Monster Hunter Rise, the preview of TGS2020

Surprisingly announced during the latest Nintendo Direct Mini, Monster Hunter Rise immediately became one of the most anticipated titles for Switch, especially now that Capcom is preparing to end support for Monster Hunter World. This new chapter will arrive exclusively on the hybrid console next March, shifting the attention of fans of the franchise back to the Nintendo platform two years after the release of Monster Hunter Generations Ultimate: entrusted to the care of Ryozo Tsujimoto and Yasunori Ichinose, respectively former producer and director of the acclaimed Monster Hunter Portable 3rd in 2010, Monster Hunter Rise should represent the link between the traditional formula and the modernized one in World, but the long gameplay shown on the occasion of this Tokyo Game Show digital revealed a lot more similarities with the latest iteration we played on PlayStation 4, PC and Xbox One.

Insects and freedom of movement

The great protagonist of this game was undoubtedly theInsect thread, a new tool that will take the lion’s share of the movement and combat system. It will, in a way, replace Monster Hunter World‘s claw grappling hook, but the truth is that this Wire Bug is so much more. Tsujimoto and Ichinose have in fact explained to us a little better the mechanics, the limitations but also the incredible possibilities that this little creature offers – called Wirebug in English – when we press the key to use it, projecting it in a direction in space: reached its maximum extension, the wire insect will remain motionless and we can hang on it, using it as a point of momentum to swing in the void or reach it with a click . This dynamic allows hunters to move in three-dimensional space at three hundred and sixty degrees: using it repeatedly, it is possible to move in flight, leaping upwards or in a precise direction, perhaps to cling to a surface to climb or on which to run transversely as real ninja.

However, the game of TGS2020 answers some questions that we asked ourselves in the last one preview, when we asked ourselves, for example, what sense would they have interconnected maps so large if we had very little time left with our feet on the ground. We found that we will not be able to use the Wire Bug indefinitely: we will have two predefined charges and each time we use it we will consume one, so we will have to wait a short period of recharge before using it again. Although it is possible to temporarily increase the number of charges by collecting the Wire Insects scattered around the map, the limitation will still force players to move even and above all on the ground, but the producer has promised that the maps will hide many corners in which to find rare resources and materials. which will reward a renewed approach toexploration and experimentation.

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The Canyne, a new companion that we will be able to take with us along with the usual Felyne, will instead serve to reduce the time of movement to the ground: we will be able to jump on its back as it happened with the mounts of Monster Hunter World, but in Monster Hunter Rise we will have total control of its movements, we will be able to jump and even climb on the special walls that hunters usually climb. By combining the movement possibilities of the Canyne with the wire insect we will be able to cover even larger spaces: for example, you can climb on the back of the Canyne, take a run, take a leap, jump from the animal and use the charges of the wire insect to reach a very distant platform. The Canyne and the Felyne they will then help us in combat, the first with a more attacking function and the second as support, and will have a completely dedicated interface space: we will then be able to caress them and play with them, even if the practical utility is not very clear to us of these activities, which appear to be simple and tender animations.

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Fighting in Rise

After explaining the mechanics of the Wire Insect and showing us the beauty of the Sacred Ruins, a new map with a decidedly mystical atmosphere, Tsujimoto and Ichinose showed us a fight with a new monster, the Tetranodon. Before facing it, the hunter has stocked up on collectibles around the map – some temporarily give bonuses to health, stamina and other parameters – revealing some features borrowed from Monster Hunter World: it will be possible to file the weapon riding the Canyne, among other things, but also to consume potions on the go and collect resources on the fly, without stopping for several seconds at the collection points as happened in the old Monster Hunter.

Not only that: even in Rise we will be able to return to the base and enter the shed for change weapon, collect items in the chest, change equipment for hunter and companions, or even eat. These are improvements that Capcom has implemented in Monster Hunter World and that make hunting significantly more comfortable.

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The game of the TGS focused on a specific weapon, the double blades, although the most recent trailer showed a rundown of actions and attacks related to other weapons that had already made us suspicious about the usefulness of the Wire Bug in combat. Until now, in fact, we had believed that the Wire Bug was above all a movement mechanic that Capcom had integrated into the combat system, and instead it seems that things are exactly the opposite. The wire insect will in fact play a decisive role in the clashes, especially because, once the monster is engaged, the charging times they will noticeably lengthen, and become even longer if we use it to unleash special attacks that, in some cases, even consume more than a single charge. This means that it will not be possible to easily escape the monsters or remain suspended in mid-air for as long as you want: in fact, we will have to carefully exploit this tool with a thousand potential.

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The producer and the director have not dwelt too much on the capabilities of the double blades, which from what we have seen would seem to inherit the Monster Hunter World move park, to which all the new mechanics of the wire insect are added. Unfortunately it seems to have disappeared, along with the claw grappling hook, also the controversial mechanics that allowed you to cling to the monster to injure it or crash it into walls or other obstacles; however, the wire bug will allow the hunter to launch into the air to attack the jumping monster – which strongly modifies the moves of some weapons – or to project towards the creature to shorten the distance. It seems, then, that the wire insect serves to target a precise point of the monster, perhaps to inflict more damage – visible on the screen in the form of numbers as in Monster Hunter World, although it will probably be possible to deactivate them from the options – and perhaps cut off tails. or other appendices. Then by throwing the wire insect directly at the monster at the precise moment in which it attacks the hunter, it is even possible to score a counterattack extremely powerful automatic.

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Each of these moves will consume one or more charges of the Wire Bug, which will therefore expand the player’s arsenal, simultaneously redefining their strategies: the best hunters will have to learn to use the Wire Bug sparingly and intelligently, in order to avoid finding it. charging at the least opportune moment. The most interesting thing is that the new attacks and moves reminded us time and again of the Styles of Monster Hunter Generations Ultimate: In the new trailer, for example, we saw a hunter leap with the wire bug and then throw a Barrel bomb at the head of the monster from above, while in the game with the double blades the hunter dodged an attack of the Tetranodon with an animation that was very reminiscent of the Shadow style. Capcom may therefore have taken those special techniques, integrating them into the dynamics of the Thread Bug to ensure a stack of possibilities never before seen in a Monster Hunter. In this sense, Monster Hunter Rise could become the new reference point for the brand: the new iteration for Switch would seem to summarize the best of recent years in the portable formula that has decreed the success of Monster Hunter for years.

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Although there are still several aspects to explore – the mechanics of each individual weapon, the number of monsters and maps, the presence of a G-rank and so on – the Monster Hunter Rise game has excited us even more than the first trailer. : it seems that Capcom has further refined the dynamics of Monster Hunter World, implementing very fun movement and combat mechanisms. The game is still six months away, and we can’t wait to hear more.

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