just to clarify a bit: You will play as the main hunter for this expedition into the forbidden lands. So you just have the power to declare a hunt whenever you think it's right. You're basically like the admiral from world.
Ohoho... "I command you as leader: search the whole of the Forbidden Lands for Khezu, and kill them wherever they might be found!" "Sir, the Guild would kill us if we upset the natural ecosystem!" "JUST DO IT!"
Seamless gameplay with no loading? I'm more concerned if my PC can actually play this game at this point. Update after beta test: Nope, definitely gotta upgrade.
After TGA i was thinking i might be playing this on low settings, now im just gonna get a whole ass new rig. MH was the reason I got a 3ds (3U, 4U, XX), and to get a gaming laptop (world and rise. Also I move around a lot so a PC isnt feasible rn)
I think the monsters being not cutesy is reflective on their harsh environment, I quite like it. Doshaguma to me looks cute in an ugly way like a bulldog, but it looks like a Tibetan Mastiff with a bare head. I’m also just glad to see another frog/cabra line monster after Tetsu.
I am overwhelmed and hyped... to see a 1hr 20min Gaijin Hunter video! I feel like I've been transported back to the "good old days". Edit: OH WOW, YUNA IS BASED! Worried about monster icons and load screens. Concerns about character design, worried about the town. She even mentioned the lack of tribal feel!? Her design-board thing was exactly the concerns I have about Wilds too. She's a true Monster Hunter, she gets it!
To answer your question about why this was all done behind closed doors, in Max Dood's video he gave what was probably the reason. The demo they were shown was very indicative of a game in development, as in there was a lot of frame drops, a lack of polish in a few areas, and it even crashed once or twice. Obviously, not stuff you'd want to show to the general public. I imagine they'll be spending the time from now until gamescom ironing out these issues so that it's ready to present in full at that time
I was gunna say the same thing. I think after the cyberpunk issue, smart game companies are wary of promising too much too soon, and showing something incomplete or else something they might change later, means people will be all “well it was in the trailer and it isn’t in the game and now I was promised something I don’t get” and doing it behind closed doors means they can show people who understand it’s in development and it’s not a finished game yet, but you can put it out in a way we can’t and can communicate to your audience what is going on. It’s also coming from someone that isn’t the developer, and there isn’t a lot of trust in developers any more with how gaming has been going (again, lights on cyberpunk)
Especially since gamers are known to overreact to choppy game performance in leaks and in production game footage. Many people don't have the patience to wait for the full game before criticism. Capcom has done well with their Monster Hunter games. I have never been disappointed with the Monster Hunter game.
@@666slateran666 It's less the loading screens and more the artistic value of the assets used during loading screens. She makes a point, those were generally beautiful and eye catching.
@@joelmichaelviado1226 true, but with new tech comes new innovations. I'm sure that art will be somewhere else be it a village poster or what have you.
@@joelmichaelviado1226I'm sorry but thats an asinine take. Its like saying you miss watching shows with commercials bc it gave you a chance to talk about it and take a break.... pause the damn show. Get the art book for wilds. This shouldn't even be a point of contention
She's a gigachadette by the sounds of her opinions. Even worried about the game lacking its tribal influences. You raised a true Monster Hunter, Gaijin. Nice work. XD
I agree with you Gaijin, 100% To me, one of the many Joys of MH is the ability to improve your domicile, you start in a very cramped and unremarkable room, but as you progress through the story or game, you are awarded a bigger and nicer home (and all that implies). A home you can customize, showcase your weapon/armor, place pets, choose the food on your table, change the music, etc. I hope this part of MH continues in Wilds.
Depending on how the camp/caravan will look it would be nice to have our tent/quarters improve overtime or we can add trophies and other knick knacks too it, maybe even change the design if its a tent.
Regardless whether this is full open world or Witcher style semi-open world, the way they have revamped the quest and hub system will have it play like an open world monster hunter.
@@hipcheckboiii1603 maybe its witcher 3 fanboy me talking but when i think a huge map like they have but its Monster Hunter i think its enough tbh for me there is a point where it doesnt matter anymore and starts being a detriment for other systems
The devs confirmed it's all open world aside from a very small amount of areas, which I assume is the equivalent of unique zones just for bosses. But areas like forest, dessert etc. Are all connected on one map seamlessly. Access to then is restricted until you reach certain points. Each of these zones that are seamlessly connected are over twice the size of regular zones from world.
Hunting Horn also got a rework as well. In the U.S it was said that the HBG LBG and HH got the biggest change, AND HH is going back to the MHW style of play
@nicholasmarquez3399 I massively disagree. yes rise horn was easier to run with cause you can be more aggressive, world horn made it that you had to know the monster to counter and punish. Most HH mains have a really simple understanding of that fact you are supposed to attack second not first.
@@nicholasmarquez3399It’s half n half imo. I really appreciate Rise adding a lot more style and ease of entry to HH, I would’ve never gotten into the weapon otherwise, but after going back to World and trying it’s HH from what I learned, I realized just how much depth was lost. I’d really like a mix of both.
@@victory8928 Only if they cut out the paralysis. And, like, half of what makes it a piscine wyvern. I mostly know 4U and Rise (I skipped World because of personal art style gripes and issues with both the controls/compatibility with my controller, which I think was a GameCube one, or maybe a Switch Pro), but Jyuratodus wasn't egregious in Rise. Not fun, but not tooth-grittingly frustrating. Otherwise, though, piscine wyverns seem to live up to their name, being experts at pis-cin' people off. The best a piscine wyvern fight has ever managed to be was "okay", in my (admittedly limited) experience. All that said, I will freely admit some of my salt comes from the fact that, if I'm not misremembering, one of the Rank Up quests in 4U was a double Cephadrome hunt. I know I had to hunt two of them once for some reason, anyway.And I'm a solo hunter...who used SnS back then. Not exactly a high DPS weapon. And I think that hunt might actually have been more annoying than Dalamadur, an experience that I have unironically compared to fighting Godzilla with a toothpick. (i have, no joke, gotten looked at like I'm insane when I mentioned that to someone IRL. I told Dalamadur is a fine fight when you have friends/more damage, but I legitimately was racing against the clock trying to solo the bugger. Still did it, though.)
I hope that you and your daughter can share the journey through this new entry as well and that this game can be another memorable experience you two can enjoy.
If they are putting all this effort into food and other secondary systems, i sure hope we get cool weapon designs and we dont go the original world route of iron or bone weapons with a few feathers added.
It seems they got the memo that people hated the base world designs at the end of iceborne. Rise had exclusively unique designs so I guess they won't go back from that
Yuna's point about the tribal MH feel is so relatable. We lost so much of that identity in World because it was just guild research bases. MH3 and MH4 is the aesthetic I can't forget.
I'm not opposed to the more "researchers" feel of World, but yeah I missed the homely vibe of 4U and especially 3U that Rise didn't deliver too much on IMHO
ngl i think thats a bold and cool marketing move show a ~20 minute video of the game, refuse to answer any questions, just let the excitement build naturally
@@HonestGhost21 To be fair, the build did crash at times according to some of those that saw the game. They have until Gamescom to create a proper running demo.
@@BadKommentatorbut the western version was a finished build of the current state of the game. And they don't wanna show Japanese footage for people who can't read it.
On Yuna's concerns about the town animals: I kind of interpreted the information here to mean the ones shown were closer to the apotonoth or other kind of livestock animals. There's still hope for Poogie.
Im cautiously optimistic but honestly I still have quite a few concerns: -how will grinding work in these massive, seamless maps? Do I need to wait for monsters to spawn? -Won’t all this open area traversal get old after 200 hours? Auto traversal doesn’t inspire confidence -are weapon designs going to be more “grounded” (read: utterly garbage) like world to match the game’s tone? -If movesets are less flashy, are switch axe and gunlance going to be massively downgraded from their superior sunbreak movesets? -Is focus mode just a gimmick? They confirmed every weapon has at least one focus mode exclusive attack, I’d like that to be fleshed out… -Are maps going to be cluttered messes that are awful to fight in like world maps? -Will story cause multiplayer problems? They claim that they’ve improved things but why not just have village and guild quest split again? I’d really like to see gameplay to get some answers to some of these, so hopefully gamescom has something
@@BrookD.Artist Then why bother with huge maps? If I’m just going to fast travel around or let the seikret carry me automatically, why am I wasting time and why is Capcom wasting resources. It’s not that it can’t work, but nothing I’ve seen convinces me this is actually going to improve the MH experience in any real way other than initial novelty…
They are focussing on an immersive world. Obviously that won't be a major think you keep noticing 500h in but it makes the game feel alive As for luring out specific monsters I can see them using the lures from Icebornes Guiding Lands.@@terrierbogard5782
World did have a lot to do on the side while you're doing expeditions (at least more than any other MH game). I'm hoping they lean into that and give us plenty to do. The weapons so far have been entirely unique and as far as I know, were only that way in World because of time constraints.
I don't know if your concerns were answered, but I'd like to alleviate some of them with new info we got in the last two months. - Quest boards will still be a thing, so I assume you can just travel back to the main camp and post whatever quest you need. - We don't have much info on that since we only have the first map to go off of, but there are some detailed "chambers" beside the larger fields. It's kind of like Rise's maps with a few segments of World's, just larger. - all the weapon showcases, besides the obvious base and bone weapons, were very unique and creative design. - again, weapon showcases have a lot of info. It looks like they took Iceborne as a base and reworked them from there, with some inspiration from Risebreak. - focus mode does have a unique attack that targets wounds, but it can more generally be used to angle attacks, blocks, or initiate a stance like the GS parry in the first trailer. - the first map was almost fully shown off in Gamescom, and both fields and "chambers" seem perfectly suited for hunting. - cutscenes confirmed skippable, even in multiplayer.
So long as I can decorate my prairie schooner with all the luxuries and exotic pets like in World, an open caravan style set up will be perfectly fine.
I’ve wanted Monster Hunter to take just a couple notes from Dragon’s Dogma and it seems like I’m getting exactly what I wanted. Seamless transition between town and map, emphasis on survival, and more emergent monster encounters.
