Shout out to Lunastra weapons, for Capcom literally taking more effort to make them look worse. They were already mostly recolors of Teostra weapons, but they modeled out new slap on designs for some reason, even though Teostra is on the short list of monsters that still had their unique designs.
What really REALLY annoyed me with world was the nonsensical rationing of unique designs to particular weapons for partocular monsters. Why oh why does Bazel of all things have a unique LONGSWORD and not a GUNLANCE. He literally explodes. Or why Uragaan got his unique bow but not the HAMMER
Nah fr! I wanted the original green brachy dual blades but we got the raging ones. Like the designs are really cool, I just like the green ones personally then the bright orange type ones
I had forgotten about how dire the weapon design situation was in World until replaying through it with some friends recently. Even up until the start of High Rank, it is more or less EVERY. single. weapon that doesn't have a unique design. It is such a travesty to look at on the weapon tree page. You put it perfectly. The weapon and armour design are a core part of the game, and an embodyment of each monster. Having copy paste designs truly does take away so significantly from the game, and I hope that they never repeat this mistake again.
World gets a lot of stuff where objectively bad stuff just gets ignored lately, meanwhile for Rise it's the reverse and people are just outright lying. Rise does quite a bit better than World overal, but World does a few very essential things far better. Overal it evens out. Still the stuff makes no sense people say. Like some say Rise is more like the older games (when it really isn't, it's pretty much World on steroids), people saying Rise is much faster and that World is more in-line with the classic games while still being faster (also not true and World is actually slower than them in regards to running, weapon animations, monster animations, etc). The stuff I've seen is just weird, it's like people forgot what old MH actually was like. Or probably more likely in their bias they make up the dumbest crap to justify their biased view.
@@BlueRidgeBubble IMO Rise feels better at first but oince I put 50+ hours into both there's something about world that clicks better but I find difficulty pointing to exactly why. In theory I should prefer rise because it's faster paced but I feel like World is more satisfying overall. Ultimately I love both so I'm not complaining.
@@MrCoincashto me its just the feedback and the animations. In world ive always felt thw weight if the weapon. The great sword felt massive. The insect glaive felt like it was agile. I still love the ganeplay of rise tho.
From my understanding, the reason the final designs weren’t very unique was in order to allocate development resources elsewhere. Given that Wilds won’t need to rebuild literally every asset from scratch, they’ll likely keep the slap-on weapon designs exclusive to monsters returning from World.
so basically like how rise did it already. returning monsters that debuted in world keep their old designs while new monsters get completely unique designs and the returning monsters that debuted before world get their original designs back
That would be true if MHRise didn't exist, that game literally had to build everything from scratch (it was built on the RE engine, MHW is using the same engine from every other game in the series.) and still had enough resources to make all unique designs but also have a bigger monster list than worldborne.
@@notimeforcreativenamesjust3034 Rise actually did reuse a lot of assets that were made for World. Even being on a newer engine, Rise’s dev team was able to take advantage of some of the work that the World team already did.
I have no idea how they thought that "realistic" designs had to mean "basic models with bits stapled on". Sure, Iceborne fixed the classic ones, but the weapons from most World-original monsters had to keep those "designs" in Rise. Here's hoping Wilds fixes that.
The "realistic" argument falls flat when the designs aren't even realistic or practical. The striking parts don't even make use of better materials. The actual blades still use the basic bone or iron model but have monster decorations on them. Its the equivalent of painting racing stripes on a beater car and calling it a racecar. If the weapons were truly designed with _in-universe_ realism in mind then the weapons would be simpler in design but make full use of the new materials. Old weapons would follow this new design philosophy. Upgrading an Iron GS into a Rathalos GS for example. Instead of instantly transforming into the old Red Wing design, the first upgrade would replace the blade with joined and sharpened rathalos shells. Subsequent upgrades would then replace or cover up the old Iron parts with refined Rathalos parts.
It's only fifth fleeters that dunk on rise most people I know who started before rise way prefer rise over world base world is pretty good and unique, but iceborne ruined it
@@doitfaster9553I became obsessed with monster hunter because of world/iceborne and LOVED rise/sunbreak. I genuinely don't get how people didn't like rise.
@@jimmyjams5038 I mean I understand it, you come into this series at a point of oh this is brand new it's a cool open world environments are amazing everything is so high graphically textured. I think people who have issues with it are mostly because to them world is the first game and is as id put it the first western monster hunter so seeing this cartoonish comparison right after seemed bad to them. And it didn't help most people who have Xbox or PlayStation didn't have it on release so it felt like oh I'm gonna appeal to Nintendo fanboys now. Without them knowing every most popular monster hunter beforehand was on Nintendo. It's definitely a loved game and almost every oldgen monster hunter player I know loves it even more than world. Just the vast majority of the MH player base now is fifth fleeters
@@doitfaster9553 well that happens when people don't bother looking into the history of releases when jumping into a new franchise which I guess is understandable but pretty sad. What is completely insane though is to wonder why a game releasing on a Nintendo looks terrible graphically compared to an Xbox, PlayStation or PC. The game was built for significantly weaker hardware. They definitely could have focused more on improving visuals for the ports but idk if the portable team gets the kind of funding that the mainline team does. Personally I was just so happy for more monster hunter and to see wirebug skills as a sort of return of hunter arts.
I always wonder why people pretend the portable and console divisions are each their own monolithic structure that does everything their own way. It's extremely obvious that the console team and the portable team constantly share what they have learned from the last game and use that to shape the development of the next game. Wirebugs were a direct evolution of the clutch claw, taking on the lessons learned and player feedback to try and turn it into a mobility tool, while also making another attempt at hunter arts from GU but tied to a more streamlined and consistent resource, rather than an arbitrarily long charge meter.
World was my introduction to Monster Hunter, and this issue became very apparent to me when I built the Zinogre Great Sword. Which for some reason has a unique appearance for every weapon type EXCEPT for the Great Sword.
In MHP3rd, Zin's GS also has a different animation on sheathe/unsheathe which was disappointing to not see in world. As for me, I dont dislike Zin's HBG design here but I do adore and miss the Motorcycle-like design better :( *sigh*
I remember making a Zin Greatsword in MH3U and trying Greatsword for the first time ever, JUST because I thought the weapon looked awesome. It can't be overstated how inportant these designs are to the identity of each monster and the game overall.
oh yeah, totally. I looked up what Zin greatswords looked like in previous iterations, and maaaaan does it bum me out I can't get anything like it in World. He also a Flagship monster. Of all Monsters to get a generic type, it's a big time fan favorite. Geez, now that I think about it, Nargacuga and Glavenus were also affected. Glad to hear Rise fixed that issue, can't wait to play it once I finish World
I'm still mad that World's monsters are cursed with these designs. Then to rub salt into the wound; those weapons had to be used in Rise/Sunbreak and Monster Hunter Stories 2. They stuck out like a sore thumb when put beside the beautiful and/or cool weapon designs of previous generations as well. Just awful. Here's hoping they give the designers more time to work on weapons.
i wouldn't call them awful. i think they fit the realism of world. but i do agree the older ones are better also they had a reason for not changing in rise/sunbreak
They explained why the didn't give World Monsters real weapon designs in Rise and Stories 2 like the rest of the Monsters. The reason was that they didn't want to disrespect the design philosophy of the main team. That also means that all World Monsters that will return in Wilds by a very high chance still won't get actual weapon designs in Wilds.
its *SO* frustrating; especially when Iceborne came out, and monsters like Banboro released with all slap-on designs. It honestly has me worried that the World/Iceborne/Wilds team just do not have unique weapon designs as a priority for their vision of Monster Hunter. I'm cautiously optimistic about them walking it back for Wilds; but I was wrong in thinking Iceborne wouldn't continues the trend from World. . . here's hoping they take the feedback about no one liking slap-on designs ; as they did do some mechanical changes in response to complaints about endgame (outside of sticking with the clutch claw, sadly wish they just deleted that from Iceborne lol).
honestly i just don't see the part thats SO frustrating,do some weapons not look good? yes do i wish some weapons looked better? also yes. but this issue is so incredibly minor to me that its more like a **ohhh mann i wish this was batter then a GOSH,THIS IS HORRIBLE** type reaction and TBH the slap on desgins fit world. so if the ONLY issue with the game is the weapon desgin then i'd still say that game is a 9.5 i understand why you don't like it obv but its one of those things that in the grand scale of things is minor and would be the least of my worries @@pockystyx4087
At least with wilds, the devs wont have to deal with that stark change from old gen to new gen that started with world and rise, and will have a solid foundation to start on with new gen.
