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Showing posts with label Capcom. Show all posts
Showing posts with label Capcom. Show all posts

FIRST IMPRESSIONS -- Monster Hunter Rise (Demo)



Capcom surprised players during their Monster Hunter Direct digital event last week with the announcement that a demo for Monster Hunter Rise would release on January 7, 2021 and will remain available until February 1, 2021. 

As fate would have it, I lucked out and got to play the Monster Hunter Rise demo on my nephew's Switch yesterday. I could only play in offline mode, so I limited my gameplay to my two main weapon classes from World for about 2-3 hours.


I have some thoughts on the limited amount of time that I spent with the demo. It should be noted that players are limited to 30 hunts maximum on this demo. That's more than fair unless you're one of the content creators who will be combing this demo down to the smallest detail or want to give this a whirl with as many friends as possible online. Playing the demo will unlock rewards in the retail version of the game, so that is something to look forward to as well. 
 

*** Disclaimer: I'm not versed in all of the "official" terminology for this outing of the series, so forgive me if I don't have the names of the new techniques and skills right. ***


OVERALL THOUGHTS


I'm not a series veteran in the least as World was my first exposure to the series, but I do like this more "ninja/samurai" theme to this game. It's like this is set in the Onimusha universe or something now in terms of costumes and designs. Visually, this looks exactly how I would imagine a "portable" version of World to look on Nintendo's platform. I will say that playing this for a few hours in portable mode on a Switch was like hell on my wrists. No way in hell if I bought this console I would play any game in this configuration. This is up there as bad as some of the first generation games on PSP in terms of discomfort to play. That's not on Capcom though, that's a Nintendo issue.

I raved about the music in the trailers and I loved it in the demo as well. Great stuff in that regard, definitely living up to the standard I've come to expect out of these games. 









In terms of general gameplay, I do have a few concerns. Maybe it was just me, but stamina drains INSANELY fast in this game. I thought it was bad from that change from Monster Hunter: World to the Iceborne expansion, but geez did it seem really noticeable here. I can't say that I'm too crazy about the change that you have to hunt through endemic life for stat boosts instead of eating for that stuff at the start of hunts. They get points for creativity but that seems like a boon to pad gameplay time per hunt when you have run around the entire map at the start of every hunt for stat buffs and vital items/perks. 


The endemic life in the environment to offer stat buffs seems like that will be a double-edged sword at first glance.



I joked about this with friends too, but I'm already over the one-liners and phrases that are uttered by your hunter during combat now. I've heard from various sources that you can turn that off in the menus, but man, I was getting annoyed with that after the first hour. 

Since I was playing the demo entirely in single player, I could barely tell if both my Palamute and Palico were contributing to the battles, but I can at least say that my Palico was definitely helping me out with his healing gadgets when I needed it most. So that's always a plus in that regard. 


GENERAL GAMEPLAY


MOVEMENT


Moving around with the Wirebugs is going to take a lot of getting used to, but it seems like it'll be fun once you get the hang of it. Even after 2+ hours I felt like I was fumbling around trying to swing around with it. I agree with a lot of opinions online that seems like what Capcom wanted to do with the Clutch Claw in Iceborne. 


The Palamute is your trusty doggy companion in MHRise.


To be honest though in terms of movement, I was riding my Palamute (doggy companion) more than swinging around anyway. If you're familiar with the Raider Ride command(s) from World, then it works in the same capacity. You merely bring up your Palamute in the menu and hit a button to mount it and you're automatically jumping on and ready to ride. The biggest difference between how riding your mount in this game functions between this game and World is that you have full control of your mount while riding it. Hell, you can even make your doggy drift if needed while chasing an elusive beast. You're also able to gather materials and mine for resources while mounted too without having to dismount. 




WYVERN RIDE (New Monster Mounting Mechanic)

There's a full tutorial both in the demo and over on the Monster Hunter YouTube channel by Capcom explaining the new mechanic in-depth, so I'm not going to get into the gritty details of this mechanic. 

I'm split on this new concept honestly. I think it's a massive improvement from the traditional mounting mechanic that I was used to in World, but seems rather cumbersome at times in terms of how hard it is to control (at least to me anyway). I did like executing the special moves of monsters against other monsters when I did have a chance to mess around with it. Like who wouldn't want to give another monster a taste of how it feels to get hit by Rathian's signature tail flip or triple fireballs? I guess that struggle with this mechanic to really hammer the point home in terms of the monster fighting against you controlling it like a puppet, but I could see players having fun with pitting monsters against each other on the vast maps. 

(Laughs) They completely dumbed down getting wall bangs with this new feature too. You can get three back to back on the monster without having to strategically position the monster to do so like in World. On the plus side, if you don't want to use this mechanic, you can go right into the finisher and continue hunting the monster via traditional means, so it's not being "forced" upon players like the Clutch Claw mechanic was in Iceborne. I think that aspect will have more players warming up to it than not. 




WEAPONS: HAMMER


If you played it in World, then it still functions essentially the same, the only "big" change is that your attacks are split between two "stances" now. When you hold a charge, you can hit the power-up button like you did in World and it switches stances, indicated by the icon under your health and stamina bar turning purple. Purple stance is where your lvl. 3 Brutal Big Bang charge is now while your max charge ender in yellow (default) stance is your grounded Spinning Bludgeon along with a new Upswing that combos into an overhead blow. I have always found the grounded Bludgeon borderline useless unless your applying status effects, but even then the midair/sliding variation is MUCH better. 

I could be wrong, but it seems like you can't roll cancel out of the cooldown of a lot of animations like you could in World. This could be just limited to the demo, but it was like I was a sitting duck on enemy attacks more often than I cared to admit on the demo. 

Maybe it's just me but the hammer and the gunlance felt like they were missing the "weight" behind their attacks. If you've played a lot of these games, you'll know what I'm talking about in that regard, whereas you always had a sense of how heavy your swings/strikes were or generally how far they were going to hit. There were too many times during this demo where I was genuinely surprised something hit or didn't hit because of either the lack of the weight behind said strike or attacks hitting where I thought they wouldn't since I misjudged the distance. 

The two Silkbind attacks you got are pretty interesting too.

  1. (Aerial) Spinning Bludgeon (requires 1 Wirebug to execute) - You slingshot yourself into the air and come down like in World. This shit is hard as hell to aim but you can charge this or even charge buffer it during other moves. Doesn't have any type of armor during the execution so you can be knocked out of the air doing it so keep that in mind.
  2. Impact Crater (requires 2 Wirebug to execute) - I thought this move would have been insanely good when I saw it in the weapon trailers, but I'm HIGHLY skeptical of it now. This is only worth doing when the monster is downed/KOed. Much like the other Silkbind move mentioned above, you CAN be knocked out of this animation at any point of it in the air. 




