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In the 08/08/2018 edition:

Monster Hunter World Review - Deadliest Catch

By Ginny Woo on Aug 07, 2018 10:07 pm

While some fans of the series were disappointed when Monster Hunter XX came to the Switch as a Japan-only exclusive, the good news is that we don't have to suffer in region-imposed torture any longer. The latest big fish in the franchise's pond, Monster Hunter World, is finally here, and it blows the previous western releases out of the water.

For seasoned players, the gameplay loop in Monster Hunter World is immediately recognisable. Your job is a cycle that involves crafting weapons, bulking up, killing monsters, and looting them for materials. However, a well-crafted narrative has not traditionally been a part of that gameplay loop, and that may have been a deterrent for those looking for a foothold into the franchise in the past. Luckily for them, the first major point of difference here from the previous mainline titles is the way that the plot and gameplay are grafted together. A spinoff, Monster Hunter Stories, stepped off the beaten track by introducing a simple yet satisfying narrative, and now Monster Hunter World solidifies that step by using the building blocks of previous narrative concepts to deliver a well-paced experience that spends more time focusing on the bigger picture.

While you spend a lot of time chasing an Elder Dragon that wouldn't look out of place in the movie Pacific Rim, Monster Hunter World's choice to integrate Guild and Village quests into one coherent story cuts out any confusion or ambiguity that new players may feel when it comes to figuring out which quests progress your journey. The fact that everything is tuned for a rewarding solo experience is a plus--it's entirely possible to pump through 60 hours of quests without ever interacting with another player online. And when combined with more intelligent monster AI, facing off against a fire-breathing Tyrannosaurus-like creature on your own makes the stakes feel even higher.

On top of the story, which revolves around the mystery of why the aforementioned Elder Dragon has appeared in the game's new region, there have been some quality-of-life changes that ease your transition into the world of monster hunting. Instead of frontloading a lot of text-based tutorials as in previous titles, you now have a Handler who doles out helpful information to you as you progress through zones of increasing complexity. It can feel a bit like having an annoying younger sibling tagging along on otherwise deadly adventures, but her vocal cues and vast knowledge about monster types are helpful when encountering new enemies for the first time. This assistance ceases when you start cutting your teeth on High Rank monsters, but hearing about new skills and immediately putting them into practice in the field is an excellent way to learn about the game from the ground up.

Monster Hunter World feels like an open-world game to some extent, with fantastically large maps of a scale that we haven't seen before (both vertically and horizontally), no discernable game-pausing loading screens between zones in hunting areas, and a wealth of beautifully rendered environments to slaughter colossal monsters in. A helpful addition to this new world is the swarm of scoutflies that serve as a way to track monsters and other objectives.

Navigating the vastness of those areas without scoutflies would have been incredibly tedious. Once you've located a few traces of a monster's path in a zone, your scoutflies automatically track it to its current location. Gather up enough clues over time and soon your insectoid minions will be able to predict where a certain monster is located based on past movements. This is very useful for investigation missions with tight time frames at higher ranks and sticks to your canon characterisation: a seasoned hunter who understands their prey. Except, perhaps, when said prey glitches through two stories' worth of foliage and can't be attacked with any weapons that you've got on hand. Fortunately, those instances are few and far between.

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Part of the ability to capitalise on a monster's weakness is the smart use of all the tools in your hunting arsenal, with the most important being your weapon of choice. The Hunter Arts from Monster Hunter Generations have been removed, and the game's focus is solely on your ability to dish out ridiculous amounts of damage using your respective weapon's combo. Light weapons are still the most mobile while the technical weapons are still the most difficult to understand and master, but there are ample opportunities to get experience with whichever blade, bow, or lance you've decided on. Weapon upgrade trees are all viewable at a glance, and the ability to make a wishlist of parts for your next upgrade makes the process more convenient, and helps you decide which expeditions to focus on.

Bowguns in particular have received the most notable facelift: it appears that there has been an effort to mimic the kind of playstyle you'd have in a third-person shooter, and this is most apparent when you're firing from the hip with the light bowgun. That doesn't necessarily change the strategy needed; you'll still have to make effective use of environmental hazards, traps, barrel bombs, and dung in order to chase down your quarry. There are now more ways to get a leg up on monsters, which make combat encounters more accessible to different playstyles. Elemental effects are all the rage once more, with weapons boasting essential new perks that have evolved alongside the enemies that you forge them from, and the benefits of bringing water to a firefight is a lesson you'll learn early.