@@lubbo5261 You mean by look? Well I’m saying that it was literally confirmed in an interview. It was different but it’s definitely World engine but better. It’s just a very early build so it won’t look all that great. And it’s a mainline game so it won’t be portable engine. This is just common sense
@@RIP_ZYZZ1738 the only things i find online are talking about how they use an upgraded version of the RE-Engine. I don't see why they should use Worlds engine since that engine was already outdated back when World came out.
Please god, let Capcom hear the deafening criticism of the World and Iceborne weapons. We're playing Monster Hunter, we don't want realism, we want colour and character.
I think the thing with the slap on weapons that are still in Sunbreak is mostly fine, because in many cases those designs are the ONLY such case from said category. For example, the jyuratodus switch axe is distinct in rise because it’s the only switch axe to use that specific curvy iron design from world. If you had t played world, you wouldn’t have known it wasn’t a unique design for jyuratodus.
World was the first MH game I played myself, even though I had long been aware of the series. I must admit, the weapon appearances was a thing that I noticed during play as something that seemed very lackluster. It made me think: "huh, the flashier weapons must be coming later" at first... But then I started noticing the designs I had seen in screenshots and art just did not turn up. It was honestly very disappointing.
Same here my first entry to the series, aside from MH3 on DS that was really not for me... I hope they will bring back the idea of visual progression but put more into the latter design as promissed. And I definitely put that on the lazy side or lack of investment after the initial launch, because the game worked for so long. I can't believe they did not make a visual patch for the "unfinished design" of weapons
@Trods911 in mh4u one of the first monsters you fight is a seltas, and those weapons are flashy. I think beginning weapons should still be flashy too aside from like the bone weapons
As a whole, I don't like that many monsters don't have their own weapon designs and instead have variations of either the bone or iron gear or that returning monsters had their designs replaced. However, I wouldn't say I dislike the slap-on designs. I actually really liked the idea, especially when the Lunastra and Kulve Taroth weapons were introduced. If you recall, the Iceborne Augmentation system using the Guiding Lands materials would also change the appearance of the weapon based on the augmentation "path". I kinda liked that and think it should return BUT ONLY for the iron and bone weapons. They could be customizable and these changes could add visual changes like adding monster parts or changing the color like the Lunastra, Kulve Taroth, and some weapons.
Im so glad Rise returned to having unique weapon designs (Nargacuga DBs are back to glory).^^ The only Monsters in Rise that have slap on designs are Monsters that where introduced in World. Thats because the Portable Team said they didn't want to dissrespect the design philosophy of the Main Team.
tbh if I was in the Portable team, I would leave those design alone *even* if I hated them. Overcorrecting is a thing, and a lot of world players feel insulted enough by rise's existence to begin with.
I don’t understand what people see in Rise. It’s the same kind of people who like easy mode in Minecraft or Journey Mode in Terraria. You become the boss and you get all your sets handed to you because they wanted to remove the grind due to it being a hand held game. Yet people are praising that to be actual good game design in general, rather than it being only good for hand held
Im glad the fans HAVE spoken up about these and i never knew about the inital idea. i wonder if it just got out of scope or the sheer amount of upgrades just kinda got away from them.. I know in Rise they had that similar idea of the final version of the weapon having a bit of a changed design.. or the LR vs the HR versions of weapons having different designs to denote the complexity and devotion over the ranking etc, but i wonder how the new one will fare..
I think they only had like one or two people working on the weapon designs which could've been a factor. I think the layered weapons make it a bit better.
Glavenus Greatsword in Iceborne was a tragedy. I mean, the Palico literally has a small version of the model, the y couldn’t bother to make one for the hunter? Love ur monster hunter vids, hope you continue making them. Also, Favorite monster?
If its the same model I'd imagine they made the hunter one first and just shrunk its for palico, it's easier to shrink a model than upsize it due to textures details no?
Makes sense. The DLC is massive, they ran out of time, likely had to do this old "copy paste repaint" method even for basegame because again, they're not given enough time and also...who's in charge of the devs?
As a veteran who's been playing since 2004, first thing I though when I finished the story 2 days after release on PS5 "Where's all the cool weapon designs?? These are so boring" Fashion hunting was one of the biggest reason to branch out into more weapon tree's in earlier games. Designs that always stuck to me were Epitaph and Akantor GS. Those were cool af and still some of my favorites. They also got rid of pretty much all blood, like wtf.
They did return unique weapon designs and blood effects in MH Rise. But that game was made by the Portable Team, World and Wilds are made by the Main Team, so maybe they try slap on designs again in Wilds.
Tbh, i personally like the concept of slapping parts of monsters you killed on your weapons. From a world building prospective it make sense for a bunch of mercenaries to use whatever they find to make big chunks of steels. Problem is the base models are boring.
One of if not the main reasons why I have hated seeing some of the newer monsters just added to the newer games, nothing like seeing Kulu Yaku in the new trailer only to immediately realize the chances of seeing the same abhorrent designed weapons again. Same thing happened in Rise and Now, get to see the new world monsters only to realize half of the reason to repeatedly fight a monster is gone. Sure we still get the armor and the actual fight itself but just feels lessened due to the wapon being arse.
-The kulve taroth weapons are such an INCREDIBLE wasted opportunity... whoever approved this should be slapped cause i know damn well the artists making the armor and weapon designs arent a fan of this. -i really hope they bring back the owl monster and somehow, nergigante as i still adore nergi's design and hyper aggressive nature
The best dopamine in the classic mh game is being able to craft a set of armor after farming hours/ days/ weeks. The mythical desire sensor still scares me.
They absolutely cannot do these weak designs again in Wilds. Even the concept of them basically retaining either the base metal or bone form and adding monster parts on top doesn't make sense. The fantasy was never just adding scales and feathers to an existing weapon but literally making new weapons from the monsters parts and the weapons retain some aspects of the monsters abilities. It was such a baffling design choice that did hurt MHW a lot. If they pull this again in Wilds, disappointment doesn't even describe it, please don't devs, Capcom, whoever is in charge, I just need to believe they know how big of a misstep it was in World.
Very well said. I still loved this game, put about 3,000 hours into it and achieved all their was to achieve, but the weapon designs, RNG decorations and clutch claw are design choices that I'll comfortably leave my controller on the table over. Many if those issues were completely fixed in Sunbreak, so I'll be playing that until Wilds.
It does doesn't it? Remembering this took away 1/3 of my motivation on my new playthrough. Grinding for gears that look absulute shite. This was hard for me
@danpeas7516 I started a new playthrough, and when it dawned on me that 60% of my builds are the result of pure rng and I have pretty much 0 control over it, on top of the weapons looking like ass (looking at you, brachydios drumsticks) just made me go back to sunbreak personally. It's a great game, and it's lovely to see so many people jumping on board with it. I enjoyed every minute I ever put into it, but I won't be going back to it.
@@KyloBthe rng aspect of decos create the grinding factor of the game for ur build. Rise pretty much hands it all to u for free. I already had my endgame perfect LS build by the time I fought primordial and pretty much made a joke out of him. Most grindy games have rng(drop rates) why would u want everyone to have access to the same loot when they don’t put in the work for it?
@G.dot_ my response has been removed twice and I'm getting pretty sick of having to rewrite some version of it so excuse me being brief. What you're describing goes against what monster hunter is. The entire core aspect of monster hunter is the deliberate and intentional progression found through target farming and crafting your equipment. This isn't some ARPG loot game like diablo or path of exile where everything is RNG and youre just praying to get something good. Purposeful, goal oriented and intentional crafting was the entire point before world, and seemingly after world since Sunbreak went back to the previous system. RNG decorations are the exact opposite of effort and work, they're dicerolls, not determined by skill or deliberate effort. What's the dictionary opposite of random? Predictable. Something that can be predicted can be predetermined, and the progressive realisation of a predetermined goal is literally what "work" is. The literal opposite of RNG. Imagine for example that instead of crafting rathalos sword and shield you just hunt random things and suddenly a rathalos sword and shield pops up in the rewards. That's only one step further, and it's not far from what Kulve taroth did.
