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Monster Hunter Language

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The First Two Hours of ‘Monster Hunter: World’ for a Newcomer : Overwhelming, Underwhelming

Monster hunter language : You can choose an option that can serve as an unnecessarily ham-fisted metaphor for Capcom’s Monster Hunter: World (Xbox One X for me, PS4 for others) before you even start playing the game.

You can choose your language from a list of options that includes English, Italian, and others.

I was seeking for Japanese, but instead came upon Monster Hunter Language, which I naturally chose.

I turned on subtitles, but you don’t have to. The Monster Hunter language is revealed to be two things: first, it’s a Japanese variant of Simlish, the gibberish in which the Sims converse.

Second, the game throws an overwhelming number of objects, status effects, collectibles, creatures, and objectives at you right when you start playing. I know, it’s a touch too obvious.

I’ve never spent much time with the Monster Hunter series, but I’ve always been intrigued by it:

it offers all of the opportunities to get lost in an intriguing, exotic, yet still familiar environment that I look for in a game.

I’m taking the leap and hoping to fumble through Monster Hunter Language as best I can with Monster Hunter:

World, the first incarnation on home consoles in a long time. I’m still doubtful after two hours — a drop in the bucket, I know.

I can’t help but feel like my first encounter with this game was a mix of being overwhelmed by the sheer number of systems and objects on offer and unimpressed by the game’s action.

The game’s tutorial is straightforward: you begin aboard a ship, then the ship sinks.

Run here, climb there, and stumble through the introductory stuff for about a half-hour.

I enjoyed how you and your partner make a spectacular escape from the big fiery monster that destroys your boat, only to find yourself shipwrecked on shore and forced to race through a swarm of poisonous lizards to reach a base.

When you do that, everyone on the boat exclaims, “Oh, we hoped you’d arrive sooner.”

After that, you encounter a little bipedal cat who assists you in combat and refers to you as “meowster,” which is just too fantastic to put into words.

Other cats happily slice and season fish before plopping it on a huge lovely plate for you to munch down on in one of the best little sequences I’ve ever seen.

So you hire a guide, tour the base, and pick a weapon: I received a katana that appeared to be manageable, and I was pleased to see it manifest on my back as an unbelievably large tree-trunk sized metal blade.

Then it’s out into the woods, tracking down some smaller monsters for “research,” which always entails murdering and chopping up for parts.

I got my first true hunt after knocking out some hard-headed charging monsters: a Great Jargas, which was basically a huge Iguana that was leaving tracks and mucous all over the place.

Finding signs of the animal, teaching your scout flies how to find it, and then pursuing it across the level began here, and it was a fun process.

When I arrived, the combat began to engross me: large animal, bites and charges, dodge and attack, everything of that. But then it just kept going and going.

Before it fell, I chased the beast down four times to four different areas, battling a time limit I hadn’t realised was in the game and a clock that had run out while I went to have some lunch.

I despise comparing all third-person melee combat to Dark Souls, but I can’t help myself.

In comparison to other well-known third-person melee RPGs, combat feels floating and unmoored, and my assaults always felt slower and lighter than they should.

The typical rhythms of rolling away and hitting from behind were there, but I often felt like I was in the proper spot by chance, unable to actually push my character into moving or attacking when I wanted him to.

The lock-on mechanism is also hilariously bad, repeatedly looking for adversaries that aren’t even visible when there’s a dinosaur standing in front of you.

I’ve lately been playing the remake of Shadow of the Colossus, and the character controls a little differently than I’d like him to in that PS2-era game.

The game said I could use a “S.O.S.” to call other players, but when I attempted it, it said I couldn’t.

I’m most excited about multiplayer in this game, so I’ll give it another shot next time.

I was the one who murdered it. You’re asked to do something with all the material you’ve collected at the end of each quest, which is another another opportunity to feel overwhelmed. Is it better to keep it or sell it?

What would you do with it if you were to save it, or what would you do with the money if you were to sell it?

It’s difficult to say, especially considering the game throws a tremendous amount of trinkets and monster loot at you even in these early missions.

A trip to the smithy to improve materials reveals a plethora of alternatives, so I’ll probably preserve everything.

My second mission was more open-ended, with a couple of “bounties,” or minor gathering and killing targets that I could exchange for supplies back at base.

On that excursion, I also met a fisherman and a researcher, both of whom told me about their different systems and whom I promised I’d talk to later.

Finding where I was supposed to go was a nightmare, but I made it with the help of my luminous “scoutflies” and a lot of time spent digging around until my guide yelled at me.

My second large-scale creature was a bird/raptor hybrid with the bothersome habit of taking up a large rock and wielding it as if it were a magical shield capable of repelling blows from all directions.

My hunter, I picture, striking his katana with deadly precision, always hitting the darn rock, even when it seemed physically impossible.

With no health bar or indication of how long it would take to finally kill the bird/raptor monster, I just swung my sword for what felt like 15-20 minutes until it finally died.

Over the duration of the fight, I had to sharpen the thing about ten times, yet I never felt like I was in any actual danger.

The monster’s main weapon had enough tenacity to irritate me into behaving rashly, and even then, I was able to recover fast.

After that encounter, I returned to base and began to notice the plethora of bounties and quests that were beginning to appear in front of me, question and exclamation marks hovering over the heads of a dozen new characters.

I understand what’s going on there: it’s a grind, and it’s supposed to establish a daily rhythm as you check in and hunt monsters, rising up your gear, and eventually exploring new places.

It’s a system I’m used to from MMOs or MMO-like games, and Monster Hunter: World appears to contain some MMO-like characteristics.

Even if there are some significant distinctions, it’s a games-as-service style, and I’ll stick with it as long as it retains my attention.

But thus far, I haven’t found the perplexingly opaque yet engrossing experience I was expecting for.

However, it is the monster design that draws me in, and it is the monster design that I believe will keep me playing.

I’d want to see more of these weird animals who move with a frenzied fluidity.

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