WEAPONS: GUNLANCE


Starting off, I dunno WTF people are talking about online where Capcom got rid of the reload cancels to this weapon, but I was doing all of my old combos just fine here. The biggest change for me that realized right off the bat was that you can do charged shelling right off the bat without initializing an attack first. People were begging for that feature in Iceborne but no dice. In that regard, I was glad to see that here. 

The front and back hops for evading attacks are somehow WORSE in this game than World. Once again, Gunlance mains are going to have to dump skill points into max Evade Extender. There is one caveat that I noticed though. You're able to side-hop left or right in quick succession and fire a shell off. That was something that you couldn't do in World, so it's something to add to your defensive tactics in this game with some of these already more agile/mobile beasts. 

Another change is that you actually can guard during Wyvern Fire and manually aim (more than you could in World anyway), but the animation for Wyrmstake is slightly longer than World's, so you're a sitting duck if you just happen to whiff that. I'm almost certain that the armor set that you're using in the demo has at least Guard 2-3, Guard Up, and Normal shelling capability on the weapon itself. Otherwise, I don't see how you are running with 6-7 shells per clip with Long or Wide shelling. 

Speaking of shelling types, there's a clue in the Hunter's Notes. It mentions a playstyle difference for Wide shelling, so we can expect different shelling types in the full retail release. 

Much like the Hammer, the Gunlance has Silkbind attacks that comes in two flavors:

  1. Counterstance (Requires 1 Wirebug to execute) - I've tried this thing like numerous times, but I don't know what the hell is the trigger for it. Either I was too early or too late to get it to trigger. Seems like it would function like Lance's counter from World.
  2. Massive Overhead (Requires 2 Wirebugs to execute) - You jump up and come down with a massive overhead then can follow up with multiple shells that launch you up into the air in succession. I could see this making airborne enemies much more tolerable. Blows through your complete clip of shelling though. You do recover a sliver of sharpness from this move too. 


MONSTERS



GREAT IZUCHI


He serves as the demo's version of Great Jagras. Much like Great Jagras, he has his homies attacking with him as a pack, so that would make for some interesting tag team attacks in tandem for hunters to be wary of. Seems like he's not going to be quite the pushover that players tend to expect to kickstart these games with. I noticed that his tail tends to get stuck in the ground like Nargacuga's does after using his tail like a giant mace. 



MIZUTSUNE


After seeing streamers who got early access to the demo fight this thing, I knew that I would hate fighting this thing and I was absolutely right. He brings the best and worst attributes of what I loved and hated (sliding around like an evasive mofo and those fucking water lasers) about fighting Namielle in Iceborne and cranks it up to eleven with the bubble-based offense. This was my first encounter in dealing with bubbleblight and I thought it was rather hilarious. He seems to get really pissed off near-death as his scales turn red and he deals more damage to his attacks. 

It should be noted that a Rathian is roaming the map during Mizutsune's quest, so you can fight that optionally as well. 



CLOSING THOUGHTS


While I enjoyed the demo, I'm content enough with what I played with here that I wouldn't be the end of the world if I didn't play this at launch like many of the friends that I made in World would be doing. I don't doubt that this is going to be another great outing for the series, but at the same time, I'm not going to be going out of my way to play this either. For those that do, happy hunting!

PREVIEW -- Monster Hunter Rise - Weapons Showcase | Gameplay Details Trailer | Monster Hunter Direct



A playlist showing off demonstrations and previews of all 14 weapon classes in Monster Hunter Rise. They also show off the new "Hunter Arts" (for veterans of the series) or rather Silkbind Attacks that will serve as special moves unique to that particular weapon's playstyle. 







Catch up on the Monster Hunter Digital Event – January 2021 to get the latest #MHRise news: 

🏔️ Frost Islands 
👹 Goss Harag 

Returning Monsters 
🔥 Magnamalo 
🎮 Demo







Master all-new mobility and decisive weapon attacks with this handy guide on the Wirebug! #MHRise






Take the reins and turn monsters onto each other! Learn the ropes of the powerful Wyvern Riding technique with this tutorial. #MHRise






Take control. Harness the power of the mightiest monsters with Wyvern Riding!

#MHRise Demo available on #NintendoSwitch on January 8th 2021.





Capcom is definitely rolling out the content to give players something to sink their teeth into as the release date for Monster Hunter Rise approaches on March 26, 2020. I'll give more thoughts onto all of this in my upcoming write-up of the #MHRise demo. 

PREVIEW -- Monster Hunter World: Iceborne x "Monster Hunter" Movie Collaboration




The #MonsterHunterMovie crossover comes to #Iceborne on Dec 4th! Travel to the New World and play as Artemis (voiced by Milla Jovovich) in two special quests with unique rewards! https://bit.ly/IceborneMovie





Unless you have been hiding underneath a rock, you have heard the news that a Monster Hunter live action movie, starring Milla Jovovich, is coming out at the end of the calendar year. The early American trailers for this can be best described as comical at best, but I thought this Japanese trailer (see below) was a LOT better. Capcom was so wrong for letting them use "Proof of a Hero" as the main theme for this though. If anything, I'll watch this for a good laugh. I'm not expecting much out of this, especially with Ron Perlman cast as the Admiral. The casting for the Handler looks spot on though. 
 



As for the collaboration quest(s) in Monster Hunter World: Iceborne, I'm fine with this, especially since it's probably going to be one of the last strings of new content we are going to get for this game before Monster Hunter: Rise drops for the Nintendo Switch next year. I'm guessing it would get the same treatment as The Witcher III collaboration for the base game that I'm sure a lot of people glossed over at the time.

PREVIEW -- Devil May Cry 5 Special Edition - Launch Trailer | PS5



The critically-acclaimed Devil May Cry 5 is back and better than ever in the series’ most Stylish and most action-packed entry yet.
 
Now Available on Digital for PlayStation 5! Coming to retail on December 1, 2020. 




I've raved about this enough already. You know the deal. Vergil is back and playable in this version of the game with a ton of new tweaks to the game's performance on next-gen consoles. Current-gen console owners shouldn't fret though as Capcom said that this Vergil exclusive content will be made available as DLC for owners of the original version of the game for $4.99 in mid-December. 

