If this really plays like classic HH... DUUUUUDE
If this really plays like classic HH... DUUUUUDE
I've always enjoyed the choice in pacing of, when a monster flees, do you belt after it immediately or slow down, catch your breath and sharpen your weapon and restore/Heath/stamina.Have finished both quests with sword and shield. It's really clicking for me and I'm constantly astonished by the monster animations, music, gamefeel and sound design. Graphics are pleasant, but could use a resolution increase. Gameplay-wise the rhythm of quiet and more intense moments works well to alleviate some of the boss battle fatigue I was afraid of. And the monster patterns haven't been very restrictive yet, there's plenty of room for player expression.
If you think you're going to be doing a lot of free-aiming with the wirebug it can help, but at least going by the sort of content in the demo it doesn't seem like it would be specifically necessary for anything if you don't want it or if your controller doesn't use it. I like it for cliff-climbing since it's easy to tilt the controller back for upward midair bugging, but if you're using the A button do to the midair hang, you can just use the right stick to aim upward and use that instead.
Especially if you're not planning on using the gunner weapons, I'd say that gyro is a nice but unnecessary convenience.
Thanks!You can turn the gyro on in the demo to see for yourself if you have a Switch, but my assessment is obviously it's useful for gunning to make fine adjustments to your aim (though precise aiming is not as necessary as many other shooters since you're aiming for body parts larger than a person), for aiming the kinsect with the insect glaive, and for manually aiming a wirebug jump. You can do everything the gyro does with the right stick just a bit slower, or a bit less precisely if you turn up the right stick aiming sensitivity. I wouldn't be surprised if most people didn't use the gyro in the demo (it defaults to off) and even in the full game will use gyro pretty minimally if at all. It's just a nice to have little option that offers a quite marginal improvement.
Four longsword players taking Mitsu down in well under four minutes
Meanwhile I'm still struggling to get under 25 mins with my Lance solo and I've been playing for a decade :D
I can't find the Mario kart parody, can anyone give me a link ?
I have the same problem, try turning screen shake off , that helped me so much.I really wish playing this game (demo) didn't make me feel like my eyes are being stabbed. I've never had eye strain issues with any other Monster Hunter game. I don't think it's the resolution or frame pacing, but maybe some sharpness filter they've applied?
This video seems to suggest that the motion value on the individual hits of Spirit Helmbreaker have increased from 25 in World to 46 in Rise, which is... which is a big jump. I want hammer to get a buff like that! C'mon, Capcom
Edit: Actually the motion values seem to have been buffed across the board...
I have the same problem, try turning screen shake off , that helped me so much.
Player silhouette when monster gets in between the PC and camera.
Same with the charge blade counter. Can use it in axe mode, can cancel right into SAED or anything you want, AND it instantly fills up all your vials. Might be a little too strong lolI am honestly amazed by how much the one counter slikbind has seamlessly patched up every single shortcoming the gunlance has. It's such a smart addition, I can't believe how much I love this weapon now
I am honestly amazed by how much the one counter slikbind has seamlessly patched up every single shortcoming the gunlance has. It's such a smart addition, I can't believe how much I love this weapon now
The silkbite moves round out each style much more than the hunter arts did. Having the moves use a different number of expendable charges, but also choosing when to use them for emergency recovery and traversal too, makes for some interesting options and decisions to manage them in the moment, rather than just constantly looking to get back into your strongest combo. I like that with the lance I'm not just going for the optimum choice to counter, which is often a "why wouldn't I" with no reason not to, but now I have a suite of counters to deploy with a range of shielding times and effects.I thought it was just me being used to Lance and finally getting the safety blanket I'm used to, but this demo is the first time I'm feeling the Gunlance after trying so many times before and always bouncing off.
This video seems to suggest that the motion value on the individual hits of Spirit Helmbreaker have increased from 25 in World to 46 in Rise, which is... which is a big jump. I want hammer to get a buff like that! C'mon, Capcom
Edit: Actually the motion values seem to have been buffed across the board...
Yeah it wasn't as necessary an additiona since it had good guard points already but it strikes me--someone who granted hasn't had a huge amount of time with the weapon outside of 4--as maybe overkill. Is spamming saed still the gameplan like it was in world?Same with the charge blade counter. Can use it in axe mode, can cancel right into SAED or anything you want, AND it instantly fills up all your vials. Might be a little too strong lol
Yeah lance is my most played weapon so gunlance really messes with my muscle memory, since it requires more commitment but offers less safety. But now it essentially has a powerful guard point that lets you commit to moves safely, offers almost instant access to its strongest options, and makes sharpess a total non issue.I thought it was just me being used to Lance and finally getting the safety blanket I'm used to, but this demo is the first time I'm feeling the Gunlance after trying so many times before and always bouncing off.
