Demand for MH:Rise demo downs eShop
the demo was reportedly using a sleep hammer.
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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.
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. 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.
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.
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,
I'm still playing through Days Gone and it feels almost as epic as RDR. I really am loving the storyline.
Finally wrote a review for Ghost of Tsushima, only a few months late.