PREVIEW -- Monster Hunter World: Iceborne - Fatalis Trailer | Final Developer Diary: The Final Stand


"What we're up against isn't a monster... it's actually history" 
Confront Fatalis in #Iceborne, October 1 🐉



Welp, shit's finally hit the fan as Fatalis officially arrives in the New World. Ever since the arrival of Safi'jiiva, the NPCs in-game have been dropping not-so-subtle clues about his arrival as the end of all things, so this monster rightfully deserves to be the last obstacle in players' wakes at the conclusion of Iceborne's expansion and more importantly, for the lore of Monster Hunter World as a whole. I'm sure that the devs have some insane tricks up their sleeves for this battle as they didn't bother to drop any details about this fight - AT ALL. I don't know why I have a feeling that this is going to be Extreme Behemoth all over again. Unlike most people, I didn't think Alatreon was as bad as the wealth of complaints that stemmed from the mechanics of that battle. Simply put, Alatreon was an elemental DPS check from start to finish. Otherwise, you were wasting your time and efforts. The common complaint from the community was that elemental damage has been nerfed across the board and relegated as a specialty that very few weapon classes can truly capitalize on to optimize the battle properly. That's partially true, but the majority of the complaints were coming from players who were too comfortable and too lazy to give up their precious Master's Touch-focused and/or high raw damage DPS builds to try something different. In that regard, I hope the developers have something similar in mind to piss off players even more and to enforce more less common strategies to topple this beast. This is supposed to be the apex predator in terms of everything in the franchise (at least that's the impression that I get from Monster Hunter veterans), so I'm looking forward to the devs to pull out all of the stops and not pull any punches on this one. Alatreon was definitely the kick in the nuts that everyone needed and I want to see more battles in the vein of that one in terms of difficulty. 





Developer Diary: The Final Stand imminent! You won't want to miss this one...


Like I mentioned on Facebook and Twitter, it made me sad to realize that this is actually the final developer diary and last round monster additions to the game. 

How could anyone not look at that final montage at the end of this stream and not get sentimental after spending the better part of two years with this game. You buy this game and have the entire wealth of content for that game right out of the box with the developers supporting it from the start to the end of the base game's life for FREE, with regular updates right up to the paid Iceborne expansion and still continuing to do the same for the expansion. It makes sad that we're winding down to the end of this journey. I have made a wealth of friends from this game - either from hunting together in-game, talking about it on social media and/or Discord, and as well as streaming over on YouTube/Twitch. I'm going to continue to ride this out to the end, even though most people I know have already moved on to other games and only pop in for the new updates, but I'm always going to be willing to jump back in and help friends out if they need a helping hand with the grind. I freakin' love this game and I hope Capcom doesn't make us wait long for the sequel. 

TWITCH COLLECTION: Let's Play - Mega Man 11





PREVIEW -- Devil May Cry Pinnacle of Combat (Mobile)



Devil May Cry: Pinnacle of Combat is a mobile spin-off game developed by the Chinese company Yunchang Game, it is a mobile action RPG with online modes such as team battles and PvP combat. The game seems to take elements from a variety of games in the series like DMC3, DMC4, DmC and DMC5.


Development


In December 2017, Yunchang Game acquired the rights from Capcom to make the game, during an Oppo conference in China, it earned the award for "the most anticipated game", the game has a strict and detailed supervision standard from Capcom to ensure the quality of the product.

It is set to inherit classic elements of the main Devil May Cry series such as weapon switching, combos, character design and puzzles. Some of the attacks of the game are based on their original counterpart frame by frame. While most of the game seems to take Devil May Cry 3: Dante's Awakening as its base, a trailer came out at the beginning of December 2019, confirming that the game will feature locations from Devil May Cry 4 , and even DmC: Devil May Cry , with Phantom from Devil May Cry and Beowulf from Devil May Cry 3 being confirmed as bosses, and another trailer that came this time during the middle of December 2019, confirmed Nevan as a boss in the game, and Vergil as a playable character.

As of June 2018, 204,768 people have entered for the game's beta.

In 2019, to coincide with the release of Devil May Cry 5, Yunchang Game released new images of the game, noting that they were "in-development game images", as opposed to using the Chinese word for "screenshot".

Gameplay Videos & Trailers

Reveal Trailer


Now if I saw this trailer first, I wouldn't have had any amount of interest in this game before seeing the actual gameplay in action. That face for Dante there looks only SLIGHTLY more acceptable than the one we got for him that was meme-worthy in Marvel vs. Capcom: Infinite. At the same time, I look at the character models in this and immediately hear it scream "MOBILE GAME" in my ears. 


Lady Reveal Trailer


Lady looks like she would be a blast to play - no pun intended there. That reminds me... I totally need to do a run through DMC4 Special Edition as her just to get a taste of how she plays in this series as I never got around to doing that before now. 


Vergil Reveal Trailer



You guys know that I mark out for almost anything Vergil related in this series. If this is allegedly a remake of the events of Devil May Cry 3 then he's definitely not missing out on this party.



Videos found from DevilNeverCry's YouTube Channel


Nevan Boss Fight



The first thing that jumps out at me is holy fuck does Dante's face look horrible. I'm not opposed to this new design choice for Nevan though.


Phantom Boss Fight


This was one boss from the original Devil May Cry that I have been disappointed time and time again that wasn't brought back for some of the sequels. I'm glad to see Phantom making a return here, especially after how many original DMC enemies returned in DMC5 in some capacity.


Goatling Boss Fight





DevilNeverCry's Raw Playthrough Stream



Actually, running around and doing the traditional DMC combat looks fine in this, but the second when the cutscenes with the actual characters interacting and talking to each other start up, it makes this look just like a low budget PlayStation 2 game.



I honestly only first heard of this game on a whim, thanks to my suggestions on YouTube the other night, where I saw DevilNeverCry's first impressions video (linked below) on it.

Please note that all of these gameplay videos are his own and I merely share them here to show support for the game.




Apparently, the game is in beta internationally, but sports English dialogue, despite the fact that the game is completely worded in Japanese in all of the subtitles and in-game text menus.

On the surface, this looks like poor recreation of Devil May Cry 3, but in terms of action and gameplay, this looks amazing (at least until you see some of the facial models/textures...), especially for a mobile game to be running at a constant 60 frames per second. That's nuts, especially when there's console games out right now that can't even do that. I would love to get my hands on this for myself, but I have no interest in having to invest into a special controller just to play this on my phone because I having nothing to do with the motion/touchscreen controls. I hate those enough as is on anything mobile related.

Story-wise, this is allegedly a recreation of the events of Devil May Cry 3: Dante's Awakening in a sense, evidenced by the similar character models and enemies encountered in the game, such as Nevan, Beowulf, and Cerberus.

Gameplay-wise, Dante has access to both Royal Guard and Trickster fighting styles, but as evidenced in the trailers, he has access to moves from the popular Gunslinger, Doppleganger, and Swordmaster fighting styles to boot.

I'm going to keep an eye out for this and see whether or not I'll be able to try my hands on it too. If not, I'm going to keep my fingers crossed for a release stateside - at least after this gets more polish. 