I listened to Maximilian Dood gush about how excited he was for it. Trying not to get hyped until I get to see the gameplay myself but It's really hard not to be a little excited.
I think they can entirely cater for Yuna (and I) and her feelings. MHW had a diegetic UI that had all of these flourishes. They could add more of that diegetic UI like the hunters notes. Monster icons for example could be in this book and look as tribal as ever, without relying on "old" UI choices. I really hope they don't fall into the trap of making the UI "modern" in the sense of it looking clean and minimal and boring. I have heard of a 3D map and that really concerns me personally because having the digetic map and notes in MHW was absolutely fantastic and really heightened my immersion. I'm even making my own irl hunters notes becasue I loved it so much.
YES im so hyped by not only the new info but you also becoming hyped again, I also felt somewhat like you but now thats gone out the window and i cant wait for august!!! (hopefully they release a demo/beta to everyone else sometime this year)
Hopefully after gamescom finishes theyll release a demo on steam. Hell ill even take a character creation demo if the actual demo is gonna be months away
I can already see the potential of how immersive this can be, even as a group of hunters. Imagine a HBG user wearing a sneak attack mantle waiting to snipe down the Alpha monster lured in by another hunting partner into an area prepped with a pile of explosives to open a hunt. This is just like the MH4 intro CG but finally realized into a real gameplay. Damn, can't wait to see what Capcom has cooked up lol.
Okay listen, you broke me in tears when you brought Yuna up because I thought it was too cute. Like: 'listen we need to hear about my daughter take because she's precious, okay? I'm being serious here'. Great video Gaijin, let's get hyped but real!
It seems like a lot of the concerns really stem from our overall lack of information. We're assuming / presuming / guessing as to what it might be or how things might change based on really the tiniest fraction of what the game is going to be about, but sadly for now, even with reports of the behind the scene footage, we just don't know. We also have to consider why Monster Hunter World and Iceborn did so well and how those reasons might differ from those held by long-time, well-versed players, a lot of my friends who got into Monster Hunter were really interested in the story bits of the game, whereas myself and my sister just wanted to go hunt hehe. I'm not worried or concerned, and won't be until the game is fully revealed because then I'll know if what I want or expect is going to be changed or isn't going to be in the game. For now I'm hyped and excited and champing at the bit to get the next bit of info :)
You're reminding me of the beginning scene of pulp fiction lol. *Gaijin stares at a screen of Wilds gameplay* Community: Gaijin we good? Gaijin: ...... Community: Gaijin! Gaijin: huh? Community: we good? Gaijin: Oh ya. We good.
After watching your videos for the past 10 years seeing who you are and coming back now to watch more news on the game we all love I pray to you, your friends and family that all is well and that you all are in good spirits please continue to be awesome we love you
So.... I don't think we're meant to WANT to live in the new village. They live in a super harsh environment, compared to all the other towns/cities we've encountered so far. World's towns felt safe and made in typical guild style.... heck, Even Kamura, which has been attacked every 50 years by the rampage, looks cozy and welcoming. We aren't seemingly there to start a new town either, also, we're just fulfilling a quest given to us... so we aren't likely to stay in the area (of course, we'll probably decide to any how)
That makes sense in-universe but it's still less appealing as a player - hub towns have always been a relaxed place to contrast with the hunt. World and Rise even gave you a room to customise.
Ok, but what if it's like carving a frontier? The more you progress such as helping with the materials and hunts the more cozier and livable it gets to the point that it eventually becomes the village we wanted to stay in.
I'm kinda hoping they lean into the caravan I've heard mentioned for some of that feeling. The Caravan in 4U was a nice way of keeping some things consistent while also changing your base location throughout the game.
To be honest, this kinda was my first thought as well. I love the beautifully designed Monsters, and I'm in return kinda indifferent to the ugly ones. Kinda made me worried about Wilds at first, fearing it might become a second Wild hearts, but it seems my worries have been unfounded xD.
Kunafa, isn't that like an arabic dessert with cheese? Makes sense since the village leader has that arabian kinda look and the villagers specializing in cheese. Super cool!
Monster Hunter has never been afraid of innovation. It's one of the few franchises that reinvents itself with every iteration, which is INCREDIBLY important for a videogame (and not only for games), and it's one of the reasons we still love MH today. I can understand people not wanting to depart from enstablished systems that they are comfortable with but it's not an healthy thing for the series. It's normal to be afraid of major changes, since these can be hit or miss mechanics (look at clutch claw and wirebugs for some controversial ones), but they never betrayed the MH spirit. We MUST criticize bad game design choices or choices that most of the community doesn't like, but we must also not forget that without these there can be no good choices. The point I'm making is: it's okay to be afraid but not okay to be caustic over big changes. Regarding the art direction of MH I do agree that they shifted tone but even here I do not agree that the spirit of MH has been lost. I do in fact disagree with all of Yuna's takes (I hope I don't sound rude, this is not an attack to the person making thse points and I'm really happy that we can have these conversations) : 1. The loading screen issue it's just a "not wanting things to change" issue, artistic value of the loadings can easily be transitioned elsewhere. 2. Ok here I'll say something that might get thrown in my face when the game releases but I'm 100% sure the icons will have the same charm they always had and not be boring and unispired. 3. "Too much bowgun" (?), "characters aren't cute" we've seen too few but I'd also argue that MH characters have never been about the "cuteness" but more about the "silliness", which I do agree has been partially lost (there have been some cute characters in the past but they were not a majority whereas every character had quirky traits or was silly in some ways). Saying that every character looks like an FPS game character is a really unaware statement, but maybe this person doesn't play many videogames so I won't insist on this. 4. More effort in humans as part of the ecosystem does not mean less effort in monsters, so it's just added value. MH team doesn't like showing stuff, and it's a market practice that I love and encourage when the game has passion and authorship to it (take a look at how Fromsoftware is handling Elden Ring marketing). MH team likes not showing stuff but not because the stuff is not there. These monsters have designs that are completely in line with MH and to me is really baffling how people seem to not recognize it. These are designs that people may or may not like, but this is just personal preference and they are still solid fantasy designs. 5. Yes, towns and hubs are one of the MH pillars. Every time I hear Moga or Pokke theme I feel strong emotions because they're connected with so many memories, inside and outside of the game. Once again tho I am faithful that they know this and I think they will "find a way". Maybe this will lead to something new that will have the same emotional weight and importance in the game, only with the difference that it's not a town anymore. 6. I disagree and I don't really know how to elaborate on this. Finally there is one thing of which I am afraid too: weapon designs. I keep thinking that weapon designs in World were just a bad dream but they're still there every time I open the game. Thay're just boring, not even more realistic, only bland, with a feather or a scale stamped on the base iron or bone wapon.
Honestly I wasn't that excited about the trailer but hearing you explain everything makes it sound so cool. I hope it doesn't disappoint . Can't wait for the other trailers and the game!
Probably because Gaijin has some sort of tranquility in the background using the pokke theme while having a calm voice while Rage Gaming can get louder and more „excited“. I assume you prefer Gaijin over Rage Gaming because of that
@@joebzwjohn7917 rage just dramatizes the voice too much that it feels fake. I liked them when they popped up in ruri and gaijins podcast since they talked like people there
I like both. I listen to both and watch both. I like both there energies. It could be too tho, we both fans of the greatest of all the great great weapons in monster hunter. ROCKET POWER GREASWORD
The villages being tied directly to the locales they're in does feel like an extension of Mh4's "world tour" philosophy. Val Habar was somewhat tied to the Ancestral Steppe, and the Windward Plains have a similar vibe. I also hope that the trading concept gives hunters an incentive to go out and hunt small monsters for materials. After a certain point in other MH games you just didn't interact with small monsters anymore, and they became more of a necessary nuisance.
Would be cool if the "monster attacking custom camp" event triggers a quest that lets you defend that camp so as to not lose it. That would be a cool way to force you to fight a monster that you would have no reason to hunt otherwise.
LMAO! Monster Hunter is untouchable! You know why? They don’t rest on their laurels! They always try to change it up and keep it fresh without affecting the core gameplay loop. They iterate and listen to feedback and they end up with a refined masterwork of a game. It’s brilliant! Here’s to many more years of happy hunting! 🍻
Well, that was only because MH wasn't on PC yet. When World was announced everyone knew it was gg for Dauntless. Also, the combat in Dauntless just didn't feel right... which doesn't help its case.
Thank you for your hard work and putting this together for us. It is much appreciated, I’m so looking forward to this!!! My 7 year old and I are ready! I got him on World and Rise when he was 5, and he’s pretty good lol! Can’t wait!
The dead monsters becoming now a physical thing proves that monsters will be able to toss corpes at you...i think you can see this in one of the trailers where the doshaguma does this in the first trailer
Mannn. Mantles coming back is such a huge bummer. Fashion hunting was the true endgame in 5th gen. Hopefully it's not cyclical/required like World every time your temporal/defender was up since there is no clutch claw.
When you mentioned the idea of Herd Alphas being a separate kind of challenge from traditional Large Monster hunts, everything clicked. I was a little wary seeing huge herds as the focus in the trailers, I didn't really want, like, roaming packs of Anjanath, having a ton of them kinda takes away some personality. But, designating a kind of middle step tier of monster alongside the traditional hunts is actually a great idea! it's a great way to further integrate the monsters into the environment, expand the scope, and even kinda explains why their designs (in my opinion) don't seem as distinct in comparison to proper Large Monsters. I can see past monsters getting roped into this concept, like most of the Greats.
@@displayer6023 It'll probably be confirmed (or deconfirmed) in August. Capcom is keeping a lot of information close to their chest, probably because development is not actually finished on the game. There may still be certain things that are subject to change, as well as optimization things.
@@TornaitSuperBirdusing logic its easy to tell there wont be underwater combat. unless the game is in development for 20 years, its impossible for land & underwater combat to be in the same game and be good.
