Key Takeaways
- Monster Hunter Wilds beta players noticed significant changes in weapon handling compared to previous games.
- Combat in Monster Hunter Wilds seems off due to reduced hitstop animation frames, making attacks less impactful.
- Fans call for Capcom to address combat issue before release, despite potential complications with changing mechanics.
As a seasoned Monster Hunter veteran who’s been hunting beasts since the days of the PSP, I must say, I’m a tad concerned about the changes in weapon handling in Monster Hunter Wilds. It’s like Capcom swapped my trusty Long Sword for a rubber chicken! The lack of that satisfying hitstop animation has taken away the impact from each well-timed swing.
Players who tested Monster Hunter Wilds during its beta phase observed that the weapons appeared and functioned differently from their regular gameplay experience. As Monster Hunter Wilds is set to launch in early 2025, fans are expressing some concern that these alterations could potentially impact the overall gameplay. The primary objectives of the Monster Hunter series involve hunting monsters, crafting weapons, and armor. However, a significant aspect of the enjoyment comes from experimenting with various weapons, as each one offers a distinct playing style.
Currently, the weapon selections in Monster Hunter Wilds are identical to those found in Monster Hunter Rise and Monster Hunter World. Given this, players anticipated that the developers would refine or at least maintain the handling of these weapons. However, a shift in how weapons perform in Monster Hunter Wilds came as a shock to some early beta testers.
User Blue Stigma recently explained on Twitter why the combat in Monster Hunter Wilds might feel unusual to some players. They discussed the concept of “hitstop,” which is a momentary pause during an attack animation that makes it seem more powerful when it connects with a monster. The longer the pause, or number of frames, the greater the emphasis on the attack. Players who’ve tried the Monster Hunter Wilds beta have pointed out that there seems to be fewer of these animation frames compared to previous games in the series.
How Does Hitstop Affect Weapon Feel in Monster Hunter Wilds?
Blue Stigma posted a side-by-side video comparison of Monster Hunter Generations Ultimate, Monster Hunter World, Monster Hunter Rise, and the upcoming game. During the demo, they used the Switch Axe, which had a particularly strong finishing move. The older games appeared to greatly enhance the duration of the stop animation for the final hit, making it look extremely powerful. On the other hand, the Switch Axe in Monster Hunter Wilds eliminates the hitstop entirely. This means that all attacks have a consistent feel and appearance without the distinctive pause that adds emphasis.
Supporters are urging Capcom to tackle this problem, but no formal response has been given yet. Given that Monster Hunter Rise already has a fixed release date, altering something as extensive as combat animations and mechanics would be quite an undertaking. Introducing missing frames could potentially disrupt how weapons function. However, since many of the older games utilize similar animations, it theoretically might be achievable if Capcom chooses to address it through a future update.
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2024-11-05 06:04