PREVIEW -- Monster Hunter World: Iceborne - Developer Diary 6.0



Stay frosty and check out the spicy content coming to #Iceborne.🐉 Alatreon ❄️ Frostfang Barioth 🌶️ Sizzling Spice Fest  
Start 0:00 Alatreon 2:16 Frostfang Barioth 5:05 System Updates 7:20 Upcoming Add-On Content 08:17 Sizzling Spice Fest 09:27 Upcoming Updates 12:00  
Title Update 4 releases July 8 at 5:00pm PDT / July 9 1:00am BST on all platforms!  
Discord: https://discord.gg/Capcom Facebook: https://www.facebook.com/CapcomUSA Twitter: https://twitter.com/CapcomUSA_ Twitch: https://www.twitch.tv/CapcomUSA Instagram: https://www.instagram.com/CapcomUSA/  
©CAPCOM CO., LTD. ALL RIGHTS RESERVED.



Unlike the previous Developer Diaries, I don't have much to say about this one as I think that the developers are holding out information on us. While they have my sympathy with the COVID-19 global pandemic crippling their work rate and forced them, like many developers in the industry right now, to postpone their plans for the wealth of content for this game for the months to come. That being said, I think Capcom have been more than generous to allow players to continue to reap the rewards of all of the event quests being in rotation for the last few months while many players around the world have been stuck at home confined on quarantine for their own safety and the safety of others. This has been more than enough time to "catch up" in a sense and to farm whatever weapons and armor that you have been missing out on with even Safi'jiiva and Master Rank Kulve Taroth being in rotation.

Speaking of Kulve Taroth, I'm sure Alatreon is going to make players wish that they farmed that monster properly and upgraded their appraised weapons to their Master Rank equivalents since elemental damage is going to be the name of the game when it comes to that fight. I'm sure everyone (that isn't mainly using charge blade, heavy/light bowguns, dual blades, and sword and shield weapons) is going to flock to raw damage to ignore that "gimmick" but I doubt it's going to be that easy to ignore if we're to expect Lunastra-style supernova attacks engulfing the entire arena.

In terms of awards though, I want my Long 7 shelling for Gunlance from this debuting Black Dragon. Stop playing with the emotions of Gunlance mains, Capcom, and give us what we want. Long 6 is already pretty darn powerful, but I think that would be the last feather in the cap that Gunlance players need at this point of the endgame grind. That being said, just about every weapon class in the game needs a "game changer" (something the developers said at one point that really stuck out to me) at this point of post-game content after the main quest. Safi'jiiva was a great start/option for a lot of weapon classes, but I'm ready to see Capcom completely make it obsolete to an extent - or at least shove it down a few pegs in terms of the end all answer to everything for every late game build at this point of the expansion's shelf life. For a lot of weapon classes and builds, there's nothing better or even comes close to optimal set building than the flexibility of the Safi weapons. People have ranted about this time and time again, but it's a continued problem with the game. The introduction of Safi'jiiva and these "customizable" weapons made roughly the entire weapon tree for a majority of the weapon classes in the game completely irrelevant in most cases. My three preferred Gunlance builds are all with Safi weapons for each shelling type, but on the other hand, my preferred Hammer build for most hunts uses the Ruiner Nergigante hammer with a pure Agitator/Free Meal Secret build. For Hammer, I use the Safi weapons I have made for that only when I'm bored. I understand that not every weapon class has that luxury. The Raging Brachydios weapons were a great step in the right direction in terms of what I want to see from future weapons going forward though. I think Capcom needs to go really crazy in terms of these weapons that are made from farming the first Black Dragon of New World.

I'm not a Monster Hunter series veteran, but I get a sense of how important this legendary beast is to the series' lore. So why not make it worth the wait with something really crazy to spice things up even more? This game deserves another shot of adrenaline in the arm because the extra months of the event quests being up during the last festival did nothing but lower the levels of excitement for a lot of players. I still like logging onto the game every other day or two and answering random SOS flares in multiplayer, but I'm more than ready to see what else the developers have up their sleeves.

The Sizzling Spice Festival looks like that should be fun. I know that I'm going to end up caving for the new Handler costume to replace the current one that I have been using for the last few months. I'm glad to see that Capcom is doing another Aztec themed costume design, much like one of El Fuerte's alternate costumes from Street Fighter IV.

Last but not least, I have absolutely no enthusiasm towards a Barioth variant. The standard Barioth almost made me throw my PS4 controller through my flatscreen television in frustration in the Iceborne story campaign, so I have absolutely no excitement in the least about Frostfang Barioth being added to this game. Knowing my luck, he'll have an awesome reward that can be crafted from his parts so I will be forced to farm the thing anyway, just like the hell that was Furious Rajang. 

Monster Hunter World: Iceborne Title Update #4 Postponed Among COVID-19 Concerns, Arch-Tempered Namielle Releases May 1st


It was announced over on the Monster Hunter YouTube channel and their various social media outlets that Title Update #4, featuring the highly anticipated debut of the fan-favorite Alatreon to the New World, will be postponed until further notice.


For now, we still have the release of Arch-Tempered Namielle today (May 1st) to look forward to along with the extended time with the currently active event quests in rotation as part of the Full Bloom Fest, including Master Rank Kulve Taroth.



One more look at Alatreon's teaser trailer to keep us excited in the meantime.



QUICKIE -- Mega Man 11



Mega Man 11 is an action-platform game developed and published by Capcom. The game is an entry in the original Mega Man series, and was released worldwide for Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One in October 2018. The game brings back several features such as voice acting and a 2.5D graphic style from previous games throughout the Mega Man franchise.



Gameplay:



Mega Man 11 retains the gameplay style of the classic Mega Man series of games, and features a 2.5D graphics style with 3D polygonal characters and 2D environments. Players control Mega Man in an attempt to stop Dr. Wily from using the Double Gear system that he invented many years before when he was at Robot University. Players travel through eight linear stages, which can be chosen in any way the player sees fit, and have to face Doctor Wily's newest Robot Masters, including Block Man, Fuse Man, Blast Man, Acid Man, Tundra Man, Torch Man, Impact Man, and Bounce Man.

Get Equipped.

Mega Man can perform classic moves such as the chargeable Mega Buster and slide, as well as obtain new weapons by defeating Robot Master bosses at the end of each level. Unique to this game is the Double Gear system, which grants Mega Man two additional abilities: the Speed Gear and Power Gear. The Speed Gear lets Mega Man slow down time, allowing him to dodge attacks, while the Power Gear increases the attack power of Mega Man's weaponry; both of these will overheat if Mega Man uses them too much. When Mega Man's health is critically low, he can activate both gears to perform a powerful charge shot which can only be used once and leaves Mega Man weakened afterward.

