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#monster hunter world solo game play
prototypelq · 2 months
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I needed some self-therapy this month, and my chosen method has been a monster-hunter genre game, cause I've been severely missing it for the last two years at the very least. This time, I've decided to bite the bullet and give Monster Hunter World a try, despite my very picky and allergic reaction to most of eastern titles, cause I had the feeling I could stomach some of my frustrations with the incentive of monster-hunting, and I was not wrong. (though some things still greatly frustrate me)
Here be my impressions of the first 10 or so, hours into the game (strictly solo experience for Reasons):
The weapon variety is honestly overwhelming for a newcomer to the series, but the katana, bow and insect glaive have definitely caught my attention. Their movesets are a joy to fight with, the glaive especially, plus you get a bug buddy))) and insane mobility options, what's not to love about it. From experience, I can guess that the chargeblade would also bring me much joy to fight with, but that is a weapon for more skilled players, I can see myself trying to check it out later.
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(I think this gameplay is mh rise and not world, but all of these moves for the glaive still exist in world)
I can finally see why the fans were talking so much about ecology. Just watching videos is not enough to really show it, but you feel all the little things when you play the actual game. Before playing, I was thinking that 'dino-dragons that breathe fire do not exactly fit your standard ecology', that people just didn't know much of actual ecology to speak like that and at best, they meant that the monster design was influenced by irl animals. However, I understood what those fans meant when I saw that Anjanath, whoose pink and bald skin greatly resemble a vulture, mostly just patrols around and steals food from other monsters.
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(watch me hang on for my life when he came around xD)
Pukei, the horrible trashchild that I grew to adore, is quite nimble and agile to fit through the dense forest canopy, which it HAS to do, as there are bits of the jungle where the hunters have to force themselves through tight vines, a dragon of larger size has to be flexible. The chameleon and gecko inspiration is very strong in this little bastard, and it fits perfectly into the jungle, where it resides. Also, the game doesn't have to explain to you that this guy changes the colour of his feathers when aggressive, and it works not just on a gamedesign level, but on the creature-design level too.
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Barroth (?I think?) lead me to a large mud pit, in the lowest part of the map, down the riverbed, which, is, y'know, Logical, as water flows down the slopes. It fits so perfectly into that zone, it was clearly the monster's lair or favourite spot, as that monster has a few mud-related attacks and an armour buff.
These little things really ground the weird dino/dragon whacky designs and make the whole world really vibrant and come together wonderfully, they also make the that ecology aspect really shine. You don't normally see this attention to ecological detail in games, and it is clear that a lot of care went into making them.
(btw the binoculars are great, they also work as intended, because the colours of this game, while muted a bit, still are very distinct and bright, unlike otheR games that haD binoculaRs in them)
So yeah, I've been enjoying exploration and the world of this game a lot. On that note,
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look at this toad. he is perfect. he deserves the world. I am very happy you can keep little guys in your tent (it's also the only reason to visit said tent)
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I also really love that you can make your cat into a literal little gremlin. I adore him now, he too is perfect.
Now for the things that frustrated me.
Controls. The inability to remap inputs and clutch claw controls are atrocious. Apparently the game has walrunning, but I have no idea how to distinguish which surfaces it works on and which it doesn't. No manual jumping is very confusing at times, there are a few very specific places that I'm sure I should be able to climb, but the jump is automated and it didn't work, which just leaves me shrugging. That said, vine swinging is cool.
There are far too many menus with very overwhelming rpg stats, it's very hard to make sense or reason of any of them.
For the amount of tutorials the game just keeps Bombarding you with, which is annoying as hell, the weapon&armour upgrade and progression system is not explained at all. The upgrades seem to unlock at finding specific materials, but not All of them. This makes me feel like some weapons have better viability for new players, because they can be upgraded with materials from early monsters, and my go-to weapons apparently don't fit into that category, though I can't be certain of this. There are no perk explanations, so I gotta guess which perks are more useful and which aren't, though I'm not that far into the building anyway, so for a beginner it's not a big problem.
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These are just inconveniences the new player has to deal with, but they are not gamebreaking in any way. The ten hours I've spent with the game have been very enjoyable, and I'd love to play more of it.
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galemilker · 3 months
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Recently went back to continue mhw because the itch to finially beat alatreon and fatalis hasn't left me for weeks. And today after 12 consequtive losses a SOS party helped me finally take down Alatreon and then proceeded to do 3 more runs with another win.
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Now i need to do one more successful alatreon fight to upgrade the bow and then it's back to grindlands to get it some nice bonuses and maybe some more zinogre runs for decos AND THEN IM COMING FOR YOU FAT LIZARD
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luvsavos · 2 months
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girl help i've monster huntered the vultures into permanently being de-masked
#mar.txt#rain world#monster hunter#rw vulture#this is uhhhh definitely not how i'm supposed to be playing monk#in my defense. i made this save with the sole intent of befriending the garbage wastes scavs. this led to me getting dragged into#a scav-vulture war#naturally i tried my best to contribute to it but i was not very good at first#they just kept coming (there is three exactly) and i started to get better at fighting them,one by one they got de-masked (and i think i#may have actually been the one to de-mask the green one,albeit by accident)#and then the monster hunter brainrot kicked in and the gameplay loop of grab food -> (optional) get pearl and bring to scavs as gift ->#go out with a hunting/kill(?) party to where the vultures keep coming down and wait for them to come#started to unironically actually be fun and i started to genuinely enjoy fighting the vultures and now i just straight up bait them out solo#to fight them#i do not think i am supposed to be doing this because no matter how many times i kill them they never respawn with their masks even tho the#scavs that Had their masks all got Got#they definitely do not like me very much when i opened the game all three started immediately coming at me with murderous fury as soon as i#got to The Spot#two of them have managed to get me back to back but i think they deserve it as emotional compensation for everything😭#rain world is a fun game#at least this theoretically means i'll be better at the more combat-oriented scugs! (ignoring that i am Really good at vultures and#absolutely Nothing else💀)
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theresattrpgforthat · 2 months
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Hello, do you know of any ttrpgs where the players fight titans (or any other really BIG things), ideally in a fantasy setting? I've come across two kickstarters that looked really promising but both seem to have dropped off, Reach of Titan and Relic :(
I'm looking more for a Shadow of Colossus-style game than Monster Hunter, if possible.
