Sunday, February 1, 2015
My Life With Monster Hunter: A Confessional
*
This post
has been a long time coming.
Back when Monster
Hunter 3: Ultimate was still going strong, I was convinced to write words about
my history with the series and why I enjoy it so much… but I just never got
around to it.
Mea culpa.
Now that we’re
literally days away from Monster Hunter 4: Ultimate, there's no possible excuse for
procrastinating any further.
To anyone
who’s been waiting, my apologies for the delay. Also, this piece is dedicated
to @J_Monster, who can take down an Azure Rathalos in approximately 42 seconds.
*
…So, Monster
Hunter.
My history with the series has been a strange one, although I suppose that's fair since the series is somewhat strange itself.
My history with the series has been a strange one, although I suppose that's fair since the series is somewhat strange itself.
A very rough start. |
Although it
wasn’t clear at the time how much was gameplay and how much was staged for
show, the concepts were outstanding. Seeing hunters run through a forest with
enormous weapons while fighting huge monsters? That was absolutely up my alley.
And the suggestions of multiplayer? At the time I wasn't sure how it could
possibly work given the limits of the PS2 technology, but I had already been a
huge fan of Capcom for years by this point, so I was more than ready to see
what they were going to deliver.
When the game actually came out… Well, let's just say that ‘disappointment’ doesn’t even begin to capture those feelings.
When the game actually came out… Well, let's just say that ‘disappointment’ doesn’t even begin to capture those feelings.
F*** this guy. |
Although it
wasn’t quite the all-out action I expected, the balance of going into town to
craft items and take care of inventory before going out to kill monsters in the
wild was fine. However, in this first iteration, attacking was controlled by
moving the analog sticks. As anyone might guess, it was a pretty insane system.
Worse, the game explained absolutely nothing about how it worked, or what was
expected of me. I struggled through blindly until I made it to a desert area where
the sand-swimming Cephadrome whupped my ass with impunity, so I threw up my hands
in frustration and called it quits.
Better, but still lacking. |
I didn't pay
any attention to the various PSP versions that came later, but at some point on
Twitter, I recall Dakota Grabowski running a contest and offering Monster
Hunter Tri on the Wii as one of the prizes. I was lucky enough to win, so I
figured trying a free copy to see how far the game had come was no great loss.
(So
ultimately, getting back into the game was all his fault.)
Anyhow, it turned out that Tri was a huge improvement over the PS2 original, and good enough to get me to play to the end of the singleplayer campaign. However, I still walked away from it unsatisfied. Despite rolling credits, I didn't quite understand all the systems, and I didn't feel as though I got the experience that I was after. This “Big Monsters+Big Weapons” formula in Tri was missing something, so I turned to the most recent PSP version hoping that it would score where the others didn’t.
Anyhow, it turned out that Tri was a huge improvement over the PS2 original, and good enough to get me to play to the end of the singleplayer campaign. However, I still walked away from it unsatisfied. Despite rolling credits, I didn't quite understand all the systems, and I didn't feel as though I got the experience that I was after. This “Big Monsters+Big Weapons” formula in Tri was missing something, so I turned to the most recent PSP version hoping that it would score where the others didn’t.
Dat Nargacuga! |
Monster
Hunter Freedom Unite was considered to be quite good in certain circles, so I
tracked down a copy of that, and to be frank, Freedom Unite was absolutely amazing
– it was just miles and miles better than what Tri delivered. This little UMD
(remember those?) came packed with hundreds of hours of content, a vast menagerie
of deadly creatures, and systems that were deeper than pretty much anything
else I had seen at the time. It made Tri look shallow and dull, and I finally
started to get a taste of what I was after.
300 hours, yo. |
Of course, it’s
worth noting that to play effectively on the PSP, a person had to master
"The Claw" -- a ridiculous hand contortion needed to move the d-pad
and analog nub at the same time. It is an absolute testament to the quality of
that game that I put up with doing The Claw for over 300 hours, and I doubt
there are any other games that I’d ever do it for again.
So, to sum up my Monster Hunter journey: I saw a really cool trailer ten-ish years ago, tried different versions of the game and was let down with all of them, and then finally came across a technically deficient handheld version that sucked me in and never let go.
But what exactly was it that sold me so hard once I got in?
Well, I think what I like most about the series is that there’s such a strong vision that connects the art design, the combat, and the world. It was clear to see in the original trailer, and it’s the sort of thing that I haven’t commonly seen in games over the last thirty years.
So, to sum up my Monster Hunter journey: I saw a really cool trailer ten-ish years ago, tried different versions of the game and was let down with all of them, and then finally came across a technically deficient handheld version that sucked me in and never let go.
But what exactly was it that sold me so hard once I got in?
Well, I think what I like most about the series is that there’s such a strong vision that connects the art design, the combat, and the world. It was clear to see in the original trailer, and it’s the sort of thing that I haven’t commonly seen in games over the last thirty years.
Hey, quit eating that honey, you slob! I need that! |
An instantly-identifiable dragonslayer. |
It was also
amazing to see that the artists and designers at Capcom took so much time to
incorporate this idea of the natural world being such a factor into the player’s
weaponry and armor. Rather than spending gold on an arbitrary piece of gear,
every single thing the player wears or uses in battle is a trophy of previous
successes. Very often, it's visually obvious to see where gear comes from just
by looking at it – The scales and clawtips on a Rathalos helmet could only have
come from the flying dragon itself, Khezu armor is just as pale and flabby as
the cave-dweller is, and in general, the numerous bits and bobs from slain
beasts are interwoven in all the designs. This expression of being a hunter speaks
volumes about reinforcing the idea of the player’s role in a natural world.