The game has additional features including Time Trials, Missions, Global Leaderboards, a character gallery and more. The game also features difficulty settings, last seen in Mega Man 10, expanding upon them for a total of four: Newcomer, Casual, Normal, and Superhero. The Nintendo Switch version has Amiibo support, which can be used to unlock in-game items.



Plot:



The story begins with a flashback of Dr. Light and Dr. Wily when they were students at Robot University at the exact moment they had their falling out. The committee is debating over choosing either Light's research of robots with independent thoughts or Wily's Double Gear system to continue work on. Despite Wily telling Light that they can't build the future on his so-called empty optimism, Light's research was chosen over Wily's because the Double Gear system puts an incredible strain on the robots that use it and could be dangerous in the wrong hands. Angry at being pushed aside and shut down, Wily destroys his prototype Double Gear and swears to Light that one day he will show the world he was right all along.

After the flashback ends, the scene cuts to Wily waking up from a nightmare (presumably the flashback) and suddenly remembers the Double Gear System. He immediately puts his plan into action, swearing revenge on Light.

The eight new Robot Masters under Dr. Wily's control that Mega Man has to take down. I humbly suggest starting with Block Man and going from there.

Meanwhile, at his lab, Dr. Light, Roll, and Auto are checking up on 8 latest generation models of Robot Masters (Block Man, Acid Man, Impact Man, Bounce Man, Fuse Man, Tundra Man, Torch Man, and Blast Man) for maintenance. Just as they finish with Block Man, Wily barges into the lab in his Wily Capsule and tells Light that he has perfected the Double Gear system. Just then sweeping up off-screen, Mega Man rushes in to try to stop Wily, when at that moment the Robot Masters show up and Wily decides to use them as test subjects. Before they can escape, Wily uses the Speed Gear mode of his Double Gear to speed up the capsule and snatch the Robot Masters via tractor beam. Mega Man demands Wily to release them, but he takes them to his Fortress to have them reprogrammed and fitted with his upgraded Double Gear Systems.

Just as Mega Man tries to leave to stop Wily, Light stops him and explains what the Double Gear System is and what it's capable of. He then warns Mega Man that if Wily really has perfected it, the latter won't stand a chance, but Mega Man responds, still refusing to let Wily get away. Realizing that Mega Man won't be stopped, Light reveals that he kept and repaired the prototype Double Gear System that Wily used to own. After briefly warning Mega Man of its potential danger (with Mega Man accepting the risk), Light installs the Double Gear into Mega Man after several days so he can stand a chance against Wily's new army.

After defeating 4 Robot Masters, Light explains to Mega Man that the Double Gear system was partly responsible for him and Wily falling out. Light believed that if robots were given the power to think for themselves, they could be true partners with humans. Wily, however, stated that even robots who think independently would be mere tools to humans, but by giving them power and speed boosts, then humans would finally respect robots for what they are and any robot could be a hero with the Double Gear System installed. However, when the committee chose Light over Wily, the latter stormed off never forgiving his old friend for not even giving him a chance.

Back in the present, Light ponders about his decisions back then, and muses if he had shown him there was a way to work together instead of telling him that he was wrong, they might still have been friends. He even admits that the Double Gear System can be used for good if used properly, and then gives Mega Man the Rush Jet modification for Rush (Mega Man's robotic pet dog) with Mega Man then setting off to defeat the remaining Robot Masters.

After defeating all 8 Robot Masters, Auto attempts to locate Wily. At first, it seemed as if Wily disappeared, when suddenly the lab's signal was intercepted, and Wily himself appeared on the screen. Angered that Mega Man defeated the Robot Masters and was using his Double Gear System, Wily beckons Mega Man to come to his Gear Fortress so he can deal with him on his own. Mega Man heads out to stop Wily.

After traversing the fortress, Mega Man confronts Wily in his new Wily Machine and the two battle. In the end, Mega Man is victorious, causing Wily to resort to "Plan B", which was simply to kneel and beg for mercy. The "plan" fails when Mega Man doesn't fall for it, but Wily then mocks him, believing his loss wasn't caused by Mega Man, but rather the Double Gear System, which was his own technology, proclaiming himself as the better genius. Suddenly, Light walks in. Light asks Wily to look at Mega Man and explains that Mega Man holds tremendous power, but is intelligent enough to use it wisely; in a way, he is Light and Wily's ideas combined. Light asks Wily to atone for his crimes and be friends with him again, as before, so they could make other amazing ideas become reality, just like Mega Man. Wily refuses, stating his plans have only begun, and then escapes. Light fears he and Wily may never be able to work together again. As the fortress begins to collapse, Auto arrives, telling Light he had finished doing what he asked of him. With that, the three of them escape the collapsing fortress.

Back at the lab, it's revealed that Light and Auto were at the Gear Fortress to find parts in order to rebuild the Robot Masters. Auto uses Mega Man's Double Gear System to carry the Robot Masters to the repair room, so they can be sent back to their owners.




The Verdict:



First off, let's hear a better explanation of the Double Gear System from PlayStation:


The Blue Bomber’s new Double Gear System offers players several options for how they approach the variety of stages in Mega Man 11.
  • Speed Gear – Toggling this ability enhances Mega Man’s speed, making him move so fast that it appears as if the world around him has slowed down. In essence, it slows time so that players can better dodge falling blocks, battle quick enemies, and more.
  • Power Gear – This Gear powers up Mega Man’s arm cannon, enabling rapid-fire shots and a double-charge shot blast for huge damage. It also powers up boss weapons, which we’ll cover in a minute. It’s great for battles against the spikey mid-boss in Block Man’s stage and for taking down the Robot Master himself.
  • Be careful about overusing either Gear, as the Double Gear System can overheat and you’ll have to wait for it to cool down before you can use it again.
  • Double Gear Technique – Try pressing R1 + L1 (alternatively RB and LB on Xbox) at the same time when Mega Man’s health is critically low to unleash the Blue Bomber’s hidden power. Mega Man will trigger the Power and Speed Gears simultaneously, giving him a heavy advantage in combat.

With that out of the way, I'm just going to say right off the bat that even after finishing the game, I don't feel like the Double Gear System was necessary. This game would have been just fine without it in any shape or form. The only thing it does is both minimize some margins for error in some of the more frustrating platforming sections and avoiding swift enemy attacks with the Speed Gear while absolutely decimating most of the mini-bosses and Robot Masters (given you have their particular weapon that they are weakest against) with the Power Gear. There was a point where I felt that the Power Gear was almost broken to an extent to the point where it was comical how trivial that they made most of the encounters against the Robot Masters in this game. Navigating throughout their various stages were more taxing than the actual boss fights against the Robot Masters themselves. 