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Of particular necessity is the ability to mount monsters through aerial combos, or through the slightly less coordinated mad scramble off a cliff onto a creature's back; you're given the opportunity to knock a monster down, which will buy you time to slice off a tail or a claw. While the game will reward you no matter what strategies you take, knowing a monster's weak points is still a must if you strive to upgrade your gear. It's best to nail down your favourite weapon in the Arena--a mode where you test your mettle with specific gear against a monster that you've fought before.

Multiplayer integration is, for the most part, seamless. As mentioned above, there's no distinction between Village and Guild quests anymore, so missions can be done alone or with a friend, and you'll both only have to do it once to complete it. You can start a quest alone in an online session and wait for more hunters to pop in to assist. Alternatively, you can seek out an online session for people of a certain hunter rank, and just go along for the ride if they need a hand with anything. The only qualifier is that some story-focused missions require the leader to either watch a cutscene or discover a monster before others can join.

You can be in the same online session as someone else without having to do the quests that they're doing, which is useful for those who might want to keep an eye on a friend who's new to the franchise. Players who are struggling solo can also send out an SOS flare that lets their friends put together a little rescue party to save the day. In the downtime between adventures, you can do anything from arm wrestling to challenging each other's times on the killing leaderboards.

Getting together with your mates takes a couple of extra steps compared to loading into a multiplayer session on the fly with a stranger. To play with friends alone, you'll have to join in on their fun via the friends list on the console dashboard, or by sharing a 12-digit session ID. In a game that's all about momentum and sprinting off into the horizon at the next challenge, getting your hunting posse together is manageable but slightly tedious. That being said, a few minutes to specifically set up a multiplayer session doesn't necessarily make or break the game.

As expected, Monster Hunter World scales the difficulty up if you're not the only one embarking on the quest. Up to four people can go out into the wilderness at once, and the beta experience has already demonstrated to many how exhilarating group combat can be. The more targets available for monsters, the more unpredictable their movements. This means that while you may have more firepower, it can be harder to lock down a monster that's particularly prone to relentless charging or rapid aggression. Luckily, playing with others gives you the opportunity to try out different weapon compositions, and while unusual weapons like the hunting horn might see minimal use in the solo campaign, its sweet, party-buffing tunes and your teamwork abilities will become crucial to helping your friends take down the most savage of beasts.

While it may seem like quite a bit has changed, there's a hell of a lot in Monster Hunter World that's stayed the same. Whether it's the appearance of draconic series regulars like the Rathalos and the Rathian or the presence of tried and true weapons, the roots of the Monster Hunter franchise are strong with its latest release. Apart from the overall sprucing up of graphics and the cutscenes with full voice-over, the standout improvements really come from the simplification of the existing systems in a way that welcomes newcomers without alienating existing fans. A lack of loading screens makes exploration a pleasure, and tracking new and improved monsters through areas as they rank up means that you've got plenty to conquer once the story quests are complete. There may not be any new weapons, and there may be a Hunter Arts-sized hole left in the hearts of players who spent hours getting good at the various Styles. However, the removal of those old mechanics feels less like a funeral and more like a necessary streamlining.

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The PC version of Monster Hunter World, on a superficial level, doesn't exhibit any critical differences in performance compared to the console versions of the game. While running on the highest display settings, we noticed a marked amount of pop-in during some of the more graphically intensive cutscenes, but it wasn't enough to be off-putting. Some trees in the distance take a little longer to come to life, but you're often too preoccupied with killing a slavering, townhouse-sized animal to care. The Hunters themselves also generally appear to have warmer, more realistic flesh tones on the PC, but the overall difference in aesthetic mileage is otherwise minimal.

One area where the contrast is stark, however, is in multiplayer accessibility. While the PlayStation 4 version had its hiccups with getting the squad together, those aren't present at all in the PC version, which makes the most of its integration with Steam to get you playing together in under a couple of minutes. It's refreshingly simple compared to laboriously typing out a string of numbers, or fiddling with the PlayStation 4's subpar native interface.

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Another pleasant difference which you'll notice while preparing for multiplayer missions is the fact that there's almost no downtime at all. This might vary based on your network and PC, but in our experience the time between posting a quest and having it ready to go when others join was instant. In comparison, the PlayStation 4 version seems to take its own sweet time when preparing quests within both individual and multiplayer sessions. Like the aesthetic differences between platforms, this is relatively minimal in the grand scheme of things. However, an improvement is still an improvement, and the overall quality of life differences in regards to multiplayer on PC are definitely welcome.

In terms of how the game handles mechanically on PC, the answer is positive. While PC ports of console games have the potential pitfalls of unwieldy control schemes and unintuitive keyboard shortcuts, Monster Hunter World has gracefully avoided these. The default keyboard and mouse combination works well, even when stress-tested under combat situations that require plenty of frantic directional and dodge-rolling inputs. Using the mouse to control both attack inputs as well as overall steering took us the length of the tutorial to get used to, but it never presented an issue in itself. There's no need to play Twister with your fingers to execute deadly combos here, though fans of the controller input will likely gravitate to the same for efficiency at the end of the day.