Thank you for this very detailed breakdown! I have to be honest - this commitment to "immersion" and "seamlessness" makes me more worried than excited. I don't need or want Monster Hunter to be a hyper realistic, seamless immersion franchise. I want some of that charm, that goofiness, that video gamey charm that feels like it gets more lost all the time. I like some of the tracking elements from World, but I didn't really want it expanded much further from what we had before. I'm willing to reserve judgment until we see it and have it in our hands, but I don't know if this is what I want from MonHun. :/
I strongly disagree with the monster design take. I think the Doshaguma and Balahara are a kind of ugly that I can get behind. Monster Hunter is no stranger to intentionally ugly and grotesque designs (Gypceros, Khezu, Gigginox, and Vaal Hazak come to mind), and these ones kinda fit in with those in my opinion. Balahara in particular is really grabbing me because of how striking and unusual the face design is. Even considering that though, Chatacabra really feels more like the kind of goofy or charismatic monster design you're referring to. It looks like Tetsucabra's whacky cousin lol. Then the new flying wyvern feels like your typical "cool" monster design. I'm not particularly worried about the monster designs, I think they're gonna cook up some real banger designs for us.
One of my favorite things about new monster hunter games is that I get to watch more Gaijin Hunter videos. Thanks for breaking everything down. SO INCREDIBLY HYPED for this next installation into one of the best video game franchises ever!
I am surprised that they emphasized that the footage would not be made public, but maybe we will see a curated version of this in an early trailer leading into the demo. In terms of the release window, if they are doing an in-person demo in August, it may lead into a fall demo for general release. Marketing can begin in the fall, leading to a spring release (I’m thinking maybe the same release window as Rise). I think Capcom was smart to release all this news to garner attention in the summer, so it would be a real shame for them to let their audience lose steam with a Fall/Winter 2025 release.
I feel like if we do get a worldwide demo to download this year, it won't be till like December. As they typically release the demos close to the game's full launch. So if Wilds releases in January (like World did) we might get a demo this year.
@@DRAG0NSPIRIT10December could be when they do it, but I know Japanese companies in general don’t do a lot of new marking pushes during the Christmas/New Years time. That’s why I’m thinking a fall release for the demo (Sept-Oct). This makes sense if the first in-person demo is accessible in August, as they wouldn’t want to wait too long to move into the next stage of marketing. A January full release feels possible, but definitely within Q1 of 2025. Capcom’s next earnings call might also give it away, if we haven’t already been told by then.
The most likely explanation is that it's not polished. Quite a few people mentioned that the fame crashed multiple times during the demo showcase. They probably don't want people to see stuff like that.
@@xander0901 I see. They did reveal Wilds in December though, granted that was at the Game Awards, so that's more of an exception really. I guess it will all sort of depend on how polished the August demo is. As this private demonstration had a few kinks with crashes. If they still have some hiccups like that for the August demo, though I imagine they will have endeavored to have gotten rid of those by then, they may hold off on a world wide demo till later in the year. Also, keep in mind that any demo they do will most likely be available for everything (console and PC) as there's no timed console exclusive this time around. So the demo may need more time, to make sure it's equally functional on all platforms.
Yuna was pretty on point when she said that the characters look like they're from Resident Evil, I didn't realize it myself at first, but I did feel like something was off with the people and she hit the nail on the head. I think they're going gritty like a lot of FPS shooters did, so everything is looking earthy and dirt in the trailers instead of colorful and vibrant like rise and MH4. Just my personal opinion, I like the way characters looked in Rise. They weren't overly designed or rendered and didn't feel distracting. It felt just cartoony enough that my immersion is in the perfect spot of fantasy monster world I want to hunt in.
Only character I can see fitting RE4 is The Handler. I can understand the noticeable increase in quality being off-putting to some MH fans though I also think the game does look very vibrant and colourful not sure what you mean by that exactly. The saturated yellow and oranges are very reminiscent of MH4U. More realistic? Yeah that I can agree with and I also think that's a good thing, this game takes the good of MHW and the good of MH4U visually
My guess about the hub is that we won’t get one until later in the story. Like we have to earn it. The kid we are trying to find the home of might belong there. Then I imagine the story would have us protecting from threats to that hub. No idea about that though. This game is going in every direction I wanted and if not for Elden Ring next week, I would be kicking my feet in excitement.
As someone who understands Japanese but doesn't have/know actual japanese sources (also not great at reading jp), and uses these kinds of videos to get jp takes/information. And as someone who generally doesn't trust localizations, I appreciate when you mention the actual jp words used when referenced. In the beginning was going to make a comment about talking about the "multiple locales", easy enough to make an assumption about what you were talking about but wasn't actually mentioned. However does not seem to be a thing going forward and is much appreciated (though am still only 30m in). Either way though thanks for this video, had no idea there was a whole jp event that happened as well so love to hear about coverage for it. :)
Personally, I'm pretty displeased about them removing a lot of 'friction' from all of the systems- that kind of stuff is what gives a game its character! If it's streamlined too much, it loses all of its interest I'm kind of worried that it's just becoming an ecology theme park instead of what the initial draw was. I agree with a lot of what Yuna said- she's exactly right about the character designs and the lack of a true town. Hopefully they get at least achieve the same feel as 4U with the Caravan and the various settlements
They’re trying to make this side of the game more of a living ecology action game and I think they’re keeping the more handheld games sort of arcadey like the classics
I absolutely love the little details they added in world and how they are making it more immersive now. If any of you can remember half life 2. One of the reasons it was so good at the time was how detailed it was. The little things make a huge difference.
I do agree on the fun loading screens especially in a time when they're either so minimal or non-existent in games. Rise and Sunbreak had such fun loading scrolls. I look forward to whenever we start getting the weapon videos as there's always some monster armors featured in those to clue in on who's gonna be in the game.
I see the background of this video as a coming of age story where you have all hunters discussing what they think the problems are...then the youngster (Yuna) shows up and blurts out the real stuff: basic, small, but crucial details that no one is necessarily talking about yet would possibly turn the whole situation around. Also, I wouldn't worry about video length so long as you feel you got your point across. We come here for your take (and occasionally Yuna's additional input). Speak your minds out, we're here for it.
From what I can see from all the released trailers, foreign and weird is probably the key aspect to the design Instead of curiosity and wonders of exploration like in World, we got the unsettling fear of the unknown in this one I'm guessing that they're still working on all the other weapons, and bowgun is already or mostly finished, so they show it a lot The other thing I can think of is; it's a great contrast to show that you can switch between melee and gunner on the field Especially when you remember that they need a different armor sets in the old titles Also, it's a heavy bowgun, or least I assume it is, because the folded frame and the shield But it shoot rapid shots. What kind of rework they're cooking over there?
Nature being wild, scary and alien is totally a direction I want to see them visit more. A lot of world was looking at the alien landscapes and their interaction, and none of the places were exactly what I'd describe as cozy, but they were fascinating.
That's pretty easily summarized to physical monsters generally being weaker than elemental ones, with the exceptions of Tigrex and the Blos wyverns It'd be cool as shit to see an elemental pack hunter
Even harder confirmation of being able to play offline with NPC hunters absolutely love it that was my wish no.01 for this game. I hope you can invite like “important” hunters/characters you really get to know and they’re not just super generic.
So does this mean that there will be multiple locales, each with their own village and major areas? Like a Volcano locale, a forest locale, a mountainous locale? I sure freaking hope so, as it would feel very limiting if we only had the plains.
@@Virtual_Rays Sure but I’m just saying that the reasoning that it’s the RE engine isn’t reason enough I don’t think. It must’ve still been a conscious effort to some extent.
U seem to have the most accurate info from what I’ve heard with a lot of other creators or journalists either getting confused on mechanics or misinterpreting what was explained to them. This is mostly to do with Focus Mode with many still viewing as a compulsory mechanic that u will have to interact with
There really is nothing like a new Monster Hunter release. I cannot wait for the adventure and the heavy focus on immersion I feel is going to make this one to remember.
You will always be THE Monster hunter youtuber. I really hope my pc can run it, looks amazing. I do agree we need more fantastical monsters shown, hopefully a little closer to older design style
Your daughter is a true hunter from the old world. Her concern resonate with mine also, as MH get more advance, we start losing the identity of what made the old games so charming.
@@RicochetForce There's a lot of classic sound effect that went mission with 5th gen, a lot of the tribal motif that Yuna is talking about is also gone. Yes the tech has gotten better and the mechanics has gotten the modern changes, but that has nothing to do with the artstyle and identity of the series.
@@baconx6476when i heard the classic sound effect during Amatsu fight in Sunbreak, felt like a javelin went through my chest. it was so iconic and i miss them very much.
23:43 I think one part being left out is while yes people were excited they still had to do some polishing on what they showed from what people like Maximilian said. So whatever we see in August will be the ideal version of that demo that they want to show.
I hate this, i hate talking animals. Give me back my adorable cat that meows like a real cat. Besides i don't need an animal commenting on every action i make. What shitty change to make.
Honestly, this is what I wanted. A thorough analysis of behind the scenes at summer game fest, I saw multiple articles and stuff but some things I never knew was said in this video. I can't wait for this game man it's my dream mh game.
Weapons feeling more oldschool is honestly the best part out of everything we’ve seen for wilds. I love the old Longsword but completely dropped it when it started becoming a counter machine.
I'm fine with parrying with the LS, but I think they become way too forgiving with a lot of repositioning, for example Valor LS had parrying but the parry was like a static guard point that you took no damage if you nailed it, but the timing was as short as a guard point so it wasn't something you would get the hang of in the first few tries if you missed you get hit, so Valor LS parrys needs much more skill than the ones in rise/sunbreak, excluding the "Tempered Spirit Blade" from Sunbreak that one is hard to learn the timing but good once you get the timing, and is also stationary. So I think the LS parrys should inspire to be like the TSB or Valor LS parry, quick reaction parrys with a small I-frame window, but good once you get the timing.