The Yellow Devil returns as the first gatekeeper in Dr. Wily's Gear Fortress, but he's much easier than his previous appearances due to the fact that you have the Speed Gear to rely on here. 

My primary concern with the Double Gear System was that it never felt like an "option" like most Mega Man weapons/abilities were in the past. The further you got into the game the more it was required for progression and I have mixed feelings about that as the Mega Man series had traditional prided itself in allowing players to conquer everything set out in front of them armed with just the traditional Mega Buster as they see fit. Here, it feels like you won't get a window of opportunity to land attacks or deal enough damage period unless you were using the Double Gear System. I didn't flat out hate it, but I just didn't care for Capcom pretty much "forcing" these new abilities onto you. It felt like the Rush Adapters in Mega Man 6 all over again which were required for progression whether you liked them or not. 

The tried and true Boss Rush returns for Mega Man 11. The above image spoils who's who in each of the eight pods. 

I do understand that the developers at Capcom wanted to "spice up" the classic Mega Man formula to justify this revival of the franchise since Keiji Inafune's departure. Plus after the debacle that was Mighty No. 9 (admittedly that game gets far too much shit than it deserves IMO when it wasn't really a bad game, just a dated one for that level of gaming technology), a lot of people (outside of the loyal fanbase) had to be convinced whether nor not there was a reason to revive the Mega Man franchise. Despite my own gripes with the Double Gear System, I wouldn't mind seeing another sequel from Capcom. The game's ending left the door open for more adventures as Dr. Wily clearly gets away since Mega Man didn't haul him away to jail (as usual). 

I know the Classic Mega Man "purists" will say that I'm cheating when I say this, but I highly encourage turning on rapid-fire shots in the control configuration menu. Your controller(s) and thumbs will thank you in the long run. This feature, when combined with the auto-charge skill from Dr. Light's Lab for the Mega Buster, makes Mega Man's normal attacks even more devastating. I was beating most of the mini-bosses and normal enemies scattered throughout the various stages with just the Buster with this method without too much trouble. 

This bullshit RIGHT here.

Speaking of difficulty, I have to say that I didn't appreciate the random spikes in difficulty throughout the game. Some levels would be brain-dead easy while others will throw a frustrating platforming section with that ONE hidden enemy to stun-lock/hit-stun you just long enough to make Mega Man fall to his demise. You can buy anti-spike shields and Beat rescue tools from Dr. Light's Lab prior to any and all stages, but you only have a limited use to those items before you have to replenish your stock. All of those items along with some other useful skills can be purchased from Dr. Light's Lab from bolts that are dropped from various enemies upon defeat. You can easily "farm" these over and over on respawning enemies by refreshing scrolling screens (NES era style) back and forth at your leisure. That was pretty cool to see that technique was still alive and well in modern era gaming. If the game is "too hard", you have the option of lowering the difficulty too as this title supports multiple difficulty settings in the same vein as Mega Man 10.

If you want an added challenge after clearing Normal difficulty, you can up the stakes on Superhero difficulty where the damage values don't change. Bosses have new augmented abilities and patterns that make them tougher, and items like E-Tanks (which refill your health) and extra lives that usually litter stages are gone. Enemies also stop dropping items that refill your health and ammo. 

By the way, where's Proto Man during all of this? All of Mega Man's friends and allies are present in this except for him.


Play It or Don't Bother?


Even though it was expected for a Mega Man game (especially one based off the classic series), this was a pretty short game. There's only 8 stages (for the usual Robot Master formula) then the four Dr. Wily stages to conclude the game. If I had purchased this game at launch for the full price of $29.99 that Capcom was initially asking for this, I would have been royally pissed off. Instead, I waited a few months down the road and picked this up for less than $10.

If you're a Mega Man fan itching for a revival/continuation of the series, then this is going to be a no-brainer to play through at least once. For me personally, I wasn't a fan of the massive difficulty spikes at times across the various stages along with the slog through most lengthy stages from a point of death to the nearest checkpoint. I understand Capcom wanted to replicate the difficulty of NES era gaming in that vein, but I wasn't a fan of it when Capcom released that early gameplay demo prior to the title's release and I'm still not a fan of it here either.

At the end of the day, this is still a Mega Man game. You're going to find something to like here. I was just glad that I waited to play this after my initial experience from the free demo. 

FYI there's a small reward upon starting the game with save data from playing the demo. So that's worth playing first if you wanted to get a feel for the game first before purchasing the full retail game. 

PREVIEW -- MHW: Iceborne - Raging Brachydios & Furious Rajang Trailer & USA Championships Gameplay

Get ready for the most brutal brawls of your hunting careers... Raging Brachydios and Furious Rajang will blast and punch their ways into #Iceborne this March for PS4 and Xbox One, and April for PC.
Two new subspecies? Meh at this point was my initial reaction, but I'm not going to complain too much about new free content. I seriously doubt that these two new beasts will bring anything new to the table that will unseat the Safi'jiiva weapons and other stuff from the current meta, but it will be interesting to see how the fights will play out. For me personally, I'm sitting this update out for once on consoles and will just wait until April when PC and Console updates sync up. I doubt I'm going to be missing much in that regard. If you have about two hours to kill, the USA Championships are linked below with some gameplay footage of the hunt towards the end of the livestream that Capcom hosted over the weekend. I'm not trying to look at any gameplay until April since I want to be genuinely surprised when I do these hunts for myself, but if you're curious, feel free to check out the footage below.

Both monsters are set to arrive on consoles for the March 23 update later this month while PC players will have to wait until the April update.



Tune in to find out who are the fastest Hunters in the US with the Monster Hunter World: Iceborne USA Championship! https://www.monsterhunterfesta.com/to... Live on February 29th, 2020 at 5:30pm PST / 8:30pm EST

PREVIEW -- Street Fighter V: Champion Edition – Announcement Trailer + Gill and Seth Reveal Trailers


Rule the ring with Street Fighter V: Champion Edition, the most robust version of the acclaimed fighting game! This new version includes all content (excluding Fighting Chance costumes, brand collaboration costumes and Capcom Pro Tour DLC) from both the original release and Street Fighter V: Arcade Edition. Champion Edition adds each character, stage and other content that released after Arcade Edition and with the release of this new version. In total: 40 characters, 34 stages, over 200 costumes – all action-packed into one knockout edition! READY? FIGHT!

All game mode additions and balance updates are free for owners of any Street Fighter V version. Additionally, all DLC characters remain earnable completely free of charge through completing various in-game challenges and receiving earned in-game currency, called Fight Money. For those who can’t wait, in-game content can be obtained instantly using real money. Certain additional content can only be acquired using Fight Money, which can be earned through normal gameplay.