Thanks!
Theme: Shadow of the Colossus
Hello friend, I have three games that I think you might like, and one game that’s inspired by Shadow of the Colossus, but has a different goal.
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Titanomachy: Legacy 2nd Edition Quickstart, by UFO Press.
Welcome to Hekaton - a jungle-covered planet where stranded colonists hide from titanic monsters.In Titanomachy, the players are survivors living among the ruins of a colony devastated when colossal titans surged out of the planet's jungle and tore apart their space elevator and advanced infrastructure. Generations down the line, the titan Gigas has just fallen after a monumental battle that devastated your families. Now you know the titans can be stopped, but your families are weaker than ever. How will you build a world where you're safe?
This document gives you a jumping-on point for Legacy: Life Among the Ruins Second Edition, letting you try out the core game rules and pre-generated player options before breaking open the full suite of options available in the main book.
As a standalone game, you don’t need to have Behemoths in Legacy, but if you want a world in which they exist, all you need to do is ensure one person is playing The Order of the Titan.
In Titanomachy, you’ll get a taste of what kind of game that might be, and the online version of it is free! Legacy is a game primarily about surviving the end of the world and the way humanity rebuilds over time, so adding in the Titans is a way of providing a major obstacle to the goals of all of the factions involved. If you want a game that places the Titans as simply a piece in a larger story, this might be the game for you.
Facing The Titan, by Nicolas “Gulix” Ronvel.
“We are the Company. Hunters, warriors, mages, scholars, nobles, barbarians, we have been brought together for one purpose: to put an end to the reign of the Titan. Let us get to know each other and rediscover each other after all these years. Tonight, let us share our experiences so that tomorrow those who survive can tell the stories of those who fall.”
Facing the Titan is a GM-less, zero-prep roleplaying game, for one-shots games of about 3 hours. It has been designed and playtested for groups of 3 to 5 people. A solo mode is also available. You will play the Company, a group of heroes whose fate is to face the colossal Titan. And to destroy it!
This game divides game play into five distinct phases, starting with the Companions phase, which introduces your characters, and ends in the Clash phase, which is your Companions’ battle with the Titan. The game has a number of various Titans available for you to fight, with six basic Titans and ten extra Titans that were written after this game was Kickstarted. All of the basic titans look to be from a fantasy setting, but some of the extra Titans may allow you to change the setting of the game!
Trail of the Behemoth, by Dan Felder & Seamus Allen.
The world is filled with monsters that tower over the hills; beings that some call gods… And they want to eat you for breakfast.
As a Hunter, you stand between the monsters and humanity. Each hunt you’ll gather clues about your foe’s weaknesses, then engage in a climactic battle against the colossal beast, a monster so big that its body becomes the terrain on which the Hunters climb. 
This is a game that is designed to run quickly, with simple rules and easy monster creation. The game comes with five adventures that can be combined for a short campaign, or can be used as standalone one-shots. The combat is designed with a push-you-luck mindset, allowing you take more actions as long as you’re able to accept the risk. Once you kill the monster, your characters can upgrade their gear using pieces of the titan’s corpse to strengthen your weapons or armor.
Autumn of Giants, by Melody Saturn.
Autumn of Giants is a collaborative storytelling game of a group of humans guiding and protecting a Colossus on the way to rest and shelter for the Winter. It tells of a desolate and gentle journey through lonely and beautiful places. And of a small group of people who will do everything they can to protect a friend.
Move from location to location, describing the broad strokes of each environment from the colossus's perspective as a group and then zooming in on individual scenes from the humans' points of view.
Describe how your characters change over the course of the journey, using the shift, carry, and shed options. Face daunting Perils or find respite in Interludes with group scenes between locations.
This game has a much calmer vibe to it, being about shepherding a Colossus rather than fighting it. The locations given are very evocative, which I think would be very helpful when it comes to helping the players describe each place they visit. The game is about change; your characters at the start will not be the same by the time they reach The Sleeping Grounds. This game is also GM-less, which might make it a good fit for a table in which everyone wants the same role.
I’d Also Recommend…
The Wildsea, by Felix Isaacs, which has large creatures to fight but is more about adventuring on the Verdant Ocean.
Hellwhalers, by BrewistTabletopGames, a game of nautical horror inspired by Moby Dick.
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theinstagrahame · 3 months
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This is the post where I show off the stuff I've gotten in the last month-ish. And it's been another good one!
(I mean it's always a good one, I have excellent taste)
Coffee and Chaos: I'm tickled by the concept of a coffeeshop AU, and I know that this game isn't explicitly for that. But it's also not *not* for that. Comes in a like conference-style folder, with all the bits you need to play tucked into the sides, which is also a great presentation that I felt deserved a shout-out!
