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.

Game Ramblings #63 – Okami HD

More Info from Capcom

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: PS3, Windows, Xbox One
  • Original Platforms: PS2, Wii

TL;DR

  • One of the best examples of the Pre-BOTW 3D Zelda ARPG
  • Fantastic visuals that scaled up to modern systems nicely, as long as the screen filter is turned down
  • Combat generally simple, but a lot of fun thanks to the Celestial Brush mechanic, turning each encounter into a small puzzle

This is going to be a relatively short one, simply because there’s been enough said about Okami since its 2006 release.  As far as 3D Zelda-style games go, this is one of the best.  It starts with the typical Zelda pattern of going to a dungeon, finding an upgrade, and using that upgrade to finish the dungeon.  It adds much deeper combat that is more typical of JRPGs, with each encounter being its own little experience.  It uses a Celestial Brush system to literally draw in the world, repairing bridges, breathing life to trees, shooting fire at enemies, and more.  It then wraps all of that into one a gorgeous aesthetic reminiscent of Japanese sumi-e painting.  Put all together, it’s one of the finest examples of a Zelda game prior to Breath of the Wild, even if it wasn’t actually a Zelda.

There’s no talking about Okami without going straight at the visuals.  That little cutscene above is just a taste of how the game looks, but by and large it’s always that gorgeous.  Enemies killed with slashes float into the sky and separate into pieces like sheets of paper.  Trees explode into flower petals when brought back to life.  Even the static areas of the environment take on a beautiful painted look, with large outlines and simple color shading, giving the entire game a look that is entirely its own.

Combat takes place in its own little areas, giving a very JRPG feel to an otherwise action-focused system.

However, being an ARPG combat is still the focus, and this has much more depth than your typical Zelda game.  Sure, Zelda has its moments in boss fights, but your typical encounter with any enemy in the world is a few quick slashes and the player moves on.  In Okami, every encounter is its own little puzzle.  Some enemies may be weak to elements, so the player can drag those in from environmental source to stun enemies.  Some may have to be beaten down a bit before their weak points are exposed.  Some enemies can’t be hit unless time is slowed down, giving an opportunity to rush in for the kill. In general, each encounter has its own little piece to figure out in order to get through the fight in the most optimal matter.  Sure, you can usually also just beat on enemies until they die, but rewards scale based on time to complete an encounter, so effective use of the tools at hand is always the smart way to go.

All of this goes through the Celestial Brush system, which uses painted symbols to activate abilities.  Drawing a straight line on the screen will activate a powerful sword slash that can cleave enemies and environmental pieces in two.  Drawing a line from water, fire, ice, or lightning can cause those elements to help or hurt, depending on their use.  A swirling motion will activate wind, blowing away fire that may be shielding an enemy.  At its core, this replaces the typical items that Zelda games use, and allows for interactions that end up feeling more meaningful in their end result due to the need to draw on the fly.

The screen filter’s default option me feeling crosseyed.

I suppose the question then becomes, is this a good port?  More or less, but it has a few rough edges.  The default visual filter in place definitely had its problems, with some of the visual separation of things really looking awkward.  Turning that down to low solved most of the problems.  Otherwise things were solid.  Performance was consistent throughout the game, which was a particularly nice improvement over some of the more complex bosses on the PS2.  While the controls for painting were sometimes a bit awkward, the shape recognition is forgiving enough to allow for a lot of flex room in getting your symbols close enough.  If there’s anything with controls that did translate awkwardly, it’s that Start/Select from the PS2 were moved to the PS4’s touchpad, which also doubled as a secondary way to move the camera.  It didn’t cause issues in general, but every time I went to pause I ended up accidentally moving the camera completely in a place that I didn’t want to.

There’s a lot of bosses to defeat, all with their own tricks and fantastic designs.

Going back to this one 10+ years later was a nice treat.  Its visual style was always its selling feature, but only translated so well in 480i.  Luckily, the move up to 4k only helped the visuals, and the great combat system built around the Celestial Brush has aged extremely well.  If you’ve played this before, I could see an argument for not coming back again, but anyone that missed this the first go around would be well recommended in taking a whirl.