Taking this same idea further, it’s over-the-top impressive that the developers crafted so many non-essential details to observe, and even made a whole library of cutscenes to flesh out the game’s ecology. Hang back in the shadows, and a Volvidon will use its long tongue to grab insects. The Barroth hangs out in mud pits, and the right bait on a beach will catch a Plesioth. As far as the videos I mentioned, most don't even appear during the game at all, but are instead found in an extras menu! This scene of the Qurupeco fishing is a favorite. That so much time and energy was devoted to creating these clips of the animals stalking their prey or having a goofy moment in their home territory show that the devs went the extra mile when approaching world creation, considering how it might really be if this nature existed, and imagining what if.
That same level of care and detail extends to the game’s technical side. For example, each weapon type has an amazing amount of depth. People coming to the series without taking the time to understand how it works often complain about how slow it feels, or how they can't get the same kind of ‘action-y’ feeling they might get from a God of War, or something similar – and that’s correct. Monster Hunter is not that game. However, each weapon is incredibly rich and strategic, and they must be understood to be appreciated.
Taking this same idea further, it’s over-the-top impressive that the developers crafted so many non-essential details to observe, and even made a whole library of cutscenes to flesh out the game’s ecology. Hang back in the shadows, and a Volvidon will use its long tongue to grab insects. The Barroth hangs out in mud pits, and the right bait on a beach will catch a Plesioth. As far as the videos I mentioned, most don't even appear during the game at all, but are instead found in an extras menu! This scene of the Qurupeco fishing is a favorite. That so much time and energy was devoted to creating these clips of the animals stalking their prey or having a goofy moment in their home territory show that the devs went the extra mile when approaching world creation, considering how it might really be if this nature existed, and imagining what if.
That same level of care and detail extends to the game’s technical side. For example, each weapon type has an amazing amount of depth. People coming to the series without taking the time to understand how it works often complain about how slow it feels, or how they can't get the same kind of ‘action-y’ feeling they might get from a God of War, or something similar – and that’s correct. Monster Hunter is not that game. However, each weapon is incredibly rich and strategic, and they must be understood to be appreciated.
Even Snake loves the Greatsword! |
This massive
blade is the signature weapon of the Monster Hunter series, and rightfully so.
It's immense, intimidating, and absolutely effective when wielded properly, but
like the other weapons, it requires work. Instead of swinging it around like a
barbarian entering the fray, it's best used when the hunter knows where the prey
is going to be, and even then, only to deal one or two massive slices before
being sheathed as the hunter dodges away. This sort of "sniping"
tactic isn’t what people expect, and is much more nuanced than one would assume
at first glance.
The same
goes for all the other weapons, from the way the Longsword encourages
aggressive play in order to activate its special buffing power, or the way the
Light Bowgunner needs to learn the elemental weaknesses of the monsters he's
hunting in order to maximize the gun’s lower firepower, but greater
flexibility. Each weapon is a complete experience unto itself, and the combat amply
rewards people who find a favorite and fully engage.
Be afraid. |
Stick together. |
Never leave home without it. |
Working out
team strategies about how to tackle a big monster adds yet another layer on top
of an already-deep game, and going into battle with each player having their
own specialty is amazing. Who’s in charge of traps? Did you bring a paintball?
Distract the beast over there while I sharpen my blade. There's just so much
opportunity for different dynamics, and so many ways to see the battles play
out based on how many people are in the party, what weapons they're using, what
resources are available, and what environment the battle is in.
The best
thing is that little moments of emergent gameplay constantly pop up, and everyone
who's ever played for any length of time inevitably has their own stories –
that time a companion Felyne knocked a monster down at just the right moment and
saved their ass, when they pulled off an incredible hit that knocked a dragon out
of the skies, or when a split-second dodge escaped a crushing blow.
Some people
describe Monster Hunter as quasi-MMO -- and perhaps that's true -- but the
roots of the experience are squarely centered in Capcom’s action game history.
The series has never lost sight of the exciting, visceral thrill of going up
against a massive monster and emerging victorious, and I’m glad.
Looks impressive, but I hope you know how to fire it. |
Of course, grinding
out items to get better gear is absolutely important, but even more important is
the player’s skill. Having a big sword is great, but the game demands mastery
of a split-second sort. Without intimate familiarity with the prey and the
knowledge of how to play the game, the kind of gear one has doesn't matter at
all. I’ve seen some incredible players achieve incredible victories while their
characters are nearly naked, proving that skill is absolutely integral to a
successful hunt.
So, why do I
love Monster Hunter so much?
I hope this
brief writeup has gone some way towards explaining my love of the series. It
really is a unique, monumental title that not only created its own genre, but
continually outdoes itself with every new iteration. It keeps getting bigger, deeper,
more nuanced and more complex, and unlike so many others, remains engaging on nearly
every level.
I really
can't think of many other games out there that come together in such a perfect
package, so when all is said and done, I guess that’s why you could say I'm a fan.
And I am.
*
Awesome Brad! Totally with you there, although I wasn't as disappointed with Tri as you were.
Really enjoying MH4U, it's done a lot of things that I wanted, like better tutorial, more story, and item sets... it's like they made this game just for me! :)