Game Ramblings #150 – Monster Hunter Rise

More Info from Capcom

  • Genre: Action RPG
  • Platform: Switch
  • Also Available On: Windows in 2022

This is the one that finally cracked the code for me in this series. It’s not that I haven’t tried the Monster Hunter games in the past, but they never really clicked for me. This one did. In past games I could never really grok the combat in a way in which I could remain effective. Ranged never felt that good to me in those past games and melee had a pace that I just didn’t enjoy, so I would play them for a few hours and put them down once the challenge ramped up. As a point of reference, I largely only played this series previously on the PSP and poked a bit at 4, but didn’t get far enough to really get anything useful out of it. Rise instead felt like a total package made for me.

The core loop of the Monster Hunter series was always what drew me to it, even with my reservations about the combat. I loved the loop of going out, getting some materials, then seeing what you could make out of them. That pull is still there. I was making armor simply because I could. I was trying to get complete collections simply because I could. I was rekilling past hunts simply because I wanted more. That pull is something that is very rare in games. Combined with a 15-20 minute loop, it’s also easy to fit in a hunt in small chunks of time, rather than having to devote large blocks to make notable progress.

Going out for a hunt never feels like a waste, because it’s either something new that you’ve never fought before or it’s something old that you’re fighting for a specific material purpose. In my last post about Bravely Default 2, I talked about the game not respecting the player’s time. Monster Hunter Rise feels like the opposite. They respect the player’s time greatly. Sure things are challenging, but they never make you do things simply for the sake of doing things and they never throw things at you that aren’t very clear. You’re doing x hunt for y reward. You make x weapon with y materials. You spend x money to upgrade y armor. You know what your goal is and you can go out and handle it, and you’ll always be rewarded for doing so.

Combat though was always where I fell off of past entries. I’ll be the first to admit that I tend to gravitate towards ranged classes in games when I can. I play hunter in WoW. I beat recent Tomb Raider games almost entirely with the bow and arrow. One of my big blocks in past Monster Hunter titles was that ranged was there, but never felt effective to me. The shooting mechanics weren’t great. Damage avoidance wasn’t that effective. Playing solo basically meant that you’d be spending most of your time trying to get at range to even fire, instead of being on offense. This one in particular does a few things that really build out the gameplay systems to allow those things to just work better.

The first big feature is the Wirebug. This is ostensibly a traversal feature in that it’s used to zip around the world quickly, as well as get up cliffs quickly. However, its best use is as an oh shit button. If you do end up getting knocked back by attacks, you can use this to quickly dodge at a long distance from the enemy. In past games, getting hit as a ranged character was typically a huge problem. You’d end up spending a bunch of time then trying to get away to a distance at which you could effectively fire while also having to deal with the fact that you had a pissed off monster on your heels. By being able to just one-button get out of the way you end up gaining a lot of time to simply shoot at things.

The second real big thing is simply that you have help. You get both a cat and dog helper with their own gearing and own capabilities. This alone changed everything for me in solo play. To some extent these work great just as aggro sponges. They won’t necessarily always be pulling the monsters, but they pull them enough to give you time to move and re-assess the situation. They also have their own skills that end up being useful in general. I had my dog geared more towards damage with a focus on being able to break the monster’s core areas. Breaking serves a dual purpose of generally slowing or stunning the enemy for a bit, as well as generally removing some attack capabilities. I had my cat instead geared towards defensive purposes. It had a skill to lay a pot that healed status effects (poisons, slows, etc) and a second skill to lay down an AOE health heal. By going that route, I could often focus directly on attacking rather than running through the complicated UI to find my specific healing items.

Those things all just made soloing easier. It’s not that the pals necessarily replaced humans, but it allowed me to play ranged much more effectively. I spent less time running or healing and more time attacking. I had more time to line up shots to critical areas. I had more time to lay down traps or explosives in spots that I wanted to pull the enemy into. It just made the entire experience more fun without necessarily making the game more complex.

This moved the series in an interesting direction. I guess ultimately it’s a little more friendly to casual players, but it doesn’t feel like it moved the needle enough to make it lose the existing fan base. It does just enough to allow me to play the game in a way that I’ve always wanted to without it feeling like it lost the core resource acquisition loop that I always wanted to love. Now that I’ve gotten through this one, I’m thinking it may be time to go back a couple years and check out Iceborne to see if that one can keep my attention as well as Rise did.