IRL it's because it was not their full OG team(most of them were full time working on Frontier Z), they had a new team in charge of that, it was their first time working with next gen consoles(at that time), and they had to cut some corners and it all got fixed with Iceborn as MHF:Z closed and everyone was able to jump on board. In game my head cannon is that this is the first time we has a smith that was full team of humans with no wyverians, idk I wanna believe they had to improvise and lacked that wyverian touch
In a way i think your idea works, but more in a sense that we start in what's basically a makeshift settlement, and don't have access to as many resources and tools as they'd do in the old world, on top of having less knowledge on how to work with some of these new monsters as we have no prior research done on them. Still wish they did more, as base game does feel incredibly lackluster for the weapons, just hoping it won't be the same for Wilds.
i didn't mind the metal weapon, because i realized later on that Kulve hunting was a thing, but yes, bone and metal copy and pastes is insanely sad. It sucks that the most detailled and beautiful game in the series is plagued with such philosophy. i also have no idea why they reworked some of the older designs, but at the very least the new armours look good.
I do agree with this and sad there's mostly bone design in every category of the weapons it definitely sucks unlike in rise there soo much cool design which makes up for the bad graphics
I dont remember if this was correct but i think for World, the amount of designers for armor was quadruple the ones for weapons. My guess is that they were running thin with help and to save time used the slap on parts.
Things like this are what make me so excited for Wilds. I believe World has a lot of issues and shortcomings, but even despite these it is still an excellent game. Imagining what a game that resolves a lot of the majors flaws would look like while also improving on the things that are already good... is exciting.
its going to be a huge shame if they were to re-butcher the weapon design like how they did it in world. despite the GS being unfamiliar on the WILDS trailer, it still resembles that ore tree progression. hopefully im wrong.
One thing I hope they replace in Wilds is the achievements connected to crown-hunting. Something with more purpose and that isnt all RNG. It hurts my soul that I cannot 100% the game, I don’t have the time to grind anymore. I hope they rather introduce a «hard-mode» where you go into the hunt with limited supplies, more like the old games, the targeted monster is the hardest version available. (Not just a bulletsponge) Beat it and you get a checkmark in your hunterlog and unique (visual) rewards. It gives an optional challenge for those who want it, and gives something to show off for beating it.
I would've been okay with the Bone / Steel weapons with monster bits slapped on IF those designs were limited to High Rank and change to the fully unique designs in G Rank signifying that the monsters in G Rank have superior materials that need less 'filler' parts and can be used fresh off the monster.
This is why my favourite mod is "No Slap On Weapons". Even as a Fiver, the lack of cool weapon designs like the old games hampered my enjoyment. Part of the excitement of Monster Hunter, or games like it, is grinding for a cool weapon or armour piece. World nails the armour, especially for the newer monsters like Odogaron, Radobaan and Namielle, but whiffs it on the weapons
i do think alot of weapons still look good but as someone who started with world i never really knew what they looked like before hand so i had no basis to be disapointed
weapon and armor design progression was so much better even in Freedom Unite and 4U. You get different variations of armor sets between low, high and g rank. Even some of the weapons get different designs between all ranks. Hell even in MHFU your name changes colors according to your hunter rank. It gives the real feeling of progression and achievement. That’s what made me stick to and finish the game despite having alot of challenges in old gen MH
I main the SA and I always just thought switch axe had shot weapon design but it seems like a lot of the rest of the weapons sadly suffered the same fate.
An excellent monster hunter video, another excellent way to put into words the value of a otherwise ignored aspect of the game by most of our fellow hunters. At least until it was gone. Looking forward to more hunting content!
it was not ignored many ppl were angry at capcom for this when the game came out to the point where they addet layered weapons bc the devs listend and didnt ignore it
I started with world and was wondering why my weeb friends were malding so much about the weapon design. I thought it was basic but it didn't really detract from the gameplay for me. When I got Rise, I was absolutely blown away by how awesome the weapons looked. I see now what they were talking about. Going back to world, it's hard to find a glaive that I like the look of
The most disappointing sets of weapon for me would be the Taroth and Kjarr weapons. They had the opportunity to be something like the safi weapons which would be also awaken or something to look cool.
See. I played world on PC and I avoided EVERYTHING about the game to I could have a really genuine experience. When I saw the weapons being upgraded just had bits of the monster on them I was actually excited because "Holy shit, is it gonna be that, as you upgrade the weapons, they incorporate more of the monsters parts until they become a fully unique model? That's so sick!" and then I beat the game with immense disappointment since my GOD were those weapons boring to look at.
They had to otherwise the hame would have been delayed to late 2018 or early 2019. With Wilds coming next year we can be sure this will be a thing of the past. Still sucks to see when returning to the game after the massive campaign, but I am pretty much over it already
honestly I like the bone and metal parts but what I wish they did was put in more and more of the monster with the final weapon just change completely into a special weapon
honestly I stopped playing monster hunter world because what's the point monster hunter is all about hunting monsters for unique weapons whats the point if the weapons are all boring ass iron or bone weapons and the only good designs are at end game so why even bother getting there its about the journey not the destination and the journey in world is dogshit
One thing I missed the most was the design for the G-rank Barioth Sword and Shield from 3 Ultimate. I loved that very jagged, cross-like design and they haven't brought it back since
I think we’re in good hands, I want to believe that the reasons the weapons looked as they did in World was because they were handling a new engine at the time. What I’m extremely concerned about is the end result of the base bone and Iron weapon trees. In world if you kept upgrading the bone or iron weapons, you would eventually end up with a weapon that is basically the exact same as the others (aside from the fact that it’s a different weapon class). Same sharpness, same slottage, all that stuff. Back then when you would upgrade the basic iron greatsword, it would branch off into two other greatswords, the highly venomous chrome razor, or the sharper and defense boosting ravager blade. I would always go Ravager blade and I was gonna do it in World only to find out that no, it didn’t make it in and neither did the other basic iron upgrades. I want my Anvil Hammer and Grandglory blade back, these two weapons were my favorites not only because they were sharp. They gave out a massive defense boost (+40) on top of having average raw attack like the other weapons in their tier.
Lol no. World was built with the MT Framework, the same engine as the MH games that came before it. Rise is the one that is built with the new RE engine.
I don't think the Engine was the reason. Risebreak also used a new Engine with the RE-Engine and it had unique weapon designs for all Monsters (exept World Monsters because they didn't want to be disrespect the main team), while also managing to have the bigger roster than Worldborne and working on mechanics like Wirebug, Switch Skills, Silkbinds, etc.
There's a theory rolling around that the weapons were designed that way because of the new world expedition fleet. Throughout all the weapons you can see the crest that the fleet bears. Unlike the mainline games set in the old world where smithies are more than capable of forging the best gear from monsters you bring them, the new world smithies don't have that experience with newer monsters. The gameplay reasoning is why you won't see that many hunters with new world armor save for a few, and the ones you do see wearing new world gear are experienced hunters. That's in in universe theory I think they wanted us to pick up on but most of us chalked it up to laziness, which isn't the case because like the video mentioned, the custom weapons do look really nice and shine when they get to. I would chalk it up to a decision to save the cooler monsters for designs. Odogaron, Deviljo, Nergigante. All these monsters have some of the cooler and flashy designs. Love and care was put into those monsters and their weapons. It might reflect what the developers were thinking. "Why put in hundreds of man hours into designing custom weapons for a monster like paolumu? I mean realistically who's going to be using it's gear into high rank and G (master) rank?". And to be honest they have a point. But I see the video's point as well.
I'm returning to world, which was my first mh game, after now having played every other generation and it's actually upsetting how much I dislike the weapons and negatively impacting how I play the game. in other games I would be excited to see the visual style of every new monsters weapons, and often would craft and use weapons that maybe weren't optimal but just looked really cool. now I don't even bother crafting anything outside of the weapon with the best stats because there's no point. and I don't even like how that weapon looks either so while I'm playing I'm constantly thinking how I wish I was using a better looking weapon. it's unfortunate
Yo my man you can always head to the smithy and augment your weapon to make it look like any other, it'll take some materials but its layered armor for weapons allowing you to keep the stats but have a different look 👍
While the idea behind evolving weapon design is pretty cool, I can't forgive them for not even trying to rectify this in patches after they wrapped up all of the gameplay content. I can only hope that they go back with the old designs and give the Wilds monsters some actually unique designs
The worst part, from a certain perspective, is that in Rise these weapons did not get new designs. Only making this disappointment permanent, if the precedent continues.
To me, I think Capcom went a little too safe and too much "realism" on MHW weapon designs. Luckily they sorta went back on it in Rise/Sunbreak and I hope they keep it that way and change to World monster weapon design to be more unique. I do think having a hammer consisting of 2 Kulu-ya-ku claws holding a rock is already a big improvement of that we have now.