I love anchor rage so much more than enraged guard, which was amazing for dps but was pretty much a passive upgrade since it lasted for so long. The dynamic is so different in rise and asks you to act extremely aggressively if you want to keep it upThe silkbite moves round out each style much more than the hunter arts did. Having the moves use a different number of expendable charges, but also choosing when to use them for emergency recovery and traversal too, makes for some interesting options and decisions to manage them in the moment, rather than just constantly looking to get back into your strongest combo. I like that with the lance I'm not just going for the optimum choice to counter, which is often a "why wouldn't I" with no reason not to, but now I have a suite of counters to deploy with a range of shielding times and effects.
Yeah, anchor rage's risk/reward of low guard time combined with the bigger the hit you take, the bigger the buff is great. You can fail big and win big over it.Yeah it wasn't as necessary an additiona since it had good guard points already but it strikes me--someone who granted hasn't had a huge amount of time with the weapon outside of 4--as maybe overkill. Is spamming saed still the gameplan like it was in world?
Yeah lance is my most played weapon so gunlance really messes with my muscle memory, since it requires more commitment but offers less safety. But now it essentially has a powerful guard point that lets you commit to moves safely, offers almost instant access to its strongest options, and makes sharpess a total non issue.
I love anchor rage so much more than enraged guard, which was amazing for dps but was pretty much a passive upgrade since it lasted for so long. The dynamic is so different in rise and asks you to act extremely aggressively if you want to keep it up
This is actually a reason why I'm a bit hesitant to learn charge blade now in Rise. I think this move is such an insane crutch that I don't feel comfortable relying on it too much. If I learn it this way, once it's gone in the next game I'm screwed haha. Need to figure out the guard points also, but that's a bit much for Mizutsune in this demo, at least for me.Same with the charge blade counter. Can use it in axe mode, can cancel right into SAED or anything you want, AND it instantly fills up all your vials. Might be a little too strong lol
Use them all!I just got around to watching Gaijin Hunter's weapon impression videos, and now I'm even MORE confused as to which weapons I'm going to choose!!
Because poisonous blood droplets are dispersed by Rathian's wild flailing of her stump and are then inhaled by your hunter. (Wear masks everyone.)Why can Rathian can still poison with tail stump even after it has been cut off?
Absolutely classic. Imo that's when MH is at its most fun, when you feel like you've forgotten everything from muscle memory to gameplayIn an attempt to escape the futility of replaying the demo over and over again, I dug MH4U back out to try and wrap up unfinished business there while the online has seen a small resurgence of similarly starved, Rise-craving hunters.
I already carted in my first quest back, forgot to pack Hot Drinks, misremembered the inputs for the mounting mini-game, and have no clue what any of the skills mean or what I thought when I put the gear together.
Dang, that's rough. Have you tried doing non-local but still together? I'm interested if that solved things or not, that's all. No doubt that's frustrating though. Better be fixed by release for sure.I'm a bit down on local multiplayer right now. My brother and I were playing together these past few days, and we had multiple connection errors, even though we were only roughly 2m apart from one another, nothing between us that could weaken the signal from Switch to Switch.
I hope that is figured out by release as we didn't face the same issues with MHGU, so I doubt it's due to the hardware.
Really annoying, and I'm becoming more and more frustrated with every connection error that the two of us barely can play this otherwise phenomenal game/demo together.
Sadly we can't try non-local - only I am subscribed to NSO. And he's not really planning on paying for it, so it isn't much of an alternative option. :-/ (Don't know whether he's still able to use the 7 days trial, though, as a test and a potential temporary fix)Dang, that's rough. Have you tried doing non-local but still together? I'm interested if that solved things or not, that's all. No doubt that's frustrating though. Better be fixed by release for sure.
Really big bummer, I hope it is indeed fixed <3Sadly we can't try non-local - only I am subscribed to NSO. And he's not really planning on paying for it, so it isn't much of an alternative option. :-/ (Don't know whether he's still able to use the 7 days trial, though, as a test and a potential temporary fix)
We're both going to buy Rise either way, but I'd love to get rid of this hindrance.
Absolutely classic. Imo that's when MH is at its most fun, when you feel like you've forgotten everything from muscle memory to gameplay
There are rumors that it does actually exist in the main game, so fingers crossed!Loving the demo! I'm a charge blade user and I'm somewhat disappointed that savage axe mode doesn't exist. I was really hoping they would bring it back.
(Sorry if this was already discussed! I'm late to the party).
*sweats bullets* Let's hope they don't do the do this timeI might want the hour I spent going through my stack of talismans back, though. That's a system I probably wouldn't miss except in the briefest, most nostalgic moments.
Completely different weapons and playstyles lol. Greatsword is about slow Charge Attacks, Longsword is a mix of medium-speed + Counters. No weapons are similar at all, really, lol. Try every weapon, there's almost no crossover whatsoever.What advantages does the long sword have over great sword? I've always used great sword just because it showed higher dmg
There are rumors that it does actually exist in the main game, so fingers crossed!