@@Benson-Benis I did enjoy Valor LS much more than World and Rise iterations and while it took more skill and practice to pull off the parry, that shit was kinda broken once got good at it
@@HerEvilTwin true, Valor LS parry hit like nuclear fallout, but I think that's the thing, high skill, high reward that's why I loved it. This is unrelated but about the Focus Mode, they put alot emphasis on the fact that you could "aim guards" in focus mode so I wander about what you think,. Is the "Focus Guard" exclusive to weapon that can block, or will all weapons have it, with some slight changes? I just wanna know your prediction.
The way you explained focus mode, it looks like how the serene pose with LS in Sunbreak but with zoomed in camera. edit: With npc hunter, I hope they make a file where we can transfer what our character looked like in world to wilds. So we can see familiar faces even if they're npc. Imagine fighting with thr character you used in world fighting alongside you in wilds.
Man, they really are taking a lot from Dragon's Dogma 2, which is awesome. Corpse physics, overwhelming enemies, NPC helpers that shout out stuff, seamless open world and camping anywhere. Textbook
It sounds so good! It makes me wonder if they collaborated directly with the DD2 team during their development, because I don't think there's been enough time since DD2's release for them to simply take inspiration. It would make a lot of sense, they both have a big emphasis on wild boss monster combat.
Focus Mode is clearly the new gimmick that will allow you to use powerful Focus Skills that will probably be swappable. It's not just some "easy mode" thing for new players, it is the major addition to the combat for this game.
Something I noticed is the implication of being able to summon NPCs like Rise means the game probably won’t try to force you to play online like World did, where you CAN play offline but it isn’t an option when you boot your file which is obnoxious. World had a half-hearted live service structure and it felt forced, the worst part was the FOMO Event Quests, many which didn’t return until Iceborne was 100% complete. Wilds might be doing away with all that live service stuff if the NPC hunters are anything to go by, since it means they aren’t discouraging you from playing offline anymore.
Monster hunter was always meant to be played online. You're in the wrong franchise if you think it felt forced. It's literally been that way since PS2, PSP.
I'm relieved that the hunter doesn't seem to have a set personality, that was the thing I was the most concerned about. I'm still a bit concerned, but not as much as I was. However, there is still one worry that is very much intact... I'm afraid that way too much of the story will focus on Nata and not on your adventures. Like, will Nata be the main character essentially, the most important character in the story despite you doing all the fighting? Like, I am willing to bet he's either a prince or some kind of chosen one or oracle. ...legit, I would love it if he was a commoner like the hunter, who is just trying to find his family or something, and has either connections or knowledge that can help you out, either on the main quest or just in general. Maybe he knows all the local legends, or about the wildlife. Maybe he is the only one to escape from the flagship monster that attacked his home village or something. I want something more interesting than "this small boy is actually the chosen one" but unfortunately that looks like it's probably what we're getting.
The only 2 things that really bummed me out are that cutscenes and some story quests are still "solo player" only and that mantles are back. I dont really like that my armor gets covered up 90% of the time because of mantles
it say e've introduced new features in the game, so that in the background, you're always connected. And so as soon as you're able to go into a quest together, it matches you up quickly and you can seamlessly go back into multiplayer gameplay. So we've made it a lot more convenient.
Maybe without the clutch claw mantles won't need to be so constantly used. Or maybe there will be no Temporal Mantle or equivalent and you just have camo.
@GaijinHunter thank you ^_^ great and thorough coverage. Thank you for taking the time to investigate, to sumarise, and produce this 1H long video. thank you. also.. more please !
Huh, crazy how being pessimistic about something you know nearly nothing about can change when you get more info lol. So many people, gaijin included, were so underwhelmed at first but would you just look at that. It's almost like brief, rushed glimpses of an in development product aren't indicative of what the final product can be.
One thing this makes me want to see in a future Monster hunter. Monsters change based on their environment. Example Legiacrus. Make it respond to 3 zones. 1. Its environment (Water): It has slightly higher damage and HP and makes full use of its skills and ultimate. 2. Environment close to its own (Forest?): It has slightly reduced HP and DMG, special attacks slow down slightly and much longer before an ultimate can be used. 3. Not its element (Desert): Lowered HP and DMG, Loses some of its skills and much slower between uses, unable to use ultimate. Additional effect: Some monsters could "adapt" and have a new set of skills based on the new environment. This would allow hunters to try to lure the monster out of its environment for a combat advantage or try to enrage the monster and get it to chase you away from its environment. Similarly we would have to keep aware of our surroundings and environment as we chase a retreating monster.
In a preview from an Italian content creator that assisted at the played demo they said that there are multiple villages with different purposes and specific shops with different materials and such
One thing I really hope is that they keep the Monster Hunter goofiness and comedy, when I saw the trailer so far it looks all serious and tense. I also realized that in world the goofiness is much tamer and more serious. Rise is an improvement but not close to classic monster hunter
I heard people say that in the villages they visited in the showcase, the villagers were constantly making puns, so I think you dont have to worry abt that.
Thank you for the in-depth breakdown of all the coverage in Japan, it's really great to see. I'm so happy that they slinger is making a come back and seems to be heavily improved upon. It was definitely one of the best systems from World and Iceborne, and I'm glad to have it back, new and improved.
Imagine if Capcom made some unique and "rare" npc hunters that are not just randomly generated but more like the npc hunter character from Rise/Sunbreak that might have some unique quirks with them. (Ex: Hunter that might like using bombs etc. Some might carry unique weapons etc.) Then they won't be part of the marketing and the community will talk about them.
Thanks for covering gaijin, your videos will always be my favourites, I dont know how you do it but your style helps me relax and stay calm while listening
just to clarify a bit:
You will play as the main hunter for this expedition into the forbidden lands. So you just have the power to declare a hunt whenever you think it's right.
You're basically like the admiral from world.
probably commander, with ace lancer as our admiral
Ohoho...
"I command you as leader: search the whole of the Forbidden Lands for Khezu, and kill them wherever they might be found!"
"Sir, the Guild would kill us if we upset the natural ecosystem!"
"JUST DO IT!"
That’s actually really cool
That's cool as shit wtf.
holy fuck that's rad
Seamless gameplay with no loading? I'm more concerned if my PC can actually play this game at this point.
Update after beta test: Nope, definitely gotta upgrade.
It's a next gen game. Upgrade or get it on console
@@666slateran666 True... time for an upgrade then.
After TGA i was thinking i might be playing this on low settings, now im just gonna get a whole ass new rig. MH was the reason I got a 3ds (3U, 4U, XX), and to get a gaming laptop (world and rise. Also I move around a lot so a PC isnt feasible rn)
"No cost too great" as some pale guy once said
It'll probably run fine as long as you have an SSD
I think the monsters being not cutesy is reflective on their harsh environment, I quite like it. Doshaguma to me looks cute in an ugly way like a bulldog, but it looks like a Tibetan Mastiff with a bare head. I’m also just glad to see another frog/cabra line monster after Tetsu.
Its the "new world" the design philosophy SHOULD be different, the world is moving and the style should reflect this.
@@scilio7929is wilds in the new world still?
@@fepasc no. Wilds is in the "forbidden zone" which is in the upper right of the world map of the old world.
@@fepasc yes
@@MrOrdosan yeah so the forbidden area is in the old world
But I see different responses, there's nothing official?
I am overwhelmed and hyped... to see a 1hr 20min Gaijin Hunter video!
I feel like I've been transported back to the "good old days".
Edit: OH WOW, YUNA IS BASED! Worried about monster icons and load screens. Concerns about character design, worried about the town. She even mentioned the lack of tribal feel!? Her design-board thing was exactly the concerns I have about Wilds too. She's a true Monster Hunter, she gets it!
The tribal feel in monster hunter tri was the peak of mh vibe for me
To answer your question about why this was all done behind closed doors, in Max Dood's video he gave what was probably the reason. The demo they were shown was very indicative of a game in development, as in there was a lot of frame drops, a lack of polish in a few areas, and it even crashed once or twice. Obviously, not stuff you'd want to show to the general public. I imagine they'll be spending the time from now until gamescom ironing out these issues so that it's ready to present in full at that time
I was gunna say the same thing. I think after the cyberpunk issue, smart game companies are wary of promising too much too soon, and showing something incomplete or else something they might change later, means people will be all “well it was in the trailer and it isn’t in the game and now I was promised something I don’t get” and doing it behind closed doors means they can show people who understand it’s in development and it’s not a finished game yet, but you can put it out in a way we can’t and can communicate to your audience what is going on. It’s also coming from someone that isn’t the developer, and there isn’t a lot of trust in developers any more with how gaming has been going (again, lights on cyberpunk)
Especially since gamers are known to overreact to choppy game performance in leaks and in production game footage. Many people don't have the patience to wait for the full game before criticism. Capcom has done well with their Monster Hunter games. I have never been disappointed with the Monster Hunter game.
Well well well, it looks like they did none of it!
Yuna has a very based take. " I don't care about getting this boy home."
But then has un based takes like bring back loading screens lmao
@@666slateran666 It's less the loading screens and more the artistic value of the assets used during loading screens. She makes a point, those were generally beautiful and eye catching.
@@joelmichaelviado1226 true, but with new tech comes new innovations. I'm sure that art will be somewhere else be it a village poster or what have you.
@@joelmichaelviado1226I'm sorry but thats an asinine take. Its like saying you miss watching shows with commercials bc it gave you a chance to talk about it and take a break.... pause the damn show. Get the art book for wilds. This shouldn't even be a point of contention
She's a gigachadette by the sounds of her opinions. Even worried about the game lacking its tribal influences.
You raised a true Monster Hunter, Gaijin. Nice work. XD
I agree with you Gaijin, 100%
To me, one of the many Joys of MH is the ability to improve your domicile, you start in a very cramped and unremarkable room, but as you progress through the story or game, you are awarded a bigger and nicer home (and all that implies). A home you can customize, showcase your weapon/armor, place pets, choose the food on your table, change the music, etc.
I hope this part of MH continues in Wilds.
Depending on how the camp/caravan will look it would be nice to have our tent/quarters improve overtime or we can add trophies and other knick knacks too it, maybe even change the design if its a tent.
Regardless whether this is full open world or Witcher style semi-open world, the way they have revamped the quest and hub system will have it play like an open world monster hunter.
hoping for a witcher style feels better
@@evans178 I honestly don't think there'd be much a difference at this point. Just whether or not there's a loading screen between locales.