It's easy to outright discard the whole point by considering items as stat slabs, by thinking about transmog, by saying "it has no impact on gameplay", but that would be wrong. I didn't know how to put into words, but you're very much right about monster theme and wanting to embody them. The exact reason why I invested hard into the legiana variant weapons, specifically the switch axe, to the point of becoming a switch axe main. Really when I think about it, all my mains came from a singular weapon design that swayed me. I played random weapons back in MH3, until I came across the Rathian GS, made me hardlocked into GS. Then in MH4U, I fell for the Nerscilla and its custom designs, bringing me to gunlances, specifically long ones. Legiana in MHW and iceborne for the SA
Me and my friend plays mhxx and almost after every hunt we show off our new cool looking equipment, thats why design matters. I have a pizza charge blade, its funny looking
good weapon design would entice players to ask someone else what monster .... when do does it appear ... what hr low or high or master rank or make the player go ohh I want that
Bro every single hammer is just the same hipbone with the new monster material slapped on in aesthetic places. Baroth hammer has always been dope asf. They spent time making a new design that is just worse
There's someone still to this day working on a mod to fix this. I hope he gets it done soon. Initially it was just porting old designs in, but he's remaking it from the ground up to make them ALL unique including the new ones.
I have been playing through the game again with only the SNS and might I say SNS got shafted on weapon design. Most of the designs are the bone/metal monster bit designs. It has maybe 3 unique looking designs in base game and maybe another 3 unique designs in Iceborne. It’s so bad that I’m actively looking forward to making the witchers silver sword just because it’s the one of the coolest designs in the entirety of the roster. That’s the worst outcome because it actually comes from another series. Enough with that. Now onto where I was disappointed the first time. MHW was my first Monster Hunter game. I started with a great sword and when I was going through Iceborn I saw glavenous’s tail and thought to myself “that would make an awesome great sword design” Then after beating him I hurried over to the blacksmith to look at the weapons and was instantly disappointed. I still absolutely adore this game don’t get me wrong. It was well worth my money and time. I just have some small complaints about it.
honestly, that sort of mechanic would have been good if they gave us options for every thing, essentially every weapon had a pure form that looked unique for every monster, but you could swap parts from other weapons for aesthetic purposes. That would have been cool
Except that rise had a completly different team that didn't share assets with the other team and also launched 3 years after.... so yeah it is understandable
@@RandomName11659 they were made on/for different engines- of course they don’t share assets….? Are you trying to say that world didnt have proper development time while rise did…?
@@RandomName11659For me the art direction is most at fault here. Going on realism but didnt even think that those weapon looks ass is so dumb. I use to admire mh art team in their old gen but when I saw the world weapon tree Im so disappointed.
I have a lot of confidence that they won't do slap on weapons twice. The monhun community and journalists were VERY vocal about how much the weapon designs sucked, and when they put out surveys to the community I'm fairly certain that an overwhelming majority of comments were about the weapon designs. I think the devs aren't as tone-deaf as a lot of developers are nowadays, in fact I think that they genuinely do listen to feedback and iterate on what players like, and improve on what we don't like. The MonHun team and FromSoft are two studios that havent let me down yet, so I'm not worried at all about what we get next, I'm only excited.
It utterly baffles me how Capcom dropped the ball so hard on the weapon designs in World. I passed up on a ton of weapons I would’ve gladly grinded for had they not gotten so lazy with them. I had thought originally that Iceborne would address this problem by having the master rank versions of the weapons be the “true form” that would be unlocked, but instead they tripled down on it, to the point of being nonsensically selective on certain monsters. Either every monster’s weapon looks unique or none of them do, Capcom. Do it right or don’t do it at all, I say. And sadly Rise didn’t fix this issue either as monsters like Barioth still had a generic hammer, when they already went out of their way to come up with a new unique base design in World when Frostfang came along.
Some of the choices were so dissapointing. You get some bullshit bit on a stick and then you see your palico with the OG version like wtf. Why does he get cool stuff while im slumming it over here. Im still mad most of the returning monaters for iceborne got their high rank armor aets instead of the old G rank versions. Why capcom why, the armor already existed
Honestly my biggest issue wirh MHW is thwt that so many weapons are are pointless to use especially at the end game. Not using Fatalis? Well thats because you haven't gotten it yet. Your using Y instead of X for lightning? Why its just better. They also pigeonhole. people into playstyles (not all but some). Gunlance is an obvious one with long vs wide/normal. Sns with iceborne incentivizes Raw since the shield doesnt get elemental/status and making their strongest move Raw focused. I dont think a weapon should be able to everything, but there should be more than one viable way to make a build besides Get affinity to 100, slap on this, slap on that then the rest is optional.
Very nice video as always dude, if I may make a suggestion as you are now expanding your content to monter then expanding even further afterwards I would love a video on world design in games, specifically monster hunter.
I still can't believe the Glavenus great sword design isn't a Glavenus tail
And a palico weapon is a unique design, fucking hell.
They did my boy dirty dirty
Generations and Gen U did it right
@@bliss6417legit, our palico's get way cooler weapons than we do.
thats why i didnt buy the expansion iceborne.i really hate the new weapon design.pure LAZINESS!!
Shout out to Lunastra weapons, for Capcom literally taking more effort to make them look worse. They were already mostly recolors of Teostra weapons, but they modeled out new slap on designs for some reason, even though Teostra is on the short list of monsters that still had their unique designs.
What really REALLY annoyed me with world was the nonsensical rationing of unique designs to particular weapons for partocular monsters. Why oh why does Bazel of all things have a unique LONGSWORD and not a GUNLANCE. He literally explodes. Or why Uragaan got his unique bow but not the HAMMER
And Uragaan hammer is already designed, they literally just didn't add it.
The fact the CATS get a Bazel Hammer and we don't will never not make me sad.
@@Fwufikins Or a gunlance for that matter. Why OH WHY does the EXPLODING WYVERN not have a gunlance
I thought Bazel has the Bazel Buster for gunlance?
@@BiggestJ247 The *regular* lance has the unique design. Makes absolutely zero sense
I will never forgive the Brachy drumstick dual blades
Nah fr! I wanted the original green brachy dual blades but we got the raging ones. Like the designs are really cool, I just like the green ones personally then the bright orange type ones
i will never forgive what they did to many Glavenus weapons, GS and LS in particular
Did someone say drumstick 🍗🍗🍗
They fucked up my g
Glavenus long sword, someone must pay!
You can have your bitterness. I'll have some chicken 🍗
I had forgotten about how dire the weapon design situation was in World until replaying through it with some friends recently. Even up until the start of High Rank, it is more or less EVERY. single. weapon that doesn't have a unique design. It is such a travesty to look at on the weapon tree page.
You put it perfectly. The weapon and armour design are a core part of the game, and an embodyment of each monster. Having copy paste designs truly does take away so significantly from the game, and I hope that they never repeat this mistake again.
World gets a lot of stuff where objectively bad stuff just gets ignored lately, meanwhile for Rise it's the reverse and people are just outright lying. Rise does quite a bit better than World overal, but World does a few very essential things far better. Overal it evens out. Still the stuff makes no sense people say. Like some say Rise is more like the older games (when it really isn't, it's pretty much World on steroids), people saying Rise is much faster and that World is more in-line with the classic games while still being faster (also not true and World is actually slower than them in regards to running, weapon animations, monster animations, etc).
The stuff I've seen is just weird, it's like people forgot what old MH actually was like. Or probably more likely in their bias they make up the dumbest crap to justify their biased view.
@@thenonexistingheroPlaying both... Rise just feels better.
It's a monster hunter power fantasy. How could it not?
@@BlueRidgeBubbleimo world feels better in gameplay, I'm not into fast paced combat
@@BlueRidgeBubble IMO Rise feels better at first but oince I put 50+ hours into both there's something about world that clicks better but I find difficulty pointing to exactly why.
In theory I should prefer rise because it's faster paced but I feel like World is more satisfying overall.
Ultimately I love both so I'm not complaining.
@@MrCoincashto me its just the feedback and the animations. In world ive always felt thw weight if the weapon. The great sword felt massive. The insect glaive felt like it was agile. I still love the ganeplay of rise tho.
Glavenus, a monster with a SWORD for a tail doesn't have a unique design for greatSWORD nor for longSWORD
From my understanding, the reason the final designs weren’t very unique was in order to allocate development resources elsewhere. Given that Wilds won’t need to rebuild literally every asset from scratch, they’ll likely keep the slap-on weapon designs exclusive to monsters returning from World.