Don't get me wrong. I love some of the redesigns for the mainstays of Street Fighter and most of the designs newcomers and returning fighters who skipped over Street Fighter IV, but it seems like they are beating a dead horse at this point. I thought Arcade Edition was going to be the last major system/mechanics update to the game, but here we go with another expansion, not that any of us should be surprised. It just seems to me that this game is marketed ENTIRELY towards the pros who compete in the Capcom Pro Tour on annual basis since the prize payouts are so big for this game. I rarely hear casual people talking about how much they enjoy this game PERIOD versus anything else that's out there on the market right now. Even my casual friends played the hell out of Street Fighter IV but this game was left out of the conversation for a lot of gamers following the first round of DLC content. I think Capcom shot themselves in the foot and never recovered from the fact that the game was severely lacking in single player content right out of the box until the Cinematic (Story) Mode was added late into the first year of its release. That alienated the casual crowd for the most part and that negative stigma never shook from this game when you could pick up Tekken 7, Soul Calibur VI, Mortal Kombat 11, Injustice 2, or anything else really that's out right now in terms of fighters with a decent story mode and a wealth of content to please single player and multiplayer enthusiasts.

I honestly can't speak for everyone else, but I mentally checked out after like the second or third season whenever Menat and Zeku were added. For the folks still genuinely invested and interested in the game, this is great news to hear that support for the game hasn't ended.



From how much Kolin appears in the Story Mode, it was only a given that Gill would make his formal appearance in this game by the time it was all said and done. For crying out loud, his brother Urien was in this since season one. It would have been strange not to add him to the roster by the time the game's shelf life ended.

I would be sad if he didn't have his infamous "RESURRECTION!!!" from Third Strike though.



Out of all of these new additions to Champion Edition, I think the inclusion of Seth is the most shocking - at least from a storyline perspective. I was under the impression that M.Bison killed Seth's body at the end of Street Fighter IV to stabilize his own Psycho Power if he wasn't able to reunite with Rose. That depends on whether or not M.Bison capturing Rose and reuniting her Soul Power with his Psycho Power from one of the endings of Street Fighter IV is canon or not. I'm sure someone can explain the lore properly to me, but I was under the impression that M.Bison has gained a considerable buff to his Psycho Power since the events of IV.

In either case, it's interesting that Seth's "body" is female this time around. She looks oddly similar to Juri too. You would think that he would have his next body looking like one of the Bison Dolls if he was a byproduct from Shadoloo's experiments before going on his own to establish S.I.N.

(Laughs) I have to wonder if Poongko is rubbing his hands like Mr. Burns after seeing this trailer now that his main is back in this game.

OPINION -- How The Safi'jiiva Siege Event Quest Will Affect Monster Hunter World: Iceborne Going Forward





Unless you have been hiding underneath a rock concerning Monster Hunter World: Iceborne news for the past month, fans of the game know that the current "craze and hype" right now is grinding the new siege event quest for the "awakened" (I've heard others refer to them as "relics" too so I'll be using both terms interchangeably) weapons that serve as the quest rewards for slaying this new monster that will only be around until January 4th when the current winter festival comes to a close.

I'm not one of those guys who cracks the numbers and stats for every build and weapon class for optimization but I'm aware of what's the "meta" in most cases since I frequent the Monster Hunter reddit forums. As a casual fan of the game, I thought it would be fun to offer my two cents on what this monster, Safi'jiiva, and this siege quest bought to the table going forward.





Pros



The Safi'jiiva siege event is actually REALLY fun and straight-forward in compared to Kulve Taroth.

FYI you can "steal" aggro from another player who doesn't want it during this battle by performing a Flinch Shot to Safi'jiiva's head. Pretty helpful tip if someone other than the party's tank picks up the aggro from dealing the most DPS.


With a full online lobby session of max 16 players, it's easy to clear this hunt within 1-2 runs with maximum rewards, given the fact that everyone is breaking all of Safi'jiiva's parts and fulfilling the siege objectives. The hunt itself brings back what players enjoyed about the Extreme Behemoth (Ecliptic Meteor destroying everything and anything in it's path - sorry folks, no FFXIV Jump emote can save you this time...) and Ancient Leshen (assigning aggro to the player dealing the highest amount of DPS, something that originated in Final Fantasy's Behemoth collaboration first and expanded in The Witcher III collaboration) quests and cranked it up to eleven.

Kulve's siege boiled down to merely chasing her around the locale, dropping boulders and laying down a wealth of explosions to wear her golden coat down for the "real" fight to begin. The Arch-Tempered version did little to change the redundancy of that fight outside of the changes in her new "Fury Mode" state that was triggered after breaking enough of her parts before the final phase of the battle. While I enjoyed that aspect of that fight and grinded the hell out of it in the base game to ultimately get everything I wanted from RNG Jesus, I can understand that not everyone was so fortunate in terms of the random rewards that spawned from that hunt.

The fight against Safi'jiiva is a three-tiered hunt where players hack away at Safi'jiiva's massive health pool until it's forced to retreat to the final tier of his lair for the final confrontation. There's no downtime in the action as players are constantly engaged with this massive new foe. So yeah, you don't have to stop to pick up tracks to get the research level up high enough and all of that other nonsense with the Kulve Taroth siege.


Players are GUARANTEED rewards for their specific weapon class following the slaying of Safi'jiiva.



After defeating Safi'jiiva, you are allowed to choose up to 3 weapons (maximum is 4 from max reward level tier) from the rewards pool. Most players aren't aware that you can change weapons before you claim the rewards and get rewards to that specific weapon class if you used a weapon that you already gotten all of the rewards you wanted from as the quest rewards always grant you with at least 2 weapons for the weapon class that you have equipped when you claim the rewards.




The Awakened weapons open the door on a lot more flexibility in terms of builds per weapon class. 




Sure, there's going to be the "meta" and more optimized loadouts for speedrunners and high DPS hunting, but for people who just want to have their favorite skills without having to resort to unconventional means, such as running with two parts of the Uragaan armor set just for Guard Up skill (after 800+ hours in this game I FINALLY got one of those decorations to drop over the holiday, actually...) from the set bonus or three pieces of the Zora set for Artillery 5 set bonus if you're running Lance/Gunlance. Having one of those set pieces on the Safi'jiiva weapons allows players to run with better equipment instead of being forced to stay within the confines of specific "meta" (but at the same time extremely limiting in terms of attack and defense) builds to build towards having specific skills to benefit your unique play style.