Shelved It #12 – Bravely Default II

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch
  • Also Available On: Windows

I hate when games waste the player’s time. JRPGs are notorious for it, but there’s ways to make the grind typical of the genre rewarding – either through good side content or fun combat. Bravely Default 2 never got to that point and was so actively trying to make the game not fun that I gave up at about the 8 hour mark. Even for a series known for grinding, this one was pretty egregious.

The core of BD2‘s combat is around saving and using turns in the future to defend through incoming damage then pop a bunch of attacks or heals at one time when things open up for you. In general, this works pretty great. During general trash fights, you find the weaknesses for the various enemies then do what you can to try and hammer through it in one turn. It’s a fun way to give some strategy to trash fights beyond just running in and hammering attack to win. Where this falls apart is in the way they structured boss fights.

One of the core defensive measures that the AI have is counters. For example, they may counter physical attacks giving them a chance to counterattack if you hit them with a weapon. The boss fights take this to a level that felt actively punishing. For example, the boss that had me shelving this game did the following:

  • Weakness to ground-based attacks, which are physical on the Vanguard class, but with a counter on physical attacks that deals AOE damage
  • Single-target physical counter on singing abilities, despite the fact that I had literally just earned the Bard class so from a natural player standpoint would therefore be exploring its use in my party
  • Counter on healing, despite the fact that the previous two counters basically required me to be doing AOE healing
  • AOE silence, which becomes super obnoxious when the counters have you tending towards just using magic

The strategy that ended up being the most practical was to just use stacked poison magic and get the boss to die to DOT damage. It’s slow and boring and your party is for the most part idle and tossing items, but you aren’t taking a ton of unnecessary damage.

It’s this kind of setup that just feels unnecessarily punishing to the player. The game spends the entire time encouraging exploration and use of weaknesses to kill enemies quick and effectively, then spends its time on bosses countering the weaknesses so you have to find some random bullshit mechanic to actually take out the boss. Your other choice when you hit these bosses if you simply have the wrong party setup is to instead backup and grind new classes to find the right combination. It’s a bit of a typical problem of wide-ranging class-focused JRPGs, but the design choices of BD2 exacerbate this. It’s especially negative when they are directly countering the things you just earned so you’re forever discouraged from really trying new toys. The entire process feels like it’s wasting your time leading up to these fights, because you could very well have just been focusing on the wrong thing without knowing that you’re screwing yourself over.

It feels like it should be a small thing to just get through the boss fights and move on, but it’s one of those things that will endlessly frustrate me in games like this. I want my JRPG boss fights to be challenging me to the limit of my abilities, but I want that to be because the fight is legitimately hard with however I choose to play. I don’t want to play guess the mechanic and then have to grind to come around to the fight. Once I hit that point where I’m annoyed by the big moments, I’m out. There’s plenty of other games for me to play that will respect the time I put in to them in a better fashion.

The original Bravely games had similarly punishing grind issues, so I guess I shouldn’t be too surprised. Those had both a ton of grinding, as well as unnecessarily long plots where they liked to tell you to redo the entire game half way through. What they generally didn’t have were such punishing mechanics attached to the core boss fights. Sure their bosses were hard, but stragies around exploiting the fight’s weakness mechanics weren’t generally just hard countered, and hard countered for multiple things. Bravely Default II just goes so overboard with the counters that the bosses stopped being fun, and extremely quickly. It left my in a place where I just didn’t want to continue playing the game. It’s one thing in a JRPG if the trash is on the boring side, but once the centerpiece fights become something that I don’t want to do, it’s time to shelve a game – even moreso when I’m only 8 hours in.

Game Ramblings #149 – Metroid Dread

More Info from Nintendo

  • Genre: Action/Platformer, Metroidvania
  • Platform: Switch

This is very much an iteration on the work that was started with Metroid: Samus Returns, and that’s a great thing. Quite frankly, you could read my notes on that one and it would be a 1:1 retread of what worked for Metroid Dread. However, this feels like a clear iteration on the formula and even more importantly a clear end point to the series’ story – whether or not that’s ultimately what will happen. This is just a fantastically good game that took far too long for someone to convince Nintendo to spend money on, and I’m glad it finally happened.