Ever since the title was first announced, it was clear that Capcom was gunning for something grander than Monster Hunter Generations. It has succeeded, and this is likely the biggest and best that the franchise has ever been. It's not just the comparative depth of the narrative; it also boasts almost seamless integration between combat systems that were previously incomprehensible for amateurs. The Monster Hunter formula has definitely honed its claws, and all the above factors play their part in making Monster Hunter World a meaningful evolution for the series at large.

Editor's note: This review has been updated to include our experience with the PC version of Monster Hunter: World -- August 7, 2018


Overcooked 2 Review - A Great Second Course

By Kallie Plagge on Aug 07, 2018 01:30 pm

Following 2016's co-op cooking hit, Overcooked 2 introduces a fresh set of kitchens and recipes to conquer. Like in the first game, simple controls and a cute, cartoony style lend levity to intense dinner rushes where one mistake can lead to culinary disaster. The fun and chaos of playing with friends is preserved in the sequel, as is the far less exciting reality of playing solo. And while the added online play can't compare to in-person antics, the new throwing mechanic and a host of ridiculous kitchen layouts make for a delightfully frenetic follow-up to a couch co-op favorite.

Like the original, Overcooked 2 takes you from one poorly laid out kitchen to the next, tasking you with cooking as many dishes as possible within a set time limit. Whether alone or with friends, each kitchen poses its own set of problems and hurdles; conveyor belts make basic movement more difficult, floating rafts and hot air balloons cause kitchens to shift under your feet, and the sink is usually nowhere near the dirty plates. It can be hard to figure out how to approach each level, but it's very easy for even the best strategies to devolve into chaos.

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Failing is just as fun as success, and Overcooked 2 still serves both the party crowd and more competitive players beautifully. Nothing about cooking is simple except for the controls--each task, like chopping ingredients or washing dishes, requires a single button. The rest is a balancing act that demands precise communication as well as adaptability, because things usually go wrong. The urgent beeping of food that's about to burn can quickly turn into panicked yelling and possibly a fire. It's often a comedy of errors, especially with the max of four people, and successfully serving up dishes at all is a triumph worth celebrating.

Once you get past the initial stress of cooking in a nonsensical kitchen, you can actually start to strategize. With two players, you'll probably put more mental energy toward juggling various tasks, while with more co-chefs, you'll need to be careful not to run into anyone else. There's a very different kind of satisfaction in settling into a groove with your team, timing things perfectly, and maximizing your score. (Plus, calling out "Order up!" just doesn't get old.) It's also an enticing reason to chase higher and higher scores in the arcade mode and challenge another experienced two-person team in the versus mode.

While much of the basic formula remains the same, Overcooked 2 adds the ability to throw raw ingredients. It's a relatively small addition, but it smartly adds to the chaos without overcomplicating it. A block of cheese flying by as you're chopping a tomato makes the kitchen feel more hectic, but it's actually extremely efficient--you can throw meat directly into a frying pan to save time or toss some fish across a moving platform that's blocking your path. Many of the levels take full advantage of the new mechanic, with kitchens split into two parts that intermittently come together. It often makes more sense to station one team member in one part of the kitchen, tossing ingredients over as needed, so you don't run the risk of trapping everyone in one area while things shift.

Overcooked 2 also adds online play, a fine idea that's far less compatible with the best parts of the game. It's a different kind of challenge to cook with limited communication--especially on Switch, thanks to the lack of built-in voice chat--but playing online lacks the urgency of playing with people in the same room. A bit of lag, too, can ruin the flow or cause you to misclick. It's a welcome feature if your co-op partner is far away, though, and better suited for completionists rather than those looking to goof off.

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Playing alone is also the domain of completionists, as it's kind of a chore--you switch between two chefs, and it's a matter of smart task management without the fun of communicating and screwing up with other people. While the more complicated kitchens seem impossible to tackle on your own, a lower score threshold means you can still get the full three stars even if you only served a few dishes. Nothing is out of your reach alone, but success just isn't as satisfying.

Overcooked 2 undoubtedly shines in local co-op and the versus arcade modes. New recipes and obstacles provide a fresh challenge for veterans, but it remains approachable for new players with simple controls and short playtimes. The new throwing mechanic, too, adds a new dimension to both strategy and the inevitable chaos without overcomplicating things. It's a strong foundation, and with the right friends, Overcooked 2 is one of the best couch co-op games around.


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