@@hipcheckboiii1603 maybe its witcher 3 fanboy me talking but when i think a huge map like they have but its Monster Hunter i think its enough tbh for me there is a point where it doesnt matter anymore and starts being a detriment for other systems
From the previews it seems like we'll have larger locales but still separated, twice the size of the ancient forest in World
The devs confirmed it's all open world aside from a very small amount of areas, which I assume is the equivalent of unique zones just for bosses.
But areas like forest, dessert etc. Are all connected on one map seamlessly. Access to then is restricted until you reach certain points.
Each of these zones that are seamlessly connected are over twice the size of regular zones from world.
Hunting Horn also got a rework as well. In the U.S it was said that the HBG LBG and HH got the biggest change, AND HH is going back to the MHW style of play
You mean the biggest downgrade cause rise HH is superior to world HH
@@nicholasmarquez3399Rise Hunting horn was extremely fun, I will indeed miss it
@nicholasmarquez3399 I massively disagree. yes rise horn was easier to run with cause you can be more aggressive, world horn made it that you had to know the monster to counter and punish. Most HH mains have a really simple understanding of that fact you are supposed to attack second not first.
Huray! This is great news for me, being a HH main from World that felt alienated and dissapointed by the Rise style HH.
@@nicholasmarquez3399It’s half n half imo. I really appreciate Rise adding a lot more style and ease of entry to HH, I would’ve never gotten into the weapon otherwise, but after going back to World and trying it’s HH from what I learned, I realized just how much depth was lost. I’d really like a mix of both.
Clearly the Nibelsnarf will reign supreme in the sandstorm
Nibelsnarf and Cephadrome for the desert would be peak.
@@freshlymemed5680 Nibelsnarf is fine. Cephadrome can go to Monster Hell and stay there. I despise that thing with every fiber of my being.
@@Nixeu42 i think cephadrome has potential as a counterpart to the worm bois. If they refined the fight I think it would work well
@@victory8928 Only if they cut out the paralysis. And, like, half of what makes it a piscine wyvern. I mostly know 4U and Rise (I skipped World because of personal art style gripes and issues with both the controls/compatibility with my controller, which I think was a GameCube one, or maybe a Switch Pro), but Jyuratodus wasn't egregious in Rise. Not fun, but not tooth-grittingly frustrating. Otherwise, though, piscine wyverns seem to live up to their name, being experts at pis-cin' people off. The best a piscine wyvern fight has ever managed to be was "okay", in my (admittedly limited) experience.
All that said, I will freely admit some of my salt comes from the fact that, if I'm not misremembering, one of the Rank Up quests in 4U was a double Cephadrome hunt. I know I had to hunt two of them once for some reason, anyway.And I'm a solo hunter...who used SnS back then. Not exactly a high DPS weapon. And I think that hunt might actually have been more annoying than Dalamadur, an experience that I have unironically compared to fighting Godzilla with a toothpick.
(i have, no joke, gotten looked at like I'm insane when I mentioned that to someone IRL. I told Dalamadur is a fine fight when you have friends/more damage, but I legitimately was racing against the clock trying to solo the bugger. Still did it, though.)
@@freshlymemed5680god, no.
After all these years, my mind still will never recover from the memories of Cephadrome hipchecks.
I hope that you and your daughter can share the journey through this new entry as well and that this game can be another memorable experience you two can enjoy.
If they are putting all this effort into food and other secondary systems, i sure hope we get cool weapon designs and we dont go the original world route of iron or bone weapons with a few feathers added.
It seems they got the memo that people hated the base world designs at the end of iceborne. Rise had exclusively unique designs so I guess they won't go back from that
Get ready to buy them instead
And most players in IB skin their LS with Radiant Flow. Which is just an iron and wood bar…
@@arapaimagold8088 because it's cool. Plain and simple and the closest thing to an actual katana.
depends if there are working more than two people on the weapons like in world and iceborne
The fact that Max said the game crashed a few times duing the closed door demo is reassuring.
How so?
That's... retarded... lol
World crashed a whole lot during close door and still ended up releasing with huge performance issues.
Means its an actual game and not some crafting piece of content they put together for the showing.@@matthewlugo2417
@@matthewlugo2417probably because it shows it wasn't a vertical slice BS, but a proper in progress build
@@matthewlugo2417 shows that it's actual gameplay and not just a pre-rendered video
Yuna's point about the tribal MH feel is so relatable. We lost so much of that identity in World because it was just guild research bases. MH3 and MH4 is the aesthetic I can't forget.
MH3 and 4 are my favorites, along with MHGU
I mean yeah the people are prolly gonna evolve over time
I'm not opposed to the more "researchers" feel of World, but yeah I missed the homely vibe of 4U and especially 3U that Rise didn't deliver too much on IMHO
but in iceborne we got the village style of old mh with Seliana
the fact the the smithy goes with us in the sand boat makes me think there will be several villages ( one for each map perhaps ? )
I wouldn’t be surprised, Wilds clearly has a lot of 4U dna so I wouldn’t be surprised if it had multiple towns too
Just like she did with mh4u, it wouldn't be fully unexpected
pretty sure iirc, one of the articles hinted that each locale would have a built in village
ngl i think thats a bold and cool marketing move
show a ~20 minute video of the game, refuse to answer any questions, just let the excitement build naturally
Only thing I dislike is that it's not visible for everyone. But we'll get to see gameplay eventually anyway so it's not a big deal.
@@HonestGhost21 To be fair, the build did crash at times according to some of those that saw the game. They have until Gamescom to create a proper running demo.
@@recipeseeker but the japanese gameplay was prerecorded, so there should be no crashing, they could show this
Gaijin was incorrect, it was a viewing of the gameplay, with the player in the room with them. See Maximilian dood or another creator for that detail
@@BadKommentatorbut the western version was a finished build of the current state of the game. And they don't wanna show Japanese footage for people who can't read it.
On Yuna's concerns about the town animals: I kind of interpreted the information here to mean the ones shown were closer to the apotonoth or other kind of livestock animals. There's still hope for Poogie.
Im cautiously optimistic but honestly I still have quite a few concerns:
-how will grinding work in these massive, seamless maps? Do I need to wait for monsters to spawn?
-Won’t all this open area traversal get old after 200 hours? Auto traversal doesn’t inspire confidence
-are weapon designs going to be more “grounded” (read: utterly garbage) like world to match the game’s tone?
-If movesets are less flashy, are switch axe and gunlance going to be massively downgraded from their superior sunbreak movesets?
-Is focus mode just a gimmick? They confirmed every weapon has at least one focus mode exclusive attack, I’d like that to be fleshed out…
-Are maps going to be cluttered messes that are awful to fight in like world maps?
-Will story cause multiplayer problems? They claim that they’ve improved things but why not just have village and guild quest split again?
I’d really like to see gameplay to get some answers to some of these, so hopefully gamescom has something
Not understanding your issue with the maps or open world. You use the sekret to run across it really fast or you just fast travel.
@@BrookD.Artist Then why bother with huge maps? If I’m just going to fast travel around or let the seikret carry me automatically, why am I wasting time and why is Capcom wasting resources. It’s not that it can’t work, but nothing I’ve seen convinces me this is actually going to improve the MH experience in any real way other than initial novelty…
They are focussing on an immersive world. Obviously that won't be a major think you keep noticing 500h in but it makes the game feel alive
As for luring out specific monsters I can see them using the lures from Icebornes Guiding Lands.@@terrierbogard5782
World did have a lot to do on the side while you're doing expeditions (at least more than any other MH game). I'm hoping they lean into that and give us plenty to do.
The weapons so far have been entirely unique and as far as I know, were only that way in World because of time constraints.
I don't know if your concerns were answered, but I'd like to alleviate some of them with new info we got in the last two months.
- Quest boards will still be a thing, so I assume you can just travel back to the main camp and post whatever quest you need.
- We don't have much info on that since we only have the first map to go off of, but there are some detailed "chambers" beside the larger fields. It's kind of like Rise's maps with a few segments of World's, just larger.
- all the weapon showcases, besides the obvious base and bone weapons, were very unique and creative design.
- again, weapon showcases have a lot of info. It looks like they took Iceborne as a base and reworked them from there, with some inspiration from Risebreak.
- focus mode does have a unique attack that targets wounds, but it can more generally be used to angle attacks, blocks, or initiate a stance like the GS parry in the first trailer.
- the first map was almost fully shown off in Gamescom, and both fields and "chambers" seem perfectly suited for hunting.
- cutscenes confirmed skippable, even in multiplayer.
So long as I can decorate my prairie schooner with all the luxuries and exotic pets like in World, an open caravan style set up will be perfectly fine.
I’ve wanted Monster Hunter to take just a couple notes from Dragon’s Dogma and it seems like I’m getting exactly what I wanted. Seamless transition between town and map, emphasis on survival, and more emergent monster encounters.
I listened to Maximilian Dood gush about how excited he was for it. Trying not to get hyped until I get to see the gameplay myself but It's really hard not to be a little excited.
I think they can entirely cater for Yuna (and I) and her feelings. MHW had a diegetic UI that had all of these flourishes. They could add more of that diegetic UI like the hunters notes. Monster icons for example could be in this book and look as tribal as ever, without relying on "old" UI choices.
I really hope they don't fall into the trap of making the UI "modern" in the sense of it looking clean and minimal and boring. I have heard of a 3D map and that really concerns me personally because having the digetic map and notes in MHW was absolutely fantastic and really heightened my immersion. I'm even making my own irl hunters notes becasue I loved it so much.
YES im so hyped by not only the new info but you also becoming hyped again, I also felt somewhat like you but now thats gone out the window and i cant wait for august!!! (hopefully they release a demo/beta to everyone else sometime this year)
Hopefully after gamescom finishes theyll release a demo on steam. Hell ill even take a character creation demo if the actual demo is gonna be months away
A demo is coming in august my friend 👍
@@smaug6784 that’s only for those who go to gamescom!!!