Far Horizons Guide to Cults: I'm friendly with some Far Horizons folks, but wanted this book because it's awesome. A book containing notes and pre-made cults that have goals and drives beyond just "Be A Cult". I am intrigued by the occult, and I hope this gives me more nuance.
Neurocity: Picked this up on vibes alone, but I'm hearing more and more rad things about the creator. It's dystopic, a little cyberpunk, and the book is dripping with style. Can't wait to dig deeper.
You're In Space and Everything's Fucked: Station and Struggler's Guides: The title alone sold me, but I like what Dinoberry Press puts out in general. This is a solo survival space horror game with a cool respawn mechanic. I also splurged on the fancy version because the covers are very cool.
Dead Belt: The pleather folio for this honestly is what sold me, but the game itself is really cool. Salvage ships by laying out cards, exploring, and managing your air and tool resources. Try not to die. I haven't really succeeded at that last part yet...
Exquisite Corpse in the Maggot's Keep: Technically, this isn't a TTRPG, but it's go so many TTRPG folks in it that it might as well be. It's a choosable path adventure written by a variety of people in (if I remember the pitch) exquisite corpse style.
Best Left Buried: Throne of Avarice and In Calamity's Wake: As we already know, I'm a SoulMuppet fan (as in, I've written for their other big series, Orbital Blues). The main book, Throne of Avarice, was written by a creator whose work I've been trying to get more of. I haven't read Best Left Buried as fully as a game, but I am really excited by the excuse to dig in.
Between Clouds: I like air islands and big monsters and found family. Partially, I grabbed this because a friend got really excited about it, and it seemed like it could be fun to run a campaign with them, but I'm also curious about the Year Zero Engine, and glad to see people using it.
Kitchen Knightmares: Grabbed this as an add-on for the You're In Space crowdfund, but I'm glad I got it because it's loosely inspired by This Discord Has Ghosts In It, and that game rules. I might be able to pitch this to my friend group, who enjoyed Discord Has Ghosts.
In a Mirror Brightly/Handbaskets: First off, plug for the RTFM podcast, because it's very good. This two-games-in-one book is created by the two hosts of that show, who are great designers and seem really lovely. But, two wildly different vibes in a single volume is a great idea.
You Meet in a Tavern, You Die in a Dungeon: I've been following the creator for this since some of my earliest days in the RPG scene, so I was happy to help make this a reality. Feels very tropey, and I mean that in the best way possible.
In Other Waters: Tidebreak: Honestly, I have barely scratched the surface of In Other Waters, the PC game this is based on. But this is a Mothership solo hack that returns to that world, and it had me curious based on that pitch alone.
Aaand because I'm a doofus who forgot to include it, here's one more book! PLUS A guest appearance from my new desk mat.
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Teeth: Been into Forged in the Dark lately, and as much as I enjoy Monster of the Week, the pitch for this seemed like it was more my speed. You're monster hunters, trying to keep the occult under wraps, while keeping secrets of your own. Plus, horror comedy!
The mat is the cover art from Friends at the Table's current season, Palisade. It's an Armor Astir campaign following up on some of the characters from their Partizan series.
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glitteraffe-art · 9 months
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SOMEBODY PLEASE HELP ME KILL ALLMOTHER NARWA
YES this is a cry for help. i love monster hunters creature designs but i have the worlds slowest reaction time. if you play monster hunter rise/sunbreak and would like to help me kill her please message me!
more details under cut:
-i have tried to solo her many times and have not succeeded even once yet. i can consistently get to just after magnamalo/teostra/whatever breaks in but usually die to her once her attacks speed up. I have only gotten her down to the blue mark about twice
-i am not that familiar with multiplayer gameplay since i only ever used it a handful of times but i understand multiplayer gameplay is a little different
-i only have the base MH rise game (on the Nintendo Switch), I do not have Sunbreak
-i'm a bow main and tend to be free to play during the evenings USA east coast time
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shuttershocky · 4 months
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You mentioned (one of the reasons for) dropping MHW cause of a lack of player base, but apparently the player base was back up to 100k concurrent players for the holidays.
No, no, I dropped Monster Hunter World because all of my friends had moved on, that's what I meant by "no one was playing it".
Public matchmaking in video games is the same as solo play to me. I don't really communicate with pubbers either through voice chat or text chat and in my mind I just pretend they're bots. That's why my MMR in Dota is such dogshit even after 12 years of play, climbing ranked without communicating is impossible.
I'm planning to get Wilds when it releases though so I'll actually have a Monster Hunter game while my friends are still actively playing it
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sometipsygnostalgic · 6 months
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World vs Rise - Multiplayer focused breakdown
This is a crosspost from Reddit. I played some World this morning and had some monster hunter brainrot.
Hi all! So I have about 750 hours on my main characters in both games, and I've been playing them for 2 years now. I have some thoughts on the multiplayer components - what Rise improved on, and what World does better.
I have played base Rise on the Switch and PC, and I played Sunbreak on PC. Meanwhile I played World WITH Iceborne on PC. I played base World on Xbox One in the distant past, no memory of that experience so it shouldn't quality much.
I played both games with a group of friends, and played many many hours doing SOS, lobby, or solo, so I have a good idea of how the multiplayer works.
Anyway let's get down to it.