I'm glad these weapons didn't do to the meta like how the Drachen armor set did to the base game following the Final Fantasy x Monster Hunter World collaboration. You couldn't blame players either as it was just that good versus everything else that was available to us at the time. That set pretty much dominated everything else that came afterward until the first few quests into Master Rank. Here, the relic weapons are pretty average in their bare-bones states but are easily within the top 3 weapons per class following player customizations and upgrades. I honestly don't see these weapons flat out replacing everything else in most other weapon trees but I'm sure they are going to be a popular choice going forward just for the 5 unique skills that can be loaded onto them.




There's an ongoing debate that these weapons will "dominate" the meta going forward, but the truth of the matter is that these weapons - even after all of their upgrades and/or customizations - aren't the best weapons in the game. Yes, they are going to be well sought after given their ability to make armor skill set building a lot more flexible, but I don't think they are going to replace the top 2-3 choices in every weapon tree in terms of raw power. These weapons are going to be highly situational at best in terms of being the best optimized options per weapon. For example, even with a loaded stock of Status Ailment buffs to a poison-type hammer, it doesn't even come remotely close to holding a candle to the best poison-type hammer in terms of poison damage from the Pukei-Pukei tree.


Cons





The Awakened weapons can only be "leveled up" via the Dracolite materials from slaying Safi'jiiva or redeeming unused weapons at the Elder Melder.

Each weapon can be leveled up until a maximum level of roughly 24 (I've seen some "evolve" and take their final forms earlier than this, so this number is tentative) but still being able to accumulate experience/"potential" for rarer skills to be randomized well after this level is obtained.

For example, some weapon classes have abilities that are so rare to pop up that you will be dumping countless materials hoping and praying that it comes up, such as the Zora Magdaros set bonus for Gunlances or the various song lists for Hunting Horns.


There's a fear among players that Safi'jiiva will be the only means to "level up" these weapons, thus creating the same cycle of redundancy that was created once Kulve Taroth came into the picture in the base game.

In Iceborne's case, I don't think this will be as big of a problem as it was in the base game as they already have an explanation in the lore that would make it feasible to have Safi'jiiva's materials pop up in the Guiding Lands. He's feeding off that energy just like a lot of the powerful monsters already there, so it wouldn't be that much of a stretch to limit relic weapons being leveled up there from maybe tempered monsters in the Guiding Lands. If you're already Master Rank 70-100+, you're already seeing the pick of the litter in that regard anyway, so that wouldn't be too much out of the norm out of your regular grinding in post-game for tier 4 decorations, Research Commission+ tickets (only from MR100+ optional quest rewards from what I've noticed), and various materials for augmentations that are exclusive to the Guiding Lands.

I think it would perfectly fair to allow at least the first two tiers of Dracolite materials to be farmed from the Guiding Lands with max region levels. Once you put the Rigid and Large Dracolite materials in there, it would get too easy to power up these unique weapons.

All I'm saying is that I don't want to see the player base go dead when the festivals and siege events aren't in rotation and that's the only thing players are flocking to when they are in rotation. It made the last few months of the base game prior to the release of the Iceborne expansion really hard to keep playing. At least in my experience, most of the people I enjoyed playing with had dropped the game and moved onto other stuff following the months when Kulve Taroth and the Arch-Tempered monsters weren't in rotation until Iceborne dropped since they grew tired with the endgame grind.


Safi'jiiva doesn't feel like a "true" final boss for Iceborne.

Shara Ishvalda served as the final boss for the Iceborne expansion's main story, but in the base game, we had the Arch-Tempered monsters to challenge us even further (with Arch-Tempered Nergigante serving as the "final boss" to the base game prior to the release of Iceborne) to serve as alternatives to the grind that Kulve Taroth forced upon us. I don't want to knock the final battle with Shara Ishvalda as I really enjoyed that fight in comparison to what came before it in the base game with Xeno'viija, but with the way how the story ended, it felt like that was only the tip of the iceberg as the Old Everwyrm stirred up even more trouble for the New World, especially with the ongoing changes within the Guiding Lands. It's hard to tell what Capcom is going to do here in 2020 with the months to come, but I hope they don't consider this "adult Xeno'viija" to be the final boss of Iceborne. This is what we should have gotten with Xeno'viija in the first place in my honest opinion. Or even with Zora Magdaros in some capacity.

When Safi just decides she's tired of your $#!# from r/MonsterHunterWorld


Don't get me wrong. Safi'jiiva isn't a walk in the park in the least and seems to know how to punish player mistakes INSTANTLY in most cases while flat out being ruthless in other encounters. All I'm saying that I hope this isn't the last bullet in the chamber that Capcom has in store for us.

I know the Monster Hunter series veterans are going to hate me keep saying this, but I'm really getting sick of the dragon-type monster designs. We have FAR too many dragons to fight in this game, even though I understand that the Elder Dragons are essential parts of this series' lore.


Safi'jiiva weapons are already dominating every hunt in online multiplayer

I understand that players want to show off their spoils from completing the grind to get what they wanted out of this siege event, but as I go back into my regular grind within the confines of the game's endgame questing, I'm already noticing that the bulk of the player base have flocked to these weapons as their go-to weapons. I can't say that I'm surprised to see that as that's what Capcom suspected what would happen when they released their extra developer diary about this siege. If that wasn't enough, players are rewarded for using them in the Safi'jiiva siege, so that's even more reason to use them above all others during this festival. That being said, I want to see how the player base reacts to this once the siege goes away after January 4th.

My only fear in that regard is that players only take the flexibility that the Safi'jiiva weapons bring to the table only to making more "meta" builds and not trying to spice things up with new creative, yet viable skills and continue hammering home this "one over all" mindset instead of trying new things to keep the game fresh. I personally keep a hammer of almost every element just to experiment with different builds and loadouts. I don't expect every player to do that, but I would hate to see this game come down to the same few weapons akin to how the Drachen armor set dominated armor builds at the end of the base game's shelf life.


Closing Thoughts



Ever since I got into Monster Hunter World and followed this game's life throughout it's initial launch to the current Iceborne expansion, the developers seem to have something devilish in mind when they give us new seemingly incredible weapons to take on whatever the game has to stand in our way, only to follow that up with something just as wicked and challenging to best shortly thereafter. After they gave us the Drachen armor set, they threw a monkey wrench into our plans with the Arch-Tempered Elder Dragons and the Ancient Leshen collaboration event quest. Players may think they are hot shit with their fancy new toys, but Capcom is probably going to show us that we're going to need every advantage possible when it comes to whatever Capcom has up their sleeves in the coming months.

In either case, I'm enjoying how this new monster is spicing things up in terms of how we've come to know the game at this point. Innovative, fresh new ideas is always a good thing when it comes to grind-heavy games like this to liven things up before they get too redundant.