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[eurogamer.net] Demand for MH:Rise demo downs eShop the demo was reportedly using a sleep hammer. eurogamer.net news SupremeAC
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Sun, 10 Jan 2021 20:05:10
SupremeAC said:
'Failed to join lobby'

logging out and trying again.
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Sun, 10 Jan 2021 20:07:29
I'm not getting in... Perhaps try one without password?
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Sun, 10 Jan 2021 20:08:06
Try lobby ID  CA3WMR

Passcode 0000
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Sun, 10 Jan 2021 20:08:39
It's made me start playing before you join, so that might have also locked you out.
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Sun, 10 Jan 2021 20:26:10
So many games by now, and it's still crap on letting you play together.
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Sun, 10 Jan 2021 20:27:40
Yeah, though I think they're not doing anyone any favors with the demo. Want to play one more round, and go up a level to fight the Mizutsune?
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Sun, 10 Jan 2021 20:28:25
Lobby ID R6EKNR

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Sun, 10 Jan 2021 20:29:21
Sure
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Sun, 10 Jan 2021 21:16:17
Good times! The new little tweaks are interesting. Took me a while to get controls to ride monsters, but that's going to be a neat addition. Really liked that second monster too. Those bubbles were fun to try to deal with.
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Sun, 10 Jan 2021 21:22:44
+1

First impressions from the MH Rise demo, playing with Robio:

It's visually a big step back from World, which is of course to be expected.  There's no loading though, which I'd prefer over higher visual fidelity.  The larger beast you can take on is very mobile, forcing you to use the new beam-hookshot-thing to follow it around so you can do some damage before it shoots over to somewhere else.  Plenty things point to this being a less 'big bulky dragon' fest than World, where a lot of the beasts are very samey.

For some reason I had a hard time adapting to the controls.  I've been playing MH World on a 360 pad, yet it still seemed as if button layout was mixed up from what I was used to.

I did miss sliding and jump attacks.  I think jump attacks are still in there, as I managed to pull one off (oddly enough on a flat stretch of land), but they're such a big part of my attack strategy in World that I sorely missed them in the demo.

And Rise goes down the path of eliminating friction that World strated.  The ridable dogs make it even easier to travel around the map fast to get back in to the action when you fainted.  They also make climbing much faster.  You'll automatically craft items into better versions if you pick up the right ingredients.  Mining or gathering only requires one action now to, say, mine a mineral for all that it's got.  I'm still sour they dropped breakable pickaxes from World, so I'm not too happy with a lot of this.

Emphasis seems to be a lot on small buffs you can collect during quests too.  There's a lot of 'endemic life' that'll give you small attack, defense or HP boosts.

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Sun, 10 Jan 2021 21:24:44
robio said:
Good times! The new little tweaks are interesting. Took me a while to get controls to ride monsters, but that's going to be a neat addition. Really liked that second monster too. Those bubbles were fun to try to deal with.

There's a lot to take in.  Like I already said, I hope that sliding attacks don't take too much of a backseat, as they're a large part of my current build and attack strategy.  Nyaa  I didn't do the beast riding tutorial yet.  Does it completely replace mounting a beast from World?

Second beast was fun indeed.  Don't know how you evade his water jet attack though, that packed a punch!  As for the bubbles, I just evaded them.

Edited: Sun, 10 Jan 2021 21:25:26
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Sun, 10 Jan 2021 21:32:15
+1
The endemic life buffs are going to be fun, If they are as plentiful as the demo suggests. As we get more familiar with the monsters, I suspect those are going to especially helpful when you figure out which are needed the most.

It looks like the Land layouts are going to be generally more open than they were in World. I sort of preferred The abundance of hidden passages and nooks and crannies that were in World. However, the grappling hook is going to create some balance for that. At one point I managed to grapple up to the top of a roof, and ran the length of an area on top of that, finding bugs and a few other hidden items. If they use things like that to expand the playable area, I'm all for it.

Also, while the typical jumping and sliding attacks are gone, I think the grappling hook is going to replace all of that the more we learn to use it. I'm starting to skim a few guides, and apparently If you use the hook in conjunction with Wirebugs a variety of moves opens up to you. Not exactly sure what that will entail, but it could be fun.

Anyway, I'm going to dive back in later during the week to see if I can get a better grasp on the controls, which I'm super rusty on and barely figured out what I was doing up until the second half of the second battle.
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Sun, 10 Jan 2021 21:35:32
SupremeAC said:

There's a lot to take in.  Like I already said, I hope that sliding attacks don't take too much of a backseat, as they're a large part of my current build and attack strategy.  Nyaa  I didn't do the beast riding tutorial yet.  Does it completely replace mounting a beast from World?

Second beast was fun indeed.  Don't know how you evade his water jet attack though, that packed a punch!  As for the bubbles, I just evaded them.

I like that you had an option to actually pop the bubbles. Had I been using my bow, that would have eliminated a lot of the problems they caused. Good to remember for future fights.

And I don't know if riding replaces mounting or not. I do like that you have a separate set of controls though. Much more interesting than just standard mounting,
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Sun, 10 Jan 2021 23:38:30
+1

I'm still playing through Days Gone and it feels almost as epic as RDR. I really am loving the storyline.

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Sun, 10 Jan 2021 23:44:27
+1

Finally wrote a review for Ghost of Tsushima, only a few months late.

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