Story
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World has... much more of a story. I refuse to say that it's "better" but I think the story presentation is much better than Rise's. Iceborne's story progression is more interesting, but I do appreciate how Sunbreak tried to write this story with all the Qurio and Malzeno. I do like Rise's final fight with Malzeno significantly more than Velkhana or Fatalis, but I think I like Shara Ishvalda and Nergigante more than any monster from Rise. As for the characters, they suck ass in both games, Rise has a lot more personality on the surface level but less depth overall and feels less like a large living world. That makes sense from an arcadey, nostalgic experience? I guess I prefer World's story... but I don't prefer playing it.
Multiplayer Story Progression
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Rise DRASTICALLY improved this. In World I often would be forced to start a quest in "expedition mode", then have to leave and reopen the quest my friend could join, which was especially annoying when we were both starting the quest the first time and we'd have to wait for each other. I don't understand why it doesn't allow you to start quests or join them freely. In Rise you can join each other's quests at any point, no matter if there are story cutscenes or what. IMO this is an example of World's immersion getting in the way of a cohesive multiplayer experience.
Additionally, I need to say World has more "annoying" Key Quests. There are a number of quests where nobody will join SOS because you're fighting a Nightshade Paolumu, or a Brachydios, or one of the crappy Zorah Magdaros quests, and that one Velkhana artillery mission.
I believe that this is because the quests have one of these two factors:
You need to change your set for them. Nobody wants to fight Nightshade Paolumu or Brachydios with their normal set because it's too painful. But why would you have a specific set just to join these not very interesting SOS quests? Well, I made a set for Nightshade just because I find it so frustrating that my SOS feed is full of 'em! I should set up for Brachydios as well but honestly I find him annoying to fight even with the right tools, not my favourite.
Time spent on the quest. Velkhana artillery is like 30 seconds with three people, and Zorah Magdaros is about one minute of fighting to ten minutes of downtime so nobody ever wants to join it.
With Rise, there's less of these annoying quests, but you can't CONTROL what quest you are joining on an SOS, which has its pros and cons. I'll go more into that shortly.
Normal Multiplayer Pacing
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I think that Rise is a much, much faster game than World. In base Rise on Switch, you had to run into a match and attack the monster as fast as possible or it'd be dead before your palamute got there. This is mitigated when you're playing with friends, you can take your time and collect as many spiribugs as you want. It's also somewhat mitigated in Sunbreak because the monsters are such heavy hitters that if you DON'T get all the bugs, you're going to faint anyway. I feel like the game is constructed to accomodate for this. That's why monsters in Sunbreak are so tanky and hard hitting, they expect you to go at them with your full arsenal ASAP.
The pacing in World is much slower, which originally drove me insane, but over time I've grown to like it. I think base Rise was great for how arcadey it was, and World is a nice slower paced game. Sunbreak feels... too intense. Like, I'm fighting for my life in every Anomaly quest and even when I rush the match takes a long time.
Joining World SOS quests is nice and easy, you can take your time collecting potions and stuff before hopping in, you can prepare for the specific monster. In Sunbreak if you're playing in a lobby or with friends it's nice and slow there too. If you're SOSing in sunbreak, good fucking luck, more on that now.
SOS Request Changes
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In World, you see all available SOS quests and choose what one you want to do. The pros of this are YOU get to decide if you want to fight Rathalos in the Ancient Forest again. The cons are that it takes longer to join a quest, and the person SOSing may not get any help if they're fighting an annoying monster - see Multiplayer Story Progression section.
In Rise, you don't see what you're joining anymore.
Pros: Faster join time for player, less faffing around in menus, and you can get people joining your quests no matter what they are. People get rewards no matter how late they join. Great especially for Switch players with the higher playercount.
Cons: You can't choose what you're doing. You can't see what quests are active, how long they've been going, or how many players are in them. Often I find that I join a quest and it's OVER already and I'm booted back to the village. Often I choose a category and there are no quests at all.
Uber Mega Con: You have to INDIVIDUALLY SEARCH Event quests??? Hello???? Why can't I join a random event quest? Why can't I see what event quests are open?? I want to do the golden Rajang quest with other people!! I have to pray that either someone is running it when I search for it, or that someone will search for it when I'm running it! Why is the event quest SOS designed this way in Sunbreak?! It's not like that for High Rank and Master Rank!
I feel this worked best when the game first launched. It doesn't work great on PC or Xbox which has a lower playercount than Switch, and therefore you will have a lot of quests with four people and a lot of quests with nobody joining at all. I think matchmaking is also designed so that it waits til it has 3 joiners before letting you in all at the same time, which is infuriating.
Combat
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Base World was designed for the immersive, technical multiplayer experience that the PS4 wanted to sell. It wanted the world to feel alive. Your character is quite slow and clunky and less elaborate than in Generations Ultimate, but smoother as well. Combat is updated but everything is more muted and toned down.
Monsters feel alive, and you need to track them down with research. They run around with quick small movements and "limp" away to their dens. This can be annoying if you're chasing a Tobi Kadachi for ten minutes before it reaches its next stopping point. There are a lot of monsters with fast, unchoreographed attacks that you have to fight in enclosed spaces. I think the game is a bit more claustrophobic than what came before, and your stamina meter is outrageously small, and you take a long time to drink potions. Let's not forget how annoying World and Iceborne can be before you've completed them and got that sexy double HP double stamina Fatalis armor with Speed Eater and Evade Extender.