Or hopefully they’ll be able to come up with unique weapon designs for even those monsters’ weapons.
so basically like how rise did it already. returning monsters that debuted in world keep their old designs while new monsters get completely unique designs and the returning monsters that debuted before world get their original designs back
That would be true if MHRise didn't exist, that game literally had to build everything from scratch (it was built on the RE engine, MHW is using the same engine from every other game in the series.) and still had enough resources to make all unique designs but also have a bigger monster list than worldborne.
@@notimeforcreativenamesjust3034 Rise actually did reuse a lot of assets that were made for World. Even being on a newer engine, Rise’s dev team was able to take advantage of some of the work that the World team already did.
That's what we told ourselves about the Pokemon 3D models... thankfully, I have a lot more faith in the MH team than game freak.
I have no idea how they thought that "realistic" designs had to mean "basic models with bits stapled on".
Sure, Iceborne fixed the classic ones, but the weapons from most World-original monsters had to keep those "designs" in Rise. Here's hoping Wilds fixes that.
The "realistic" argument falls flat when the designs aren't even realistic or practical. The striking parts don't even make use of better materials. The actual blades still use the basic bone or iron model but have monster decorations on them.
Its the equivalent of painting racing stripes on a beater car and calling it a racecar.
If the weapons were truly designed with _in-universe_ realism in mind then the weapons would be simpler in design but make full use of the new materials. Old weapons would follow this new design philosophy.
Upgrading an Iron GS into a Rathalos GS for example.
Instead of instantly transforming into the old Red Wing design, the first upgrade would replace the blade with joined and sharpened rathalos shells.
Subsequent upgrades would then replace or cover up the old Iron parts with refined Rathalos parts.
Dunk on Rise as much as you want at least the weapon designs aren't 90% the same
It's only fifth fleeters that dunk on rise most people I know who started before rise way prefer rise over world base world is pretty good and unique, but iceborne ruined it
@@doitfaster9553I became obsessed with monster hunter because of world/iceborne and LOVED rise/sunbreak. I genuinely don't get how people didn't like rise.
@@jimmyjams5038 I mean I understand it, you come into this series at a point of oh this is brand new it's a cool open world environments are amazing everything is so high graphically textured. I think people who have issues with it are mostly because to them world is the first game and is as id put it the first western monster hunter so seeing this cartoonish comparison right after seemed bad to them. And it didn't help most people who have Xbox or PlayStation didn't have it on release so it felt like oh I'm gonna appeal to Nintendo fanboys now. Without them knowing every most popular monster hunter beforehand was on Nintendo. It's definitely a loved game and almost every oldgen monster hunter player I know loves it even more than world. Just the vast majority of the MH player base now is fifth fleeters
@@doitfaster9553 well that happens when people don't bother looking into the history of releases when jumping into a new franchise which I guess is understandable but pretty sad. What is completely insane though is to wonder why a game releasing on a Nintendo looks terrible graphically compared to an Xbox, PlayStation or PC. The game was built for significantly weaker hardware. They definitely could have focused more on improving visuals for the ports but idk if the portable team gets the kind of funding that the mainline team does. Personally I was just so happy for more monster hunter and to see wirebug skills as a sort of return of hunter arts.
I always wonder why people pretend the portable and console divisions are each their own monolithic structure that does everything their own way. It's extremely obvious that the console team and the portable team constantly share what they have learned from the last game and use that to shape the development of the next game.
Wirebugs were a direct evolution of the clutch claw, taking on the lessons learned and player feedback to try and turn it into a mobility tool, while also making another attempt at hunter arts from GU but tied to a more streamlined and consistent resource, rather than an arbitrarily long charge meter.
World was my introduction to Monster Hunter, and this issue became very apparent to me when I built the Zinogre Great Sword.
Which for some reason has a unique appearance for every weapon type EXCEPT for the Great Sword.
In MHP3rd, Zin's GS also has a different animation on sheathe/unsheathe which was disappointing to not see in world. As for me, I dont dislike Zin's HBG design here but I do adore and miss the Motorcycle-like design better :( *sigh*
I remember making a Zin Greatsword in MH3U and trying Greatsword for the first time ever, JUST because I thought the weapon looked awesome. It can't be overstated how inportant these designs are to the identity of each monster and the game overall.
oh yeah, totally. I looked up what Zin greatswords looked like in previous iterations, and maaaaan does it bum me out I can't get anything like it in World. He also a Flagship monster. Of all Monsters to get a generic type, it's a big time fan favorite. Geez, now that I think about it, Nargacuga and Glavenus were also affected. Glad to hear Rise fixed that issue, can't wait to play it once I finish World
Yea man they did that to the switchaxe too. The old design is amazing but in world it's garbage
I'm still mad that World's monsters are cursed with these designs. Then to rub salt into the wound; those weapons had to be used in Rise/Sunbreak and Monster Hunter Stories 2. They stuck out like a sore thumb when put beside the beautiful and/or cool weapon designs of previous generations as well.
Just awful. Here's hoping they give the designers more time to work on weapons.
i wouldn't call them awful. i think they fit the realism of world. but i do agree the older ones are better also they had a reason for not changing in rise/sunbreak
I dunno man; those brachydios drumsticks are unreal lol
They explained why the didn't give World Monsters real weapon designs in Rise and Stories 2 like the rest of the Monsters.
The reason was that they didn't want to disrespect the design philosophy of the main team.
That also means that all World Monsters that will return in Wilds by a very high chance still won't get actual weapon designs in Wilds.
its *SO* frustrating; especially when Iceborne came out, and monsters like Banboro released with all slap-on designs. It honestly has me worried that the World/Iceborne/Wilds team just do not have unique weapon designs as a priority for their vision of Monster Hunter.
I'm cautiously optimistic about them walking it back for Wilds; but I was wrong in thinking Iceborne wouldn't continues the trend from World. . . here's hoping they take the feedback about no one liking slap-on designs ; as they did do some mechanical changes in response to complaints about endgame (outside of sticking with the clutch claw, sadly wish they just deleted that from Iceborne lol).
honestly i just don't see the part thats SO frustrating,do some weapons not look good? yes do i wish some weapons looked better? also yes. but this issue is so incredibly minor to me that its more like a **ohhh mann i wish this was batter then a GOSH,THIS IS HORRIBLE** type reaction and TBH the slap on desgins fit world. so if the ONLY issue with the game is the weapon desgin then i'd still say that game is a 9.5 i understand why you don't like it obv but its one of those things that in the grand scale of things is minor and would be the least of my worries
@@pockystyx4087
At least with wilds, the devs wont have to deal with that stark change from old gen to new gen that started with world and rise, and will have a solid foundation to start on with new gen.
Built on a more advanced version of the rise engine (RE engine), it should make the build-up easier.
@@abaque24I’m pretty sure it was the opposite. It’s an upgraded version of world
@@RIP_ZYZZ1738 no, its clearly the RE-Engine
@@lubbo5261 You mean by look? Well I’m saying that it was literally confirmed in an interview. It was different but it’s definitely World engine but better. It’s just a very early build so it won’t look all that great. And it’s a mainline game so it won’t be portable engine. This is just common sense
@@RIP_ZYZZ1738 the only things i find online are talking about how they use an upgraded version of the RE-Engine.
I don't see why they should use Worlds engine since that engine was already outdated back when World came out.
This is why I modded mine with the no slap weapon mode via nexusmods. Pretty nice.
Literally I almost forgot they where like that 😂
Me too! Capcom is tryna cancel us mod enjoyers though with drm
nah we still good
Please god, let Capcom hear the deafening criticism of the World and Iceborne weapons.
We're playing Monster Hunter, we don't want realism, we want colour and character.
Im pretty sure they did considering slapon weapons basically don't even exist in Rise.
I think the thing with the slap on weapons that are still in Sunbreak is mostly fine, because in many cases those designs are the ONLY such case from said category. For example, the jyuratodus switch axe is distinct in rise because it’s the only switch axe to use that specific curvy iron design from world. If you had t played world, you wouldn’t have known it wasn’t a unique design for jyuratodus.
World was the first MH game I played myself, even though I had long been aware of the series. I must admit, the weapon appearances was a thing that I noticed during play as something that seemed very lackluster. It made me think: "huh, the flashier weapons must be coming later" at first... But then I started noticing the designs I had seen in screenshots and art just did not turn up. It was honestly very disappointing.