The thing that really stood out to me in this one was its difficulty, and that seems to be a common theme across the feedback I’ve seen about the game. A lot of people are calling it simply hard, but I think it’s more nuanced than that. What it really feels like to me is that it’s precise, and that’s really the difference to me in why I had the patience to enter death loops. I’ve shelved a lot of games in the last decade or so within the sort of rise of the indie games. A lot of games feel like they do hard for the sake of hard. Something precise and mechanically tight will come out like Celeste and be incredibly difficult but fair, then a bunch of games will follow that are simply…..difficult. It’s not fun. Dread very much feels like it falls within the difficult but fair.

Bosses in this game are no joke. A missed mechanic will take a full health tank or more. If you aren’t being precise with your movement, you will die. However, once you learn the mechanics and once you get your movement down, you’re just as likely to take no damage in these fights. In that respect it’s incredibly fair. You take damage, you learn mechanics, you avoid damage, you win. Sure you may die a couple times, but you aren’t getting screwed by RNG and you aren’t getting screwed by the fight.

You’re given a lot of tools to avoid damage that aren’t typical of the Metroid series – things like a slide that can transition into the morph ball or an instant dodge that gives some amount of i-frames – that really lean into damage avoidance as a key mechanic. You’re also given some really good new offensive tools to make damage a little more passive and a little less precise in those big moments – things like the return of the melee counter from Samus Returns or a lock-on multi-hit charge missile – that allow you to build up damage without having to be right up in the enemy’s face or having to pause and engage in the slower free aim. The end result of all of this is that while the game is still distinctly Metroid in style and mechanical knowledge, it feels substantially like a modern game where you have full control of damage mitigation and aren’t just being slammed with unavoidable nonsense.

There’s also just a ton of little things that the game does very right that make it feel both Metroid and modern. You’ve still got pickups that drop when you kill things, but they get sucked in at any range. Combined with melee counters dropping more items, this both increases the general pace of the game AND allows the game to have higher difficulty, since you’re always pulling in resources. One of the early upgrades is the return of the pulse radar that reveals hidden breakable blocks. This is again probably controversial, but this feeds into increased exploration and increased pace since you aren’t just playing a game of shoot every block to find the hidden trinket. Free aim is back to give much more freedom of hitting things from any angle, making a lot of the trash encounters much quicker to deal with. The new slide move both replaces a lot of the slower morph ball stuff, but also acts as a fast transition into morph ball tunnels when unlocked AND a way to actively dodge attacks in a lot of the boss fights.

However, the real important change compared to Fusion or the Prime games is that the game really doesn’t give you any direction. You’re chucked into the world and told to get to the surface. You’re given some lore as things go, but more often than not it’s up to you to find your way. This is very much an old Metroid thing that started to go away over the years, so it’s interesting to see it return to very little direction. For me, this is precisely what I’m looking for in a Metroidvania. I love to scan the map to find doors that I haven’t entered or mysterious holes in the map that I haven’t explored, then going back to find new things. Where things really work for the better is that the map itself is far more readable than past 2D entries, although that is entirely down to just having more modern hardware and higher resolution to display the map. It’s just far easier to find things when you can pump more obvious information on the screen and it really benefits the loose structure of the classic Metroid formula. It’s even better with a bunch of fast travel teleportation spots that open up as you find more upgrades, allowing you to quickly scoot around the world at will.

This just ended up being such a good game. It’s been so long since a 2D entry came out in this series that there was probably some amount of valid concern about whether or not this could be done and still be fun. Samus Returns proved that the formula still worked and Dread proved that the series can move forward. This hits just the right mix of classic Metroid and modern gaming, and in a couple key ways goes backwards compared to Fusion and Prime, but it comes out as such a great mix. The difficulty of the game will probably turn some people away, but for me it again hits the perfect mix – it’s perhaps unforgiving, but it’s precise and fair and not based in RNG. You’ll learn where things go wrong, then make it right. It may take a few tries, but you’ll learn and get through it.

It’s also funny looking back at my notes about Samus Returns. That one ended with a new little cutscene showing the rise of the X parasites on SR388. I mentioned in passing that maybe they were hinting at something else. Boy was it ever. I don’t know if they were still hoping to do a Fusion remake or Dread at that point, but seeing the end of the post-Prime Metroid and X saga finally arrive is both great to see and something that I never really expected to happen.

Seriously, go play this.