@@smaug6784 Thats only for those who attend gamescom tho, unless you are talking about a different one that i havent heard of
I can already see the potential of how immersive this can be, even as a group of hunters. Imagine a HBG user wearing a sneak attack mantle waiting to snipe down the Alpha monster lured in by another hunting partner into an area prepped with a pile of explosives to open a hunt. This is just like the MH4 intro CG but finally realized into a real gameplay. Damn, can't wait to see what Capcom has cooked up lol.
A less flashy gunlance scares me. Half or more of my damage is exactly that, flashes
it more about shelling
Personally I like that it's more like the old gunlance
@@apexzora4423Me too. It was flashier in 5th gen, sure, but it was also kind of ass
I'm hoping they dropped wyrmstake.
Back to old gen gl was fine but atleast buff the shelling, or make elemental shelling a reality😊
Love your coverage as always! Thank you for teaching me how to be a hunter back in 4U Gaijin! It's been a great adventure so far!
Okay listen, you broke me in tears when you brought Yuna up because I thought it was too cute. Like: 'listen we need to hear about my daughter take because she's precious, okay? I'm being serious here'. Great video Gaijin, let's get hyped but real!
It seems like a lot of the concerns really stem from our overall lack of information. We're assuming / presuming / guessing as to what it might be or how things might change based on really the tiniest fraction of what the game is going to be about, but sadly for now, even with reports of the behind the scene footage, we just don't know. We also have to consider why Monster Hunter World and Iceborn did so well and how those reasons might differ from those held by long-time, well-versed players, a lot of my friends who got into Monster Hunter were really interested in the story bits of the game, whereas myself and my sister just wanted to go hunt hehe.
I'm not worried or concerned, and won't be until the game is fully revealed because then I'll know if what I want or expect is going to be changed or isn't going to be in the game. For now I'm hyped and excited and champing at the bit to get the next bit of info :)
We happy?
WE HAPPY!!!
You're reminding me of the beginning scene of pulp fiction lol.
*Gaijin stares at a screen of Wilds gameplay*
Community: Gaijin we good?
Gaijin: ......
Community: Gaijin!
Gaijin: huh?
Community: we good?
Gaijin: Oh ya. We good.
Yes! Yes we are!
@@jaegermiester29Lol yeah thats what I was referencing! great scene in a great movie
Your tism is showing but yes, we are happy
@@pissant42 dude😭
After watching your videos for the past 10 years seeing who you are and coming back now to watch more news on the game we all love I pray to you, your friends and family that all is well and that you all are in good spirits please continue to be awesome we love you
So.... I don't think we're meant to WANT to live in the new village. They live in a super harsh environment, compared to all the other towns/cities we've encountered so far. World's towns felt safe and made in typical guild style.... heck, Even Kamura, which has been attacked every 50 years by the rampage, looks cozy and welcoming.
We aren't seemingly there to start a new town either, also, we're just fulfilling a quest given to us... so we aren't likely to stay in the area (of course, we'll probably decide to any how)
That makes sense in-universe but it's still less appealing as a player - hub towns have always been a relaxed place to contrast with the hunt. World and Rise even gave you a room to customise.
Ok, but what if it's like carving a frontier? The more you progress such as helping with the materials and hunts the more cozier and livable it gets to the point that it eventually becomes the village we wanted to stay in.
I hope the Hub town gets attacked by a special type of monster, and everyone in the town has to kill it to defend said town.
I'm kinda hoping they lean into the caravan I've heard mentioned for some of that feeling. The Caravan in 4U was a nice way of keeping some things consistent while also changing your base location throughout the game.
@@davidmurray3542 My thinking is that the later maps probably have villages closer to this?
An over hour long hype video? WOOOOOO
“How are we supposed to love these creatures?” Is CRAZY 😂
To be honest, this kinda was my first thought as well. I love the beautifully designed Monsters, and I'm in return kinda indifferent to the ugly ones.
Kinda made me worried about Wilds at first, fearing it might become a second Wild hearts, but it seems my worries have been unfounded xD.
exactly, not everything is supposed to be cute or cool, takes like that stifle creativity
"I will worship them with my tastebuds"
People love khezu tho😂
@@sammidul4080 EXACTLY
Kunafa, isn't that like an arabic dessert with cheese? Makes sense since the village leader has that arabian kinda look and the villagers specializing in cheese. Super cool!
My thoughts exactly!
Monster Hunter has never been afraid of innovation. It's one of the few franchises that reinvents itself with every iteration, which is INCREDIBLY important for a videogame (and not only for games), and it's one of the reasons we still love MH today. I can understand people not wanting to depart from enstablished systems that they are comfortable with but it's not an healthy thing for the series. It's normal to be afraid of major changes, since these can be hit or miss mechanics (look at clutch claw and wirebugs for some controversial ones), but they never betrayed the MH spirit. We MUST criticize bad game design choices or choices that most of the community doesn't like, but we must also not forget that without these there can be no good choices. The point I'm making is: it's okay to be afraid but not okay to be caustic over big changes.
Regarding the art direction of MH I do agree that they shifted tone but even here I do not agree that the spirit of MH has been lost. I do in fact disagree with all of Yuna's takes (I hope I don't sound rude, this is not an attack to the person making thse points and I'm really happy that we can have these conversations) :
1. The loading screen issue it's just a "not wanting things to change" issue, artistic value of the loadings can easily be transitioned elsewhere.
2. Ok here I'll say something that might get thrown in my face when the game releases but I'm 100% sure the icons will have the same charm they always had and not be boring and unispired.
3. "Too much bowgun" (?), "characters aren't cute" we've seen too few but I'd also argue that MH characters have never been about the "cuteness" but more about the "silliness", which I do agree has been partially lost (there have been some cute characters in the past but they were not a majority whereas every character had quirky traits or was silly in some ways). Saying that every character looks like an FPS game character is a really unaware statement, but maybe this person doesn't play many videogames so I won't insist on this.
4. More effort in humans as part of the ecosystem does not mean less effort in monsters, so it's just added value. MH team doesn't like showing stuff, and it's a market practice that I love and encourage when the game has passion and authorship to it (take a look at how Fromsoftware is handling Elden Ring marketing). MH team likes not showing stuff but not because the stuff is not there. These monsters have designs that are completely in line with MH and to me is really baffling how people seem to not recognize it. These are designs that people may or may not like, but this is just personal preference and they are still solid fantasy designs.
5. Yes, towns and hubs are one of the MH pillars. Every time I hear Moga or Pokke theme I feel strong emotions because they're connected with so many memories, inside and outside of the game. Once again tho I am faithful that they know this and I think they will "find a way". Maybe this will lead to something new that will have the same emotional weight and importance in the game, only with the difference that it's not a town anymore.
6. I disagree and I don't really know how to elaborate on this.
Finally there is one thing of which I am afraid too: weapon designs. I keep thinking that weapon designs in World were just a bad dream but they're still there every time I open the game. Thay're just boring, not even more realistic, only bland, with a feather or a scale stamped on the base iron or bone wapon.
i've watched so many videos talking about the demo and Gajin is by far the best format and conveys the information in such a good way. thank you!
Honestly I wasn't that excited about the trailer but hearing you explain everything makes it sound so cool. I hope it doesn't disappoint . Can't wait for the other trailers and the game!
Why is it I can sit here and listen to Gajin talk for an hour about mh news but not 10 minutes of rage gamings “news”
Maybe the recycling the same content 3 videos in a row might be the answer 😂😂
Probably because Gaijin has some sort of tranquility in the background using the pokke theme while having a calm voice while Rage Gaming can get louder and more „excited“.
I assume you prefer Gaijin over Rage Gaming because of that
@@joebzwjohn7917 rage just dramatizes the voice too much that it feels fake. I liked them when they popped up in ruri and gaijins podcast since they talked like people there
They're entirely different in terms of energy and presentation, there's no real comparison.
I like both. I listen to both and watch both. I like both there energies. It could be too tho, we both fans of the greatest of all the great great weapons in monster hunter. ROCKET POWER GREASWORD
The villages being tied directly to the locales they're in does feel like an extension of Mh4's "world tour" philosophy. Val Habar was somewhat tied to the Ancestral Steppe, and the Windward Plains have a similar vibe.
I also hope that the trading concept gives hunters an incentive to go out and hunt small monsters for materials. After a certain point in other MH games you just didn't interact with small monsters anymore, and they became more of a necessary nuisance.
Would be cool if the "monster attacking custom camp" event triggers a quest that lets you defend that camp so as to not lose it. That would be a cool way to force you to fight a monster that you would have no reason to hunt otherwise.
On official behalf of Rurikhan, I am here to request Mr. Gaijin Hunter, please release a new video.
Remember when they said DAUNTLESS WAS THE MONSTER HUNTER KILLER😂😂😂😂
LMAO! Monster Hunter is untouchable! You know why? They don’t rest on their laurels! They always try to change it up and keep it fresh without affecting the core gameplay loop. They iterate and listen to feedback and they end up with a refined masterwork of a game. It’s brilliant! Here’s to many more years of happy hunting! 🍻
Well, that was only because MH wasn't on PC yet. When World was announced everyone knew it was gg for Dauntless. Also, the combat in Dauntless just didn't feel right... which doesn't help its case.
People who label games as an "X-killer" are the biggest enemies of those games period
I dont think anyone ever said that tbh
Nah, dauntless is the "we have monster hunter at home" they said 😂
Thank you for your hard work and putting this together for us. It is much appreciated, I’m so looking forward to this!!! My 7 year old and I are ready! I got him on World and Rise when he was 5, and he’s pretty good lol! Can’t wait!
The dead monsters becoming now a physical thing proves that monsters will be able to toss corpes at you...i think you can see this in one of the trailers where the doshaguma does this in the first trailer
Mannn. Mantles coming back is such a huge bummer. Fashion hunting was the true endgame in 5th gen. Hopefully it's not cyclical/required like World every time your temporal/defender was up since there is no clutch claw.
