Monster Hunter Wilds (28.02.25)

Gross-Schwert, Hammer, Insektengleve und Bogen werden es bei mir. Wenn ich etwas neues teste wird es wahrscheinlich Gun-Lance.
Hab zwar alle Waffen sicher schon 100 Runden und mehr (Hammer min. 4´000 - 5´000 Runden) gespielt ausser Charge Blade, aber man hat halt seine Favs.
Mag eigentlich alle ausser Lanze und natürlich "Hass" Langschwert. Jeder Langschwertspieler meint sein Haupziel ist der Kopf und als Hammer Spieler kommt man nie zu einer Kombo wegen diesen Idioten, nochnmal "Hass*. Charge Blade und Switch Axt dasselbe, aber SA ist immerhin ne coole Waffe.

Ich kanns kaum erwarten.
 
  • Like
Reaktionen: Para

Para

Team | Admin
Team | Content

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

ist vielleicht dann auch der grund, wieso es noch kein genauen termin gibt. ein zweiten dragons dogma 2 launch braucht capcom jetzt auch nicht.
😬
 

Para

Team | Admin
Team | Content
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!
 
  • Like
Reaktionen: Wolke und Cycrow

Para

Team | Admin
Team | Content


der aktuelle build auf der tgs läuft wohl schon mal deutlich besser als noch auf der gamescom. kA wie konstant es gehalten wird, aber das hier ist ein 60fps target auf der standard ps5 (bestätigt vom community manager). das vorige gameplay material war teilweise unter 30fps.
 
  • Like
Reaktionen: Wolke, Fox und Cycrow

Para

Team | Admin
Team | Content
es gab nochmal previews für die presse:

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."
 
  • Like
Reaktionen: Cycrow, Fox und Wolke