every new monster is a series of discoveries, to assimilate the monster moveset and work your reflexes on countermeasures, while also adjusting your playstyle to something that may very well be completely different from every fight you have had before. It is certainly difficult, yet the game does not gatekeep its progress, you can almost always find ways to ease the challenge by adequately equipping your palico companion (just give him paralysis or poison gear), other aids such as traps, lynians and minor monsters in the map, or calling for other players to join you. There are plenty of hunters out there always willing to lend a hand.

Crafting always offers new ways to play the game. Today you might see a particular weapon or armour and you will hunt the same monster multiple times, praying the random number god that it will drop the materials you need before the date of your wedding or of your grandchildren’s college diploma. There is a grand total of 14 different weapons to try out, I myself haven’t tried a couple of them yet, surely haven’t mastered more than two or three, and each play so differently it is like trying a new game every time you pick a different one. They all offer complex but accessible mechanics, various way to approach a challenge and a long list of moves and combo to learn. The game actively incentives to not button mash through your fights but carefully weight the timing and damage of each blow, the reaction times of the monsters and how best to utilize your knowledge to balance offence and defence. Of course, not that I am any good at it myself, I keep panicking and just spam heavy blows many times. The best suggestion one could receive upon beginning the game is to play it as a turn-based action game, rather than a real-time one.

Minor grips with the game, aside from the status of the actual PC port, include: 1. the time limit on missions, it sure adds tension but come on, despite having plenty of time to kill the same monster thrice I’d still like to not have a mental pressure if I want to explore the map a little during a hunt; 2. after every faint your stats reverse back to before you ate to gain the bonuses, which means if you have real troubles with a particular monster you’d have to wait every ten minute mark to buff again or waste a lot of consumables to regain those buffs (ancient potions are expensive to make, bloody hell); 3. as much as it is fun to witness monsters fighting each other (and it sure simplifies some of the hunts as they bite hundreds if not thousands of HP out of each other), some monsters such as the bazelgeuse could get a clue and stop intruding every second, attacking your prey but also, always, unavoidably hitting your character as well; 4. the monsters have presence, they sure feel like living dinosaurs walking around, and oftentimes they are so big the camera will commit seppuku altogether and a monster will occupy the full screen, while you won’t be able to figure out for many seconds where you are or what (or if) you are hitting; 5. hitboxes are not, uh, perfect: sometimes, many monsters are clearly coded so that the air they move around can still halve you HP while others can move around and, as long as you aren’t precisely where they are targeting, you won’t get hit. This last one may very well be intentional, but if it is so then it’s a weird design choice to artificially inflate difficulty, in a game that otherwise teaches you to value every space you and the monsters occupy.

MHW looks and sounds beautifully. Just like games such as the witcher 3, the souls series, MGSV and so on, there is an almost surreal and gripping ambience in every map, an absurd amount of secrets, trails and areas to discover, a rich palette of colours. It is just so satisfying to walk around, crawling in caves and climbing rock walls, and end up in a place where flying glowing jellyfishes abound, surrounded by rainbow-tinted corals, and you’d just be there for minutes and stare at this fantastically magnificent atmosphere, while immersing in the sounds of nature.

All in all, MHW is an experience I thoroughly recommend, as long as your computer specs allow it and it doesn’t systematically burn your CPU like, as I understand it, was a clear intentional joke on the behalf of capcom, undoubtedly in cahoots with the CPU manufactures industry. There is potentially endless fun to be had in the game, one of the best modern-day multiplayer experience to have with friends or newly met strangers online (just don’t accept any cough herbal remedy candy they offer you) and certainly a landmark for future looting-based action games. (Editor’s note: it’s been almost three years since MHW released and almost no game learned a thing from it. Game industry, what is wrong with you, you absolute fuc–

Reviewed on Nov 30, 2020


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