Same here my first entry to the series, aside from MH3 on DS that was really not for me...
I hope they will bring back the idea of visual progression but put more into the latter design as promissed.
And I definitely put that on the lazy side or lack of investment after the initial launch, because the game worked for so long.
I can't believe they did not make a visual patch for the "unfinished design" of weapons
Same World was my first MH experience and I could see straight away some weapons got generic designs compared to others.
For me weapons were too flashy in World. I Dont really care how they looks. How they works is what matters.
@@m4rcin847 There's always a contrarian.
@Trods911 in mh4u one of the first monsters you fight is a seltas, and those weapons are flashy. I think beginning weapons should still be flashy too aside from like the bone weapons
As a whole, I don't like that many monsters don't have their own weapon designs and instead have variations of either the bone or iron gear or that returning monsters had their designs replaced. However, I wouldn't say I dislike the slap-on designs. I actually really liked the idea, especially when the Lunastra and Kulve Taroth weapons were introduced.
If you recall, the Iceborne Augmentation system using the Guiding Lands materials would also change the appearance of the weapon based on the augmentation "path". I kinda liked that and think it should return BUT ONLY for the iron and bone weapons. They could be customizable and these changes could add visual changes like adding monster parts or changing the color like the Lunastra, Kulve Taroth, and some weapons.
Im so glad Rise returned to having unique weapon designs (Nargacuga DBs are back to glory).^^
The only Monsters in Rise that have slap on designs are Monsters that where introduced in World. Thats because the Portable Team said they didn't want to dissrespect the design philosophy of the Main Team.
tbh if I was in the Portable team, I would leave those design alone *even* if I hated them. Overcorrecting is a thing, and a lot of world players feel insulted enough by rise's existence to begin with.
Feeling insulted just because a game exist is pretty pathetic. As if it nullifies this bad decision the devs made in World.
@@abaque24 worldlets are secondaries who's never played an MH older than World, what else is new.
I don’t understand what people see in Rise. It’s the same kind of people who like easy mode in Minecraft or Journey Mode in Terraria. You become the boss and you get all your sets handed to you because they wanted to remove the grind due to it being a hand held game. Yet people are praising that to be actual good game design in general, rather than it being only good for hand held
@@RIP_ZYZZ1738 tell me your a fiver without telling me your a fiver.
One must use the "No more slap on mod" to be happy
Im glad the fans HAVE spoken up about these and i never knew about the inital idea. i wonder if it just got out of scope or the sheer amount of upgrades just kinda got away from them.. I know in Rise they had that similar idea of the final version of the weapon having a bit of a changed design.. or the LR vs the HR versions of weapons having different designs to denote the complexity and devotion over the ranking etc, but i wonder how the new one will fare..
I think they only had like one or two people working on the weapon designs which could've been a factor. I think the layered weapons make it a bit better.
Glavenus Greatsword in Iceborne was a tragedy. I mean, the Palico literally has a small version of the model, the y couldn’t bother to make one for the hunter?
Love ur monster hunter vids, hope you continue making them.
Also, Favorite monster?
If its the same model I'd imagine they made the hunter one first and just shrunk its for palico, it's easier to shrink a model than upsize it due to textures details no?
Makes sense.
The DLC is massive, they ran out of time, likely had to do this old "copy paste repaint" method even for basegame because again, they're not given enough time and also...who's in charge of the devs?
The last boss of the campaign/story has slap on design, that should tell you something... at least they didn't repeat it in Iceborne
That weapon spreadsheet near the end has more unique weapon designs than World and Iceborne combined.
As a veteran who's been playing since 2004, first thing I though when I finished the story 2 days after release on PS5 "Where's all the cool weapon designs?? These are so boring" Fashion hunting was one of the biggest reason to branch out into more weapon tree's in earlier games. Designs that always stuck to me were Epitaph and Akantor GS. Those were cool af and still some of my favorites. They also got rid of pretty much all blood, like wtf.
They did return unique weapon designs and blood effects in MH Rise. But that game was made by the Portable Team, World and Wilds are made by the Main Team, so maybe they try slap on designs again in Wilds.
I'm glad to hear someone else had a problem with the design choices
Tbh, i personally like the concept of slapping parts of monsters you killed on your weapons. From a world building prospective it make sense for a bunch of mercenaries to use whatever they find to make big chunks of steels.
Problem is the base models are boring.
I mean the cooler designs technically are made from slapped monster parts, just in a more creative fashion
It was pretty sad that Nergigante didn’t get a unique weapon for all weapons
Randy Ptichbone and Mike Iron at it again
One of if not the main reasons why I have hated seeing some of the newer monsters just added to the newer games, nothing like seeing Kulu Yaku in the new trailer only to immediately realize the chances of seeing the same abhorrent designed weapons again. Same thing happened in Rise and Now, get to see the new world monsters only to realize half of the reason to repeatedly fight a monster is gone. Sure we still get the armor and the actual fight itself but just feels lessened due to the wapon being arse.
So True Rise has so much better Design Weapon but MHW has so much boring same desing
-The kulve taroth weapons are such an INCREDIBLE wasted opportunity... whoever approved this should be slapped cause i know damn well the artists making the armor and weapon designs arent a fan of this.
-i really hope they bring back the owl monster and somehow, nergigante as i still adore nergi's design and hyper aggressive nature
Malfestio would be great in Wilds. Personally, I'm hoping for Gammoth, Najarala and Nakarkos.
The best dopamine in the classic mh game is being able to craft a set of armor after farming hours/ days/ weeks. The mythical desire sensor still scares me.
They absolutely cannot do these weak designs again in Wilds. Even the concept of them basically retaining either the base metal or bone form and adding monster parts on top doesn't make sense. The fantasy was never just adding scales and feathers to an existing weapon but literally making new weapons from the monsters parts and the weapons retain some aspects of the monsters abilities. It was such a baffling design choice that did hurt MHW a lot. If they pull this again in Wilds, disappointment doesn't even describe it, please don't devs, Capcom, whoever is in charge, I just need to believe they know how big of a misstep it was in World.
Very well said.
I still loved this game, put about 3,000 hours into it and achieved all their was to achieve, but the weapon designs, RNG decorations and clutch claw are design choices that I'll comfortably leave my controller on the table over.
Many if those issues were completely fixed in Sunbreak, so I'll be playing that until Wilds.
It does doesn't it? Remembering this took away 1/3 of my motivation on my new playthrough.
Grinding for gears that look absulute shite.
This was hard for me
@danpeas7516 I started a new playthrough, and when it dawned on me that 60% of my builds are the result of pure rng and I have pretty much 0 control over it, on top of the weapons looking like ass (looking at you, brachydios drumsticks) just made me go back to sunbreak personally.
It's a great game, and it's lovely to see so many people jumping on board with it. I enjoyed every minute I ever put into it, but I won't be going back to it.
@@KyloBSunbreak weapon designs aren’t all that either. Or atleast for LS, I find the iceborne weapon designs better.
@@KyloBthe rng aspect of decos create the grinding factor of the game for ur build. Rise pretty much hands it all to u for free. I already had my endgame perfect LS build by the time I fought primordial and pretty much made a joke out of him. Most grindy games have rng(drop rates) why would u want everyone to have access to the same loot when they don’t put in the work for it?
@G.dot_ my response has been removed twice and I'm getting pretty sick of having to rewrite some version of it so excuse me being brief.
What you're describing goes against what monster hunter is.
The entire core aspect of monster hunter is the deliberate and intentional progression found through target farming and crafting your equipment. This isn't some ARPG loot game like diablo or path of exile where everything is RNG and youre just praying to get something good. Purposeful, goal oriented and intentional crafting was the entire point before world, and seemingly after world since Sunbreak went back to the previous system.
RNG decorations are the exact opposite of effort and work, they're dicerolls, not determined by skill or deliberate effort. What's the dictionary opposite of random? Predictable. Something that can be predicted can be predetermined, and the progressive realisation of a predetermined goal is literally what "work" is. The literal opposite of RNG.
Imagine for example that instead of crafting rathalos sword and shield you just hunt random things and suddenly a rathalos sword and shield pops up in the rewards. That's only one step further, and it's not far from what Kulve taroth did.
This absolutely and I mean ABSOLUTELY pissed me off back then and to this day I'm wondering why they did this.
IRL it's because it was not their full OG team(most of them were full time working on Frontier Z), they had a new team in charge of that, it was their first time working with next gen consoles(at that time), and they had to cut some corners and it all got fixed with Iceborn as MHF:Z closed and everyone was able to jump on board.