Attacks from the player in World are faster than in prior games, but hard hitting and deliberate. I feel a lot of satisfaction playing Longsword in this game. Every single weapon is fun to use because of how good the impact is. Not all weapons are equal though, and it's clear the Longsword is very powerful.
People complain about the Clutch Claw. In World, this tool was an unreliable piece of trash. In Iceborne, it's... almost necessary, to tenderize and knock monsters down. But personally I feel that even a non clutch clawed monster in World falls down more quickly than any Anomaly monster in Sunbreak.
Rise was designed for the fast paced, agile, arcadey experience that the Nintendo Switch is famous for. It's PERFECT for the console. You can ninja-hop to whatever direction you wish, you have so many more options for every single weapon. You can hop on your dog and the monster is already on your map. You can change what style you're using every moment of the match! It's almost limitless and you can tell because of how crazy speedruns have gotten in Sunbreak.
As a result of these arcadey changes, however, monsters feel... less alive. Closer to Generations but without the paintball tracking stuff that makes it so fun (in MY opinion). In Sunbreak especially, you'll find you're wailing on some monsters for 25 minutes before they go down. I don't enjoy Anomaly Quests and it's very difficult to get people joining them at certain level areas. You'll be spending a lot of time alone, especially if your friends have been playing more or less than you and are in completely different levels, therefore being unable to fight the same monsters. I don't think there's many areas in other games that have the same problem of, if you spend too much or little time in a certain mode, you can no longer play together.
Buffs and Nerfs in Rise
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Some weapons got do-overs. The Hunting Horn is now far more simple and aggressive, with less powerful but still useful buffs. The Longsword started off as ridiculously powerful in Base Rise, to the extent it was by far the best weapon. Thankfully it got nerfed, but I think they overdid it - instead of making the weapon more slow and deliberate like in World, they simply HALVED the damage output of all its base game special attacks and gave it a bunch of new powers so you'd have a whole new playstyle. I think the new Longsword playstyle is too risky, with too little gain. It looks stylish in youtube videos but is no longer optimal for most players.
Other weapons are buffed or nerfed because of how Sunbreak plays. The Hammer is a dogshit weapon, sorry, because monsters no longer keep their heads in one place long enough for you to get some good stun damage. Stun in general has been hard nerfed in Sunbreak. In Rise, Sticky Light Bowgun was a beast, so they made sure to keep the stun values for ALL weapons low in Sunbreak and you'd be lucky to get two stuns in a match, even with how much time is spent in combat now.
The Greatsword got some fun skills, but because monsters are more mobile, I feel that it doesn't keep up. You're likely to hit something with a TCS in World, but in Sunbreak most monsters will already be 20 metres away by the time you finish charging, even with the cool new switch skill that lets you instantly charge.
The Gunlance... it's way more mobile but I feel like you need to put in a great deal of work to keep up with other weapons. The blast damage doesn't do it in sunbreak. My partner became a Gunlance Pro but she was barely keeping up with my Switch Axe output even though frankly she's way better at the game than me and she spent dozens of hours perfecting her set.
The Switch Axe, my main weapon, is ASTRONOMICALLY buffed. I already thought it was good in World and Base Rise, and in Sunbreak it's just... *chefs kiss*... Swing that thing around and everything in the area dies.
It's certainly way less effort than Longsword or Hammer is now, RIP.
Monsters
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Sunbreak has perhaps the BEST list of monsters in any game. You have Astalos, Mizutsune, Almudron, Chamelos, Velkhana, Amatsu, Azuros, PRIMORDIAL MALZENO, basically everything you could want. World had a problem where a lot of monsters were just... quadripedic dogs or dragons, dragons, dragons. It didn't have anything like Azuros or Astalos. It had Jyuratados though... Great....
I think that Rise's NEW monsters tend to be annoying. I just mentioned Almudron but fucking hell, that monster is a NIGHTMARE if you're playing Greatsword or any slow weapon. It leaves mud everywhere, which is meant to encourage wirebug use, but what if you don't like using wirebugs all the time? Magnamalo is another one that hops around everywhere but I do enjoy fighting him.
Of the monsters that didn't make the crossover, I think Nergigante is my favourite from World. I love the CRUNCH of hitting his spikes with my Switch Axe or Greatsword, or my Gunlance. I feel nostalgic for the raid bosses like Safi or Alatreon but it's not like I rush to go back to them whenever I load up World.
I also think due to the more arcadey, less immersive style of Rise, most monsters that are in both games are more interesting in World. With exception to Zinogre. Fuck World Zinogre. And fuck Teostra. Again the monsters in World have more fast annoying movements.
So yeah this is a win for Sunbreak!
Endgame combat and set building
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I feel the non-anomaly Sunbreak monsters are less annoying than lategame normal Iceborne. I think tempered monsters in Iceborne are about the same level as anomaly monsters, but they go down much more quickly.
I think World had a LOT more going for it in endgame, because Sunbreak ONLY has anomaly quests.
Let me put it this way:
I completed Iceborne about 200 hours into World. Then I spent the next 500 hours doing a combination of Tempered Quests for my decorations, Safijiva, Fatalis, Alatreon, and of course the Guiding Lands. In the Guiding Lands I trained my land to fight every monster at least a few times at level 6. Was it grindy? A... little bit? It didn't feel that grindy. I had fun doing it because almost every step was done with my friend, and there was only a brief time where he was too high level and I couldn't go to his land.