When you mentioned the idea of Herd Alphas being a separate kind of challenge from traditional Large Monster hunts, everything clicked. I was a little wary seeing huge herds as the focus in the trailers, I didn't really want, like, roaming packs of Anjanath, having a ton of them kinda takes away some personality. But, designating a kind of middle step tier of monster alongside the traditional hunts is actually a great idea! it's a great way to further integrate the monsters into the environment, expand the scope, and even kinda explains why their designs (in my opinion) don't seem as distinct in comparison to proper Large Monsters. I can see past monsters getting roped into this concept, like most of the Greats.
Confirmed no underwater or Prowler mode.
Im sad, so, i hope it can overcome this lack....
Where's your source for no underwater combat?
@@TornaitSuperBird I think they would have mentioned something as huge as that, used it as a major marketing point, even
@@displayer6023 It'll probably be confirmed (or deconfirmed) in August. Capcom is keeping a lot of information close to their chest, probably because development is not actually finished on the game. There may still be certain things that are subject to change, as well as optimization things.
Probably DLC???
@@TornaitSuperBirdusing logic its easy to tell there wont be underwater combat. unless the game is in development for 20 years, its impossible for land & underwater combat to be in the same game and be good.
Thank you for this very detailed breakdown! I have to be honest - this commitment to "immersion" and "seamlessness" makes me more worried than excited. I don't need or want Monster Hunter to be a hyper realistic, seamless immersion franchise. I want some of that charm, that goofiness, that video gamey charm that feels like it gets more lost all the time. I like some of the tracking elements from World, but I didn't really want it expanded much further from what we had before.
I'm willing to reserve judgment until we see it and have it in our hands, but I don't know if this is what I want from MonHun. :/
I strongly disagree with the monster design take. I think the Doshaguma and Balahara are a kind of ugly that I can get behind. Monster Hunter is no stranger to intentionally ugly and grotesque designs (Gypceros, Khezu, Gigginox, and Vaal Hazak come to mind), and these ones kinda fit in with those in my opinion. Balahara in particular is really grabbing me because of how striking and unusual the face design is. Even considering that though, Chatacabra really feels more like the kind of goofy or charismatic monster design you're referring to. It looks like Tetsucabra's whacky cousin lol. Then the new flying wyvern feels like your typical "cool" monster design. I'm not particularly worried about the monster designs, I think they're gonna cook up some real banger designs for us.
People saying the monster design is ugly, just can’t see the charm that Chatacabra has, if you squint hard enough he looks like a small bulky bowser 😂
One of my favorite things about new monster hunter games is that I get to watch more Gaijin Hunter videos. Thanks for breaking everything down. SO INCREDIBLY HYPED for this next installation into one of the best video game franchises ever!
I am surprised that they emphasized that the footage would not be made public, but maybe we will see a curated version of this in an early trailer leading into the demo.
In terms of the release window, if they are doing an in-person demo in August, it may lead into a fall demo for general release. Marketing can begin in the fall, leading to a spring release (I’m thinking maybe the same release window as Rise). I think Capcom was smart to release all this news to garner attention in the summer, so it would be a real shame for them to let their audience lose steam with a Fall/Winter 2025 release.
They typically release Q1.
I feel like if we do get a worldwide demo to download this year, it won't be till like December. As they typically release the demos close to the game's full launch. So if Wilds releases in January (like World did) we might get a demo this year.
@@DRAG0NSPIRIT10December could be when they do it, but I know Japanese companies in general don’t do a lot of new marking pushes during the Christmas/New Years time. That’s why I’m thinking a fall release for the demo (Sept-Oct). This makes sense if the first in-person demo is accessible in August, as they wouldn’t want to wait too long to move into the next stage of marketing. A January full release feels possible, but definitely within Q1 of 2025.
Capcom’s next earnings call might also give it away, if we haven’t already been told by then.
The most likely explanation is that it's not polished.
Quite a few people mentioned that the fame crashed multiple times during the demo showcase.
They probably don't want people to see stuff like that.
@@xander0901 I see. They did reveal Wilds in December though, granted that was at the Game Awards, so that's more of an exception really.
I guess it will all sort of depend on how polished the August demo is. As this private demonstration had a few kinks with crashes. If they still have some hiccups like that for the August demo, though I imagine they will have endeavored to have gotten rid of those by then, they may hold off on a world wide demo till later in the year.
Also, keep in mind that any demo they do will most likely be available for everything (console and PC) as there's no timed console exclusive this time around. So the demo may need more time, to make sure it's equally functional on all platforms.
I’m so happy to see you excited. I know you tend to keep things down to earth so this is looking good to me!
Can't say I'm happy to hear mantles are back. That is unless we can hide it.
Yuna was pretty on point when she said that the characters look like they're from Resident Evil, I didn't realize it myself at first, but I did feel like something was off with the people and she hit the nail on the head. I think they're going gritty like a lot of FPS shooters did, so everything is looking earthy and dirt in the trailers instead of colorful and vibrant like rise and MH4.
Just my personal opinion, I like the way characters looked in Rise. They weren't overly designed or rendered and didn't feel distracting. It felt just cartoony enough that my immersion is in the perfect spot of fantasy monster world I want to hunt in.
Only character I can see fitting RE4 is The Handler. I can understand the noticeable increase in quality being off-putting to some MH fans though
I also think the game does look very vibrant and colourful not sure what you mean by that exactly. The saturated yellow and oranges are very reminiscent of MH4U. More realistic? Yeah that I can agree with and I also think that's a good thing, this game takes the good of MHW and the good of MH4U visually
@@bacon_208 It looks like 2010 xbox shooter games. I get nothing but gears of war vibes from everything I've seen, not Monster Hunter.
My guess about the hub is that we won’t get one until later in the story. Like we have to earn it. The kid we are trying to find the home of might belong there.
Then I imagine the story would have us protecting from threats to that hub.
No idea about that though. This game is going in every direction I wanted and if not for Elden Ring next week, I would be kicking my feet in excitement.
As someone who understands Japanese but doesn't have/know actual japanese sources (also not great at reading jp), and uses these kinds of videos to get jp takes/information. And as someone who generally doesn't trust localizations, I appreciate when you mention the actual jp words used when referenced. In the beginning was going to make a comment about talking about the "multiple locales", easy enough to make an assumption about what you were talking about but wasn't actually mentioned. However does not seem to be a thing going forward and is much appreciated (though am still only 30m in). Either way though thanks for this video, had no idea there was a whole jp event that happened as well so love to hear about coverage for it. :)
Personally, I'm pretty displeased about them removing a lot of 'friction' from all of the systems- that kind of stuff is what gives a game its character!
If it's streamlined too much, it loses all of its interest
I'm kind of worried that it's just becoming an ecology theme park instead of what the initial draw was.
I agree with a lot of what Yuna said- she's exactly right about the character designs and the lack of a true town. Hopefully they get at least achieve the same feel as 4U with the Caravan and the various settlements
They’re trying to make this side of the game more of a living ecology action game and I think they’re keeping the more handheld games sort of arcadey like the classics
We need you Gaijin !! The franchise needs you 🎉
I don’t think he gonna be there for the long haul since we now know you will have to face story element solo which is what turned Gajin off.
He hates monster hunter. He is just covering it for the views.
Yeah specially with all the dumb clickbait there is in the community. Gaijin does respect our intelligence
@@josefernandez4423that’s a bold take, why do ya say so?
GAIJIN HUNTER POSTED LETS GO!
I absolutely love the little details they added in world and how they are making it more immersive now.
If any of you can remember half life 2. One of the reasons it was so good at the time was how detailed it was. The little things make a huge difference.
OH how i've missed you! Hope you and your loved ones are well. Cannot wait for this game!!
I do agree on the fun loading screens especially in a time when they're either so minimal or non-existent in games. Rise and Sunbreak had such fun loading scrolls. I look forward to whenever we start getting the weapon videos as there's always some monster armors featured in those to clue in on who's gonna be in the game.
I see the background of this video as a coming of age story where you have all hunters discussing what they think the problems are...then the youngster (Yuna) shows up and blurts out the real stuff: basic, small, but crucial details that no one is necessarily talking about yet would possibly turn the whole situation around.
Also, I wouldn't worry about video length so long as you feel you got your point across. We come here for your take (and occasionally Yuna's additional input). Speak your minds out, we're here for it.
From what I can see from all the released trailers, foreign and weird is probably the key aspect to the design
Instead of curiosity and wonders of exploration like in World, we got the unsettling fear of the unknown in this one
I'm guessing that they're still working on all the other weapons, and bowgun is already or mostly finished, so they show it a lot
The other thing I can think of is; it's a great contrast to show that you can switch between melee and gunner on the field
Especially when you remember that they need a different armor sets in the old titles
Also, it's a heavy bowgun, or least I assume it is, because the folded frame and the shield
But it shoot rapid shots. What kind of rework they're cooking over there?
Nature being wild, scary and alien is totally a direction I want to see them visit more. A lot of world was looking at the alien landscapes and their interaction, and none of the places were exactly what I'd describe as cozy, but they were fascinating.
Herd monsters look like they’ll be all tooth and claw, whereas the
‘Apex’ style monsters will wield elements and be more familiar to us.
That's pretty easily summarized to physical monsters generally being weaker than elemental ones, with the exceptions of Tigrex and the Blos wyverns
It'd be cool as shit to see an elemental pack hunter
Even harder confirmation of being able to play offline with NPC hunters absolutely love it that was my wish no.01 for this game. I hope you can invite like “important” hunters/characters you really get to know and they’re not just super generic.
So does this mean that there will be multiple locales, each with their own village and major areas? Like a Volcano locale, a forest locale, a mountainous locale? I sure freaking hope so, as it would feel very limiting if we only had the plains.
I mean it's pretty obvious it will have more than one hunting locale.
“Hey guys” in the highest pitch possible. Never change. Love the content
I totally agree with your daughter on the character design, they look like they came out of dmc or resident evil.
Yup, the handler looks like a FF character to me. But DmC is a good example too
Well they're still using the RE Engine so it makes sense.
