RollingRolli
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Ja, ich mein, dass ihr nicht so gerne aus eurer Komfortzone kommt, merkt man auch so schon gut...
but it's still worth mentioning that this demo ran badly. Like, really distractingly badly. During busy moments, the framerate dropped to a degree that almost made it hard to play
New to Monster Hunter and looking to find out more about Monster Hunter Wilds? You've come to the right place! Join Alma, your Handler, as she takes you through an introductory tour of Monster Hunter Wilds, including the game's living breathing world, the rich story and characters, hunting mechanics, and of course, the monsters!
Welcome, hunters, to the third locale in the Forbidden Lands; the Oilwell Basin. Meet the people of Azuz, the Everforge, and come face-to-face with three of the area's new monstrous denizens, including the ominous Black Flame.
I think it is likely to resonate well. Frankly, if you're already a Monster Hunter fan, you probably don't need too much convincing. After six hours, I can happily tell you that this is more of what World offered: but better. James has gone into the nitty-gritty before of radical new systems like bad-ass new weather, monster wounds, and new matchmaking systems. It's all looking pretty damn great.
But this, I think, is most exciting: this may appeal to more people than ever before. And if you're an RPG fan who hasn't given the series a fair shake, this is going to be your best possible entry point. And who knows? In a year's time, Rathalos may have sunk its talons into you and you too may be a material-grinding, multiplayer-loving, endgame-camping master hunter. That's the beauty of Monster Hunter; and with Wilds, it may now have a wider reach than ever.
Much of the best art deals with the paradoxical. It is perhaps this which best explains the explosive popularity of Worlds: it was the perfect expression of a series hardcore and niche in the extreme - but on the grandest possible stage. With Wilds, the trick looks to be repeated. For Wilds, the paradox is in creating the obvious sequel - but one laced right through with quiet, small revolution that ultimately delivers something that's at once fondly familiar and more different than you might otherwise expect.
It summarizes current Capcom well - and perfectly encapsulates the many threads coming together to make for a publisher on an unassailable tear.Much of the best art deals with the paradoxical. It is perhaps this which best explains the explosive popularity of Worlds: it was the perfect expression of a series hardcore and niche in the extreme - but on the grandest possible stage. With Wilds, the trick looks to be repeated. For Wilds, the paradox is in creating the obvious sequel - but one laced right through with quiet, small revolution that ultimately delivers something that's at once fondly familiar and more different than you might otherwise expect.
It summarizes current Capcom well - and perfectly encapsulates the many threads coming together to make for a publisher on an unassailable tear.
Series producer Tsujimoto seems to be feeling more pressure than most, but insisted that this wasn't necessarily increased by World's monster sales figures.
"Maybe as a producer, I'm the one who has to take all the pressure that these guys don't get! But it's a good point that World was our best-selling game ever, and I want to make sure that we follow up on it. It's not a direct sequel per se, but it's the next step forward for the franchise.
"The audience for the game became its biggest ever with Monster Hunter World, but also awareness of the series expanded beyond the player base in a global way at that time. This is our biggest Monster Hunter project ever as a development project, and I feel pressure to perform well as a producer or project manager, but it doesn't really matter the scale of the game or the past success you're building on.
"The fundamental idea of always doing better, of making the next game go further, improving on what you've done before, and responding to players' needs and feedback, has been the same for me throughout my career and for the 20 years of Monster Hunter. It's not something that I haven't thought about for any game, regardless of whether the past title was a best-seller or a big project."