In game my head cannon is that this is the first time we has a smith that was full team of humans with no wyverians, idk I wanna believe they had to improvise and lacked that wyverian touch
In a way i think your idea works, but more in a sense that we start in what's basically a makeshift settlement, and don't have access to as many resources and tools as they'd do in the old world, on top of having less knowledge on how to work with some of these new monsters as we have no prior research done on them. Still wish they did more, as base game does feel incredibly lackluster for the weapons, just hoping it won't be the same for Wilds.
i didn't mind the metal weapon, because i realized later on that Kulve hunting was a thing, but yes, bone and metal copy and pastes is insanely sad.
It sucks that the most detailled and beautiful game in the series is plagued with such philosophy.
i also have no idea why they reworked some of the older designs, but at the very least the new armours look good.
This "realism" thing reason which is the most dumb thing they could come up.
I do agree with this and sad there's mostly bone design in every category of the weapons it definitely sucks unlike in rise there soo much cool design which makes up for the bad graphics
I cant wait for 2030 when we start to considere Worlds graphics bad.
I dont remember if this was correct but i think for World, the amount of designers for armor was quadruple the ones for weapons. My guess is that they were running thin with help and to save time used the slap on parts.
the best showcase of why this problem isn't minor, love it
They did so many hunting horns dirty imo
Things like this are what make me so excited for Wilds. I believe World has a lot of issues and shortcomings, but even despite these it is still an excellent game. Imagining what a game that resolves a lot of the majors flaws would look like while also improving on the things that are already good... is exciting.
its going to be a huge shame if they were to re-butcher the weapon design like how they did it in world. despite the GS being unfamiliar on the WILDS trailer, it still resembles that ore tree progression. hopefully im wrong.
Hopefully it's either an early weapon design or part of an ore only tree so it makes sense
Hopefully it's an ore design that actually progresses into a unique one as you upgrade it
One thing I hope they replace in Wilds is the achievements connected to crown-hunting. Something with more purpose and that isnt all RNG.
It hurts my soul that I cannot 100% the game, I don’t have the time to grind anymore.
I hope they rather introduce a «hard-mode» where you go into the hunt with limited supplies, more like the old games, the targeted monster is the hardest version available. (Not just a bulletsponge)
Beat it and you get a checkmark in your hunterlog and unique (visual) rewards.
It gives an optional challenge for those who want it, and gives something to show off for beating it.
I would've been okay with the Bone / Steel weapons with monster bits slapped on IF those designs were limited to High Rank and change to the fully unique designs in G Rank signifying that the monsters in G Rank have superior materials that need less 'filler' parts and can be used fresh off the monster.
Honestly I would like for low rank monster to have cool weapons too, to show the personality of those monsters
This is why my favourite mod is "No Slap On Weapons". Even as a Fiver, the lack of cool weapon designs like the old games hampered my enjoyment. Part of the excitement of Monster Hunter, or games like it, is grinding for a cool weapon or armour piece. World nails the armour, especially for the newer monsters like Odogaron, Radobaan and Namielle, but whiffs it on the weapons
i do think alot of weapons still look good but as someone who started with world i never really knew what they looked like before hand so i had no basis to be disapointed
weapon and armor design progression was so much better even in Freedom Unite and 4U. You get different variations of armor sets between low, high and g rank. Even some of the weapons get different designs between all ranks. Hell even in MHFU your name changes colors according to your hunter rank. It gives the real feeling of progression and achievement. That’s what made me stick to and finish the game despite having alot of challenges in old gen MH
I main the SA and I always just thought switch axe had shot weapon design but it seems like a lot of the rest of the weapons sadly suffered the same fate.
It is one of that suffered the most yeah, but it doesn't leave others that far off. I shed a tear when I saw Namielle's Charge Blade.
An excellent monster hunter video, another excellent way to put into words the value of a otherwise ignored aspect of the game by most of our fellow hunters. At least until it was gone. Looking forward to more hunting content!
it was not ignored many ppl were angry at capcom for this when the game came out to the point where they addet layered weapons bc the devs listend and didnt ignore it
Well post weapon showcases, I think they learned their lesson! World really was a letdown with the weapons, but we're so back now.
I liked slap on weapons, FOR THE FIRST UPGRADE IN A MONSTERS PATH ONLY.
i'm glad they kept tigrex's heavy bowgun having its whole ass head as a weapon is always priceless
Oh wow, I honestly didn't notice how samey most of the weapons in world are, no wonder the Nerg dual blades post xeno stood out so much for me.
I started with world and was wondering why my weeb friends were malding so much about the weapon design. I thought it was basic but it didn't really detract from the gameplay for me. When I got Rise, I was absolutely blown away by how awesome the weapons looked. I see now what they were talking about. Going back to world, it's hard to find a glaive that I like the look of
The most disappointing sets of weapon for me would be the Taroth and Kjarr weapons. They had the opportunity to be something like the safi weapons which would be also awaken or something to look cool.
This. Imagine we have those awesome golden weapon which has art concept than basic metal coated with gold.
There are entire monsters I only fought 1-2 times because they didn't have any unique weapons.
See. I played world on PC and I avoided EVERYTHING about the game to I could have a really genuine experience. When I saw the weapons being upgraded just had bits of the monster on them I was actually excited because "Holy shit, is it gonna be that, as you upgrade the weapons, they incorporate more of the monsters parts until they become a fully unique model? That's so sick!" and then I beat the game with immense disappointment since my GOD were those weapons boring to look at.
the jyuratodus lance that upgrades from the bone lance is a slightly different shade of washed-out brown and that's it.
They had to otherwise the hame would have been delayed to late 2018 or early 2019. With Wilds coming next year we can be sure this will be a thing of the past.
Still sucks to see when returning to the game after the massive campaign, but I am pretty much over it already
Really enjoying your MH content, man. Easy sub.
See you in the field 🫡
Is there a list of background music used? I swear I heard a song and wondering where it's from
honestly I like the bone and metal parts but what I wish they did was put in more and more of the monster with the final weapon just change completely into a special weapon
Nothing will ever top the fucking Glavenus GS
honestly I stopped playing monster hunter world because what's the point
monster hunter is all about hunting monsters for unique weapons
whats the point if the weapons are all boring ass iron or bone weapons
and the only good designs are at end game so why even bother getting there
its about the journey not the destination
and the journey in world is dogshit
The Zin switchaxe was a travesty. It's funny because they already had a great design but ditched it in World
One thing I missed the most was the design for the G-rank Barioth Sword and Shield from 3 Ultimate. I loved that very jagged, cross-like design and they haven't brought it back since
Its the fact i cant used the actual badass looking weapons as layered weapons for me
Armor design was also crap, they made the monsters look good but forgot about the players. Amazing game tho
I think we’re in good hands, I want to believe that the reasons the weapons looked as they did in World was because they were handling a new engine at the time.
What I’m extremely concerned about is the end result of the base bone and Iron weapon trees.
In world if you kept upgrading the bone or iron weapons, you would eventually end up with a weapon that is basically the exact same as the others (aside from the fact that it’s a different weapon class). Same sharpness, same slottage, all that stuff.
Back then when you would upgrade the basic iron greatsword, it would branch off into two other greatswords, the highly venomous chrome razor, or the sharper and defense boosting ravager blade.
I would always go Ravager blade and I was gonna do it in World only to find out that no, it didn’t make it in and neither did the other basic iron upgrades.
I want my Anvil Hammer and Grandglory blade back, these two weapons were my favorites not only because they were sharp. They gave out a massive defense boost (+40) on top of having average raw attack like the other weapons in their tier.
Lol no. World was built with the MT Framework, the same engine as the MH games that came before it.
Rise is the one that is built with the new RE engine.
I don't think the Engine was the reason. Risebreak also used a new Engine with the RE-Engine and it had unique weapon designs for all Monsters (exept World Monsters because they didn't want to be disrespect the main team), while also managing to have the bigger roster than Worldborne and working on mechanics like Wirebug, Switch Skills, Silkbinds, etc.
I find myself mostly playing rise and Gen U cause world's weapon designs are T.E.R.R.I.B.L.E.