@@Virtual_Rays They weren’t that bad in Rise tho, were they? It wasn’t my favorite entry, but the npc’s didn’t look like DmC characters
@@CaptainEffort Rise wasn't as high fidelity or detailed and went with a more stylized approached for character designs.
@@Virtual_Rays Sure but I’m just saying that the reasoning that it’s the RE engine isn’t reason enough I don’t think. It must’ve still been a conscious effort to some extent.
U seem to have the most accurate info from what I’ve heard with a lot of other creators or journalists either getting confused on mechanics or misinterpreting what was explained to them. This is mostly to do with Focus Mode with many still viewing as a compulsory mechanic that u will have to interact with
Until I can box a Brachydios I am physically incapable of feeling hype.
I've been hoping for a fist weapon for ages, and I'll just keep on waiting.
There really is nothing like a new Monster Hunter release. I cannot wait for the adventure and the heavy focus on immersion I feel is going to make this one to remember.
hopefully mantles have a “hide” option. Did not like those things covered up your armor in World/Iceborne.
You will always be THE Monster hunter youtuber. I really hope my pc can run it, looks amazing. I do agree we need more fantastical monsters shown, hopefully a little closer to older design style
Your daughter is a true hunter from the old world. Her concern resonate with mine also, as MH get more advance, we start losing the identity of what made the old games so charming.
@@RicochetForce There's a lot of classic sound effect that went mission with 5th gen, a lot of the tribal motif that Yuna is talking about is also gone.
Yes the tech has gotten better and the mechanics has gotten the modern changes, but that has nothing to do with the artstyle and identity of the series.
@@baconx6476when i heard the classic sound effect during Amatsu fight in Sunbreak, felt like a javelin went through my chest. it was so iconic and i miss them very much.
23:43 I think one part being left out is while yes people were excited they still had to do some polishing on what they showed from what people like Maximilian said. So whatever we see in August will be the ideal version of that demo that they want to show.
oh man reworking of skills is such great news.
also I want a deep gruff voiced cat, I want pitch shift on palicos.
I hate this, i hate talking animals. Give me back my adorable cat that meows like a real cat. Besides i don't need an animal commenting on every action i make.
What shitty change to make.
@@Foogi9000Did you watch the video? Gaijin says its confirmed you can make it meows if you don't want the voices. We are losing nothing.
@@Foogi9000to each thier own personally I’m all for having my palico talk, makes em feel like my pal rather than a pet
@@Foogi9000 me when I don't watch youtube videos:
Honestly, this is what I wanted.
A thorough analysis of behind the scenes at summer game fest, I saw multiple articles and stuff but some things I never knew was said in this video.
I can't wait for this game man it's my dream mh game.
Weapons feeling more oldschool is honestly the best part out of everything we’ve seen for wilds. I love the old Longsword but completely dropped it when it started becoming a counter machine.
Rise really made that thing crazy but I want my SnS oils in the main games.
I'm fine with parrying with the LS, but I think they become way too forgiving with a lot of repositioning, for example Valor LS had parrying but the parry was like a static guard point that you took no damage if you nailed it, but the timing was as short as a guard point so it wasn't something you would get the hang of in the first few tries if you missed you get hit, so Valor LS parrys needs much more skill than the ones in rise/sunbreak, excluding the "Tempered Spirit Blade" from Sunbreak that one is hard to learn the timing but good once you get the timing, and is also stationary. So I think the LS parrys should inspire to be like the TSB or Valor LS parry, quick reaction parrys with a small I-frame window, but good once you get the timing.
@@Benson-Benis I did enjoy Valor LS much more than World and Rise iterations and while it took more skill and practice to pull off the parry, that shit was kinda broken once got good at it
@@HerEvilTwin true, Valor LS parry hit like nuclear fallout, but I think that's the thing, high skill, high reward that's why I loved it. This is unrelated but about the Focus Mode, they put alot emphasis on the fact that you could "aim guards" in focus mode so I wander about what you think,. Is the "Focus Guard" exclusive to weapon that can block, or will all weapons have it, with some slight changes? I just wanna know your prediction.
The way you explained focus mode, it looks like how the serene pose with LS in Sunbreak but with zoomed in camera.
edit: With npc hunter, I hope they make a file where we can transfer what our character looked like in world to wilds. So we can see familiar faces even if they're npc.
Imagine fighting with thr character you used in world fighting alongside you in wilds.
Man, they really are taking a lot from Dragon's Dogma 2, which is awesome. Corpse physics, overwhelming enemies, NPC helpers that shout out stuff, seamless open world and camping anywhere. Textbook
It sounds so good! It makes me wonder if they collaborated directly with the DD2 team during their development, because I don't think there's been enough time since DD2's release for them to simply take inspiration. It would make a lot of sense, they both have a big emphasis on wild boss monster combat.
I swear if my palico points out any ladders...
@@Atypical_TypoGonna mute the little shit.
Focus Mode is clearly the new gimmick that will allow you to use powerful Focus Skills that will probably be swappable. It's not just some "easy mode" thing for new players, it is the major addition to the combat for this game.
Something I noticed is the implication of being able to summon NPCs like Rise means the game probably won’t try to force you to play online like World did, where you CAN play offline but it isn’t an option when you boot your file which is obnoxious. World had a half-hearted live service structure and it felt forced, the worst part was the FOMO Event Quests, many which didn’t return until Iceborne was 100% complete.
Wilds might be doing away with all that live service stuff if the NPC hunters are anything to go by, since it means they aren’t discouraging you from playing offline anymore.
Monster hunter was always meant to be played online. You're in the wrong franchise if you think it felt forced. It's literally been that way since PS2, PSP.
I'm relieved that the hunter doesn't seem to have a set personality, that was the thing I was the most concerned about. I'm still a bit concerned, but not as much as I was. However, there is still one worry that is very much intact... I'm afraid that way too much of the story will focus on Nata and not on your adventures. Like, will Nata be the main character essentially, the most important character in the story despite you doing all the fighting? Like, I am willing to bet he's either a prince or some kind of chosen one or oracle.
...legit, I would love it if he was a commoner like the hunter, who is just trying to find his family or something, and has either connections or knowledge that can help you out, either on the main quest or just in general. Maybe he knows all the local legends, or about the wildlife. Maybe he is the only one to escape from the flagship monster that attacked his home village or something. I want something more interesting than "this small boy is actually the chosen one" but unfortunately that looks like it's probably what we're getting.
Make another video.
Rurikhan sends his regards.
The bowgun can be any "second" weapon that you can switch between when you are on your mount.
The only 2 things that really bummed me out are that cutscenes and some story quests are still "solo player" only and that mantles are back. I dont really like that my armor gets covered up 90% of the time because of mantles
it not work like world they say you still always connect to the lobby, when cutscene end you enter the quest
it say e've introduced new features in the game, so that in the background, you're always connected. And so as soon as you're able to go into a quest together, it matches you up quickly and you can seamlessly go back into multiplayer gameplay. So we've made it a lot more convenient.
Maybe without the clutch claw mantles won't need to be so constantly used. Or maybe there will be no Temporal Mantle or equivalent and you just have camo.
@@ericmm6822 we can only hope. While the mantles are helpful, I hate that it obstructs the armor and some of them are just plain OP
Mantles will automatically unequip after it runs out
@GaijinHunter
thank you ^_^
great and thorough coverage. Thank you for taking the time to investigate, to sumarise, and produce this 1H long video.
thank you.
also.. more please !
Huh, crazy how being pessimistic about something you know nearly nothing about can change when you get more info lol. So many people, gaijin included, were so underwhelmed at first but would you just look at that. It's almost like brief, rushed glimpses of an in development product aren't indicative of what the final product can be.
One thing this makes me want to see in a future Monster hunter. Monsters change based on their environment. Example Legiacrus. Make it respond to 3 zones. 1. Its environment (Water): It has slightly higher damage and HP and makes full use of its skills and ultimate. 2. Environment close to its own (Forest?): It has slightly reduced HP and DMG, special attacks slow down slightly and much longer before an ultimate can be used. 3. Not its element (Desert): Lowered HP and DMG, Loses some of its skills and much slower between uses, unable to use ultimate. Additional effect: Some monsters could "adapt" and have a new set of skills based on the new environment.
This would allow hunters to try to lure the monster out of its environment for a combat advantage or try to enrage the monster and get it to chase you away from its environment. Similarly we would have to keep aware of our surroundings and environment as we chase a retreating monster.
Make more Videos pls 😄
Rurikhan sends his regards.😄
In a preview from an Italian content creator that assisted at the played demo they said that there are multiple villages with different purposes and specific shops with different materials and such
One thing I really hope is that they keep the Monster Hunter goofiness and comedy, when I saw the trailer so far it looks all serious and tense. I also realized that in world the goofiness is much tamer and more serious. Rise is an improvement but not close to classic monster hunter
I heard people say that in the villages they visited in the showcase, the villagers were constantly making puns, so I think you dont have to worry abt that.
@@vicentemunoz9466 world also like that, but the characters aren't as quirky as, let's say mh4u. but i'm glad they kept the puns
Thank you for the in-depth breakdown of all the coverage in Japan, it's really great to see. I'm so happy that they slinger is making a come back and seems to be heavily improved upon. It was definitely one of the best systems from World and Iceborne, and I'm glad to have it back, new and improved.
My only concern is 30fps on ps5 and Ps5 pro.
Dude, ever since you compared the supposed "little miss forge", which ain't so little any more, to Nico from DMC, I can't unsee the resemblance
7:10 that's kinda crazy considering MH got big in Japan way before the series ever had auto-lock-on
Love this kind of videos from you, thank you Gaijin! 🙏🏻
Imagine if Capcom made some unique and "rare" npc hunters that are not just randomly generated but more like the npc hunter character from Rise/Sunbreak that might have some unique quirks with them. (Ex: Hunter that might like using bombs etc. Some might carry unique weapons etc.)
Then they won't be part of the marketing and the community will talk about them.
I was hoping as the story progresses we get more story related companion NPCs you can hunt with.
Thanks for covering gaijin, your videos will always be my favourites, I dont know how you do it but your style helps me relax and stay calm while listening