Fatalis, I don't like. I couldn't beat it twice. Thankfully there was an exploit that allowed me to collect fatalis eyes with my cats, so I was able to build a few sets just from that. I used various methods to get the parts I needed.
I was able to build a set for every single weapon shortly after unlocking Fatalis. Yes, the decoration farming was a bit of a grind. However, I think that it was nothing close to what awaited me in Sunbreak...
I compled Sunbreak about 120 hours into the game? I really didn't spend much time in High Rank. Anyway, I spent the NEXT 600 HOURS doing NOTHING except for Anomaly Investigations, and I AM STILL NOT AT RANK 300.
Please send help. I never hit level cap. It's just... a combination of failed quests, the amount of time it took to gain a couple of levels, the time it takes to complete each quest... Save me!!
I also spent a lot of time trying to "perfect" my sets.
FYI - I have about 20 sets in World and they are all for different weapons. I have about 20 sets in rise and they are all for THE SAME WEAPON. That is how complex set building is in Rise, there's no "perfect" set.
This has some... pros? I guess? You are encouraged to try out different things. But honestly... I don't like the RNG involved in rolling for parts, and how you have to go hunt the monster again to get a new version of that part, then spend resources upgrading it for a different set. It's... too overwhelming. Too complicated.
Maybe I should've hacked in parts, to make this part of the game more enjoyable, but I was doing it with my partner, and she is very competitive so I didn't want to cheat. I also didn't want to be banned or anything for using hacked rolls.
When I completed BASE Rise on Switch, I immediately made a set for every weapon! It was fun. I was able to quickly join matches and try them out, and I'd always have the parts ready because of how simple it was to join matches when the game was at its most popular.
I think the biggest problem with Rise's endgame is that they didn't have enough development budget to make something as meaningful and deep as World's Guiding Lands, so instead they artificially padded it out with all these Anomaly Investigations.
Overall
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My opinions on the two games shifted as I became more experienced. At first, it felt like Rise was smoother at everything, but when I put more hours into World, I got used to all the annoying parts and became fully immersed. Then when I put more hours into rise and Sunbreak, the cracks started to show, reaching a breaking point where I put down the game and haven't played it in months since the final monster released.
I think Rise is a better casual, arcadey, fun game to play with your friends, making it perfect for the Nintendo Switch. Sunbreak tries to be something more. It succeeds in some ways, like more complicated combat, but trying to be as hardcore in Sunbreak as you are in World will result in a pretty miserable experience.
World is the worse casual game, by a biiiig margin, but the much better game to sink 700 hours into with your friends beating all the endgame content. It's perfect for hardcore gamers once you get past the annoyances of the Base World story missions.
My more casual friends preferred Rise, it was more digestible for them, but once I got properly into the game, me and my hardcore MH friend much prefer World. It's more fun for us to go back to. It's nice and slow so we can take our time to enjoy it, rather than racing to complete objectives so we can continue grinding AR or whatever the fuck.
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maeljade · 2 months
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So I grabbed Monster Hunter World on sale and after some 10 hours I can say its certainly a game that can be entertaining. At least I imagine so, I still suck too much at it and have also been playing solo.
Did I mention that I have no clue at all of what I am doing? I'm just doing basic investigations into easy forest enemies to test out weapons and hopefully learn the games basic systems through trial and error.
Still havent figured out how to make the traps to capture monsters ... and the few times I managed to jump onto a monsters head I was at a loss of what I am supposed to do and what its supposed to achieve.
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rocketbirdie · 19 days
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What’s your favorite monster Hunter game
Toss up between MH3U and MHGU! I think I have to give it to GU though, simply because of the sheer amount of content in that game. I love charming clunkiness of the old school MH games, especially the chunky sound effects and more vibrant lived-in feel of the world. The stiff controls and poorly-explained mechanics are an acquired taste, but I've learned to enjoy (and even prefer!) the lack of quality of life, because it feels so much more rewarding when all of the patience and practice pays off. Just wish G rank was better balanced for solo players... lol
Rise/Sunbreak is also fantastic in its own ways, but it feels so different to play that it can't really be compared to other games in the series. It scratches an itch for fast paced action-packed combat, and there's no better game in general for set building. But Sunbreak's greatest flaw is that, by the endgame, you become so overpowered that every fight is trivial, and the only real challenges are self-imposed. It's a far cry from the consistently punishing philosophy of the old school games. And also you no longer have a button dedicated solely to punting the monster, and that's a shame.
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gaelfox · 1 year
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Getting a lot of activity here more than usual, so I guess Tumblr is up and thriving again! I figure its time for me to reintroduce myself for all you knew and returning lovely folk. So —
Hello, my name is Gael!
I am a lady cartoonist that went to college for animation and since graduating I’ve been a part of a whole bunch of projects - from internet media companies to solo YouTubers to my own merch to online fandoms, I’ve found myself in a lot of places for my work. My favorite things to create are comics and short-blurb joke images, but I also love narrative storytelling and character design. Right now, I work on YouTube thumbnails for my favorite Theme Park Podcast (Annual Pass) and a wonderful dude named Ray Narvaez Jr. over on Twitch!
I live with my fiancé (who I will refer to as Babbus) in the PNW and we’re getting married this Summer ~ He’s my light and joy and my biggest muse, you’ll recognize him on my blog as a large-horned Tiefling character of the same name next to my own Persona, Lich Queen Gael, when he’s not being my partner-in-crime in other fandoms.
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What Kinds of Things do You Like?