Here after seeing the weapon leaks for Wilds, and it seems like they learned their lesson. Some pretty good looking weapons.
mannnnnnn we need gunner armor back so bad like look at the gunner male for vals 11:14
There's a theory rolling around that the weapons were designed that way because of the new world expedition fleet. Throughout all the weapons you can see the crest that the fleet bears. Unlike the mainline games set in the old world where smithies are more than capable of forging the best gear from monsters you bring them, the new world smithies don't have that experience with newer monsters. The gameplay reasoning is why you won't see that many hunters with new world armor save for a few, and the ones you do see wearing new world gear are experienced hunters.
That's in in universe theory I think they wanted us to pick up on but most of us chalked it up to laziness, which isn't the case because like the video mentioned, the custom weapons do look really nice and shine when they get to. I would chalk it up to a decision to save the cooler monsters for designs. Odogaron, Deviljo, Nergigante. All these monsters have some of the cooler and flashy designs. Love and care was put into those monsters and their weapons. It might reflect what the developers were thinking. "Why put in hundreds of man hours into designing custom weapons for a monster like paolumu? I mean realistically who's going to be using it's gear into high rank and G (master) rank?".
And to be honest they have a point. But I see the video's point as well.
I'm returning to world, which was my first mh game, after now having played every other generation and it's actually upsetting how much I dislike the weapons and negatively impacting how I play the game. in other games I would be excited to see the visual style of every new monsters weapons, and often would craft and use weapons that maybe weren't optimal but just looked really cool. now I don't even bother crafting anything outside of the weapon with the best stats because there's no point. and I don't even like how that weapon looks either so while I'm playing I'm constantly thinking how I wish I was using a better looking weapon. it's unfortunate
Yo my man you can always head to the smithy and augment your weapon to make it look like any other, it'll take some materials but its layered armor for weapons allowing you to keep the stats but have a different look 👍
@@djdeathswish883at iceborne endgame yeah, but that means the entire basegame and main story of iceborne you still have to deal with this issue
@@enjoyfrieza8960Yes but that’s while you’re constantly changing your weapon. It really isn’t a big deal
While the idea behind evolving weapon design is pretty cool, I can't forgive them for not even trying to rectify this in patches after they wrapped up all of the gameplay content. I can only hope that they go back with the old designs and give the Wilds monsters some actually unique designs
The worst part, from a certain perspective, is that in Rise these weapons did not get new designs. Only making this disappointment permanent, if the precedent continues.
To me, I think Capcom went a little too safe and too much "realism" on MHW weapon designs. Luckily they sorta went back on it in Rise/Sunbreak and I hope they keep it that way and change to World monster weapon design to be more unique.
I do think having a hammer consisting of 2 Kulu-ya-ku claws holding a rock is already a big improvement of that we have now.
It's easy to outright discard the whole point by considering items as stat slabs, by thinking about transmog, by saying "it has no impact on gameplay", but that would be wrong. I didn't know how to put into words, but you're very much right about monster theme and wanting to embody them. The exact reason why I invested hard into the legiana variant weapons, specifically the switch axe, to the point of becoming a switch axe main.
Really when I think about it, all my mains came from a singular weapon design that swayed me. I played random weapons back in MH3, until I came across the Rathian GS, made me hardlocked into GS. Then in MH4U, I fell for the Nerscilla and its custom designs, bringing me to gunlances, specifically long ones. Legiana in MHW and iceborne for the SA
Me and my friend plays mhxx and almost after every hunt we show off our new cool looking equipment, thats why design matters. I have a pizza charge blade, its funny looking
good weapon design would entice players to ask someone else what monster .... when do does it appear ... what hr low or high or master rank or make the player go ohh I want that
I read somewhere that it happened as bad as it did is becuase of how much time they spent on zorah, which isnt a good excuse cuase zorah kinda sucked
The weapon trailers for Wilds showed some classic designs so it seems Capcom listened to the feedback.
Bro every single hammer is just the same hipbone with the new monster material slapped on in aesthetic places.
Baroth hammer has always been dope asf. They spent time making a new design that is just worse
Why isn't Glavenus Great sword his tail 😡
My favorite monster and favorite weapon could have been in my hunters hands BUT NO
There's someone still to this day working on a mod to fix this. I hope he gets it done soon. Initially it was just porting old designs in, but he's remaking it from the ground up to make them ALL unique including the new ones.
I agree. But the Stygian LS with the red dracophag lighting when you get an elan bar makes it even to me😂
I have been playing through the game again with only the SNS and might I say SNS got shafted on weapon design. Most of the designs are the bone/metal monster bit designs. It has maybe 3 unique looking designs in base game and maybe another 3 unique designs in Iceborne. It’s so bad that I’m actively looking forward to making the witchers silver sword just because it’s the one of the coolest designs in the entirety of the roster. That’s the worst outcome because it actually comes from another series.
Enough with that. Now onto where I was disappointed the first time. MHW was my first Monster Hunter game. I started with a great sword and when I was going through Iceborn I saw glavenous’s tail and thought to myself “that would make an awesome great sword design” Then after beating him I hurried over to the blacksmith to look at the weapons and was instantly disappointed.
I still absolutely adore this game don’t get me wrong. It was well worth my money and time. I just have some small complaints about it.
Well, this was fix in rise 👌
honestly, that sort of mechanic would have been good if they gave us options for every thing, essentially every weapon had a pure form that looked unique for every monster, but you could swap parts from other weapons for aesthetic purposes. That would have been cool
the new master rank armor for rathalos < grank rathalos armor
Considering RiseBreak has unique armors for the dogs for EACH old and new monster and weapons-- the copy paste in world is unforgive-able.
Except that rise had a completly different team that didn't share assets with the other team and also launched 3 years after.... so yeah it is understandable
@@RandomName11659 they were made on/for different engines- of course they don’t share assets….? Are you trying to say that world didnt have proper development time while rise did…?
@@abaque24 assets, models, textures, etc aren't made in Engines, thats not even remotely what Engines are for. They could have shared assets.
@@lubbo5261 who said that assets are built in engines…? Lol “could”
@@RandomName11659For me the art direction is most at fault here. Going on realism but didnt even think that those weapon looks ass is so dumb. I use to admire mh art team in their old gen but when I saw the world weapon tree Im so disappointed.
I have a lot of confidence that they won't do slap on weapons twice. The monhun community and journalists were VERY vocal about how much the weapon designs sucked, and when they put out surveys to the community I'm fairly certain that an overwhelming majority of comments were about the weapon designs. I think the devs aren't as tone-deaf as a lot of developers are nowadays, in fact I think that they genuinely do listen to feedback and iterate on what players like, and improve on what we don't like. The MonHun team and FromSoft are two studios that havent let me down yet, so I'm not worried at all about what we get next, I'm only excited.
It utterly baffles me how Capcom dropped the ball so hard on the weapon designs in World. I passed up on a ton of weapons I would’ve gladly grinded for had they not gotten so lazy with them. I had thought originally that Iceborne would address this problem by having the master rank versions of the weapons be the “true form” that would be unlocked, but instead they tripled down on it, to the point of being nonsensically selective on certain monsters. Either every monster’s weapon looks unique or none of them do, Capcom. Do it right or don’t do it at all, I say. And sadly Rise didn’t fix this issue either as monsters like Barioth still had a generic hammer, when they already went out of their way to come up with a new unique base design in World when Frostfang came along.
The congalala butt on the "BUT" got me
Some of the choices were so dissapointing. You get some bullshit bit on a stick and then you see your palico with the OG version like wtf. Why does he get cool stuff while im slumming it over here.
Im still mad most of the returning monaters for iceborne got their high rank armor aets instead of the old G rank versions. Why capcom why, the armor already existed
I agree with the weapon design issues, like i looked at the namielle sns and was salty about how ls got a cool design but not sns
Honestly my biggest issue wirh MHW is thwt that so many weapons are are pointless to use especially at the end game.
Not using Fatalis? Well thats because you haven't gotten it yet.
Your using Y instead of X for lightning? Why its just better.
They also pigeonhole. people into playstyles (not all but some). Gunlance is an obvious one with long vs wide/normal.
Sns with iceborne incentivizes Raw since the shield doesnt get elemental/status and making their strongest move Raw focused.
I dont think a weapon should be able to everything, but there should be more than one viable way to make a build besides Get affinity to 100, slap on this, slap on that then the rest is optional.
The balancing especially in IB was terrible. Remember when the Acidic Glavenus GS was called "op"?
Very nice video as always dude, if I may make a suggestion as you are now expanding your content to monter then expanding even further afterwards I would love a video on world design in games, specifically monster hunter.
I had no idea you made monster hunter videos! Your channel is great! I always go to you for your PoT videos
we need to make sure the dev see that so they fix it for wild