Well, y’all found my blog for a reason - whether you were here since the beginning for my AH/RT designing and worldbuilding to my own worldbuilding with LQG/DPB to various other tidbits, y’all know I like many things. What fandoms can you expect from this blog? Things including, but not limited to:
YouTube Gamers (AH, GameGrumps, Jack, Mark, etc) - my radio for the day. Especially loving the variety of my channels between game play, horror game lore, theme park and history documentaries, and whatever the hell
One Piece (constantly on the hunt for more good good Law FanArt and uh…may be trying something a little new for NaNoWriMo this year…?) I just want more of my Trash Husband
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Video Games - These shift and change depending on what I’m playing at the time to be honest, but some of my solidified favorites are Stardew Valley, Disney Dreamlight Valley, Minecraft, Pokemon, the Phoenix Wright series, Monster Hunter, Yakuza, and small indie games that I discover. My sisters and I bonded over video games growing up so they hold a special place in my heart, always.
Critical Role - I’ve started watching pretty regular since C2E1, and I’m watching all of C3 while slowly catching up on C1. Maybe you’ve seen me in the old art reel a few times?
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Theme Parks - I’ve got a deep love for the way that theming and storytelling comes into play in the Theme Park world, its a sort of special niche of mine that I hold dearly since my grandmother was a cast member and the joy of theme parks runs deep in my family
TTRPG’s - I do love me a good tabletop system! I have a lot of games I’ve played in the past, and many more ideas for the future. I always love a good character, whether they start out as a joke and come completely into their own (Riss) or they just remain a silly protagonist for the sake of keeping the mood of the table light (Bobert Rossington, Esq., who beats the devil out of his enemies) I always love the design elements that can come from a simple system that can lead to incredible character development and choices.
Food - what more is there to say? I love food.
But ultimately, overall? Expect art and jokes. Art and jokes to me are the spice of a good smile, and even if you’re having the worst of days, sometimes all it takes is a smile from a good post to get you though. I want for my art to give people joy, for that in turn gives me joy. And that’s why I do what I do.
Do You Take Commissions?
I do! On occasion. They have to open up and I can garner a bit of a long waitlist if I do - but because I don’t require payment until the work is complete, all you gotta spend is an email and some patience. Right now they aren’t open due to time constraints, previous commission queue and contract work, and I can’t say when they’ll open back up again. But I’ll make an announcement here if they do!
Do You Do Anything Else Aside from Fine Dining Art and Breathing?
I do! Strangely enough. I have a Twitch channel that I sometimes haunt playing games/doing art with friends of mine (under my same pseudonym) and I’m at the gym 4 days a week for HIIT/weightlifting. I enjoy a good podcast, a good book, and binging Netflix. I love animation as a medium and comics and stage plays, I’m getting into NHL/hockey when my gym shows me games. Variety is the spice of life, after all!
So, there ya go. Maybe we have more similar interests than you think? In any case, thank you for coming along for the ride, and hope you enjoy what we have together!
Welcome aboard this Life in Cartoon Motion!
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Hi i came to ask: is there a ttrpg like disco elysium? By that i mean the immersive world, how failing a check does not always mean the end and the vibes in general
THEME: Disco Elysium
Hello friend! I had to do a bit of research before I could answer this prompt, because I’ve never played Disco Elysium before. I hope that something within these recommendations speaks to what you are looking for!
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Dreams Detective, by Almost Bedtime Theatre.
Someone - or something - is stealing from dreams. Those Who Protect the Dreamers have pulled a detective from a plundered dream, imbued them with a fraction of Their power over dreamstuff, and tasked them with finding the culprit. You are that detective.
Uncover the perpetrators, discover their plans, and report your findings.
Dreams Detective is a solo journaling game based on the Hints & Hijinks solo mystery game system by Pandion Games. You play the game by yourself, writing down your actions and answers to the questions posed. This book guides you, but you are ultimately in control of where you want the story to go.
What this game offers that brings it most in line with Disco Elysium is the idea of being a detective who is dealing with a problem that isn’t wholly rooted in the physical world. This game also carries the ability to really kick you when you’re down, because every failure reduces your ability to succeed in future attempts. Over the course of the game, you’ll collect clues which you can use to make a Deduction Roll. Unlike Disco Elysium, failure can close off many paths for you and even render your Deduction unsuccessful. However, the Hints & Hijinx system carries with it many connections to Choose-Your-Own-Adventure novels, and Disco Elysium provides that same feeling by giving your character multiple responses to problems. 
Urban Shadows, by Magpie Games.
The streets bleed shadows as the supernatural politics of the city threaten to swallow you whole. Will you die a hero—a savior for those who have never had enough—or live long enough to become the villain? Will you fight the darkness...or give in for power?
The choice is yours. 
Urban Shadows is an urban fantasy tabletop roleplaying game in which mortals and monsters vie for control of a modern-day city, a political battleground layered just under the reality we think we know. Vampires, faeries, hunters, and wizards fight to carve out a piece of the streets and skyscrapers, ready to make deals with all those who have something to offer. Urban Shadows is based on the Powered by the Apocalypse framework, with all new rules designed to help you play a game of political urban fantasy.
This might not look up-front like Disco Elysium, but tone-wise, Urban Shadows is remarkably resonant. You live in a city that is not kind to you, and politically, it’s a patchwork coalition of factions that both despise and depend on each-other. As a play group, you get to decide how exactly these factions work - and how your characters are indebted to them. Getting what you want isn’t easy in Urban Shadows, because getting anything done puts your characters in debt to someone else, who has their own plans and goals for the city. 
Finally, the dice system is reminiscent of Disco Elysium - you roll 2d6 and add a modifier. What’s more, failure in PbtA games doesn’t stop you in your tracks - it just gives the GM license to choose how the narrative moves forward, and hit you where it hurts in the process. You might still learn something about whatever it is you need answers for, but the solution is something that makes your heart sink into your stomach, or forces you to confront something you’ve been trying to avoid.
The 1st edition of Urban Shadows is out in full form, but if you want to take a peek at the 2nd edition, you can download the Quickstart for now.
Numenera, by Monte Cook Games.
They say there have been eight worlds before ours. Eight times the people of this planet, over vast millennia, built their civilizations, reaching heights we cannot even fully imagine now. They spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their barest remnants.
This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. 
Become a part of the setting, and help shape the future of the Ninth World. The people of the Ninth World are locked in a medieval-like state, a world of struggle and danger and often suffering—all in the shadows of the prior worlds’ wonders. You can make the world a better place. Help a community defend itself from abhumans or the iron wind. Create centers of learning or trade. Innovate, build, and protect. Manage an entire community and help it prosper and grow—or simply create new cyphers, a cool base, or maybe a vehicle for your adventuring group.
Numenera contains a rich and weird setting, much weirder than Disco Elysium. Disco Elysium takes place in a world very similar to our own in terms of technology and politics, and the weird creeps in gradually. In Numenera, the weird is front and centre. 
When it comes to the stories you tell, Numenera rewards discovery over combat (although combat is still likely to play a pretty prominent role if you use the bestiary as written). The expansion book, Destiny, possibly shows this theme to a fuller extent, providing you with character options that promote diplomacy and creativity and giving you tools to set down roots and better the lives of communities that you care about. When you figure out how a piece of the world works, you are better enabled to solve (and survive) large problems that your characters will face, whether that be extra-dimensional threats, mutated hordes, or a weather event that fundamentally alters you when it collides with your part of the world.
Tales from the Loop, by Free League Publishing.
The landscape was full of machines and scrap metal connected to the facility in one way or another. Always present on the horizon were the colossal cooling towers, with their green obstruction lights. If you put your ear to the ground, you could hear the heartbeat of the Loop – the purring of the Gravitron, the central piece of engineering magic that was the focus of the Loop’s experiments. The facility was the largest of its kind in the world, and it was said that its forces could bend space-time itself.
In this roleplaying game, you play teenagers in the late Eighties, solving Mysteries connected to the Loop. Choose between character Types such as the Bookworm, the Troublemaker, the Popular Kid and the Weirdo. Everyday Life is full of nagging parents, never-ending homework and classmates bullying and being bullied. Explore the secrets of the Loop in two main game settings – one based on the Swedish Mälaren Islands, the other on Boulder City, Nevada.
Tales from the Loop carries a similar blend of the real and the unreal together, in a world that’s reminiscent of the 80’s and 90’s, with the exception of the retro-futuristic technology that pervades the whole of society. You play as kids, solving investigations that the adults of this world can’t seem to see or care about. This game feels more hopeful than Disco Elysium, which makes sense seeing as you’re playing kids and not a drunk, washed-up cop. The idea is that new technology is causing strange things to happen, and the powers-that-be that may be responsible for this are too powerful for anyone to really get any solid answers.
System wise, you’re using dice pools created by adding together your attributes and skills. There’s a lot of ways to avoid failure, including a “push yourself” mechanic that gives you a negative consequence that persists regardless of whether or not you succeed.What you might like about Tales from the Loop is the fact that you have to be creative when it comes to solving problems - kids can’t just beat down a door or argue their way into a boardroom. 
What’s So Off About This Small Town, by Ostrichmonkey Games.
What's So Off About This Small Town? is a hack and riff of Jared Sinclair's What's So Cool About Outer Space? about creating and getting lost in a weird and dark small town. Think of places like Twin Peaks and you've got the general idea.
Players rotate the role of the TOWN, who is responsible for keeping things off (and making sure the characters stay cocooned in the web of the town, never leaving). When you're not the TOWN, you do your best to find and unravel the web of the weird and dark by gambling against the TOWN.
Break into the high school after hours, get chased through the woods, do a weird dance in a room with no windows. See what happens. 
Full disclosure: I haven’t seen Twin Peaks, just like I haven’t played Disco Elysium. What I’m going off of here is the vibes that they seem to give off, based on how people talk about them. However, both of these pieces of media seem to have a lot in common: detectives solving a murder, the broader world takes up more of the plot than the actual case, the tone is strange and off-putting, and the response to the piece of media is one of both love and befuddlement. People love these pieces of media, probably because they have to wrestle with what it means. 
That being said, What’s So Off About This Small Town is a ttrpg meant to emulate this feeling. The system falls back onto standard ttrpg hallmarks: rolling dice when you try something risky, using elements from your character background to increase or decrease your chances, and failure leading into interesting consequences. When it comes to defining itself genre-wise, the game gives each player a chance to contribute to the story, which allows for a weird concoction of story elements that you won’t get from having a single GM. Additionally, the idea of the Town itself interacting with the players contains echoes of the city of Rechavol and it’s relationship to Elysium’s main character.
What matters the most in this kind of game is table buy-in: if you want to make the game feel a bit like Disco Elysium, you’re definitely going to want to play with a group that has experience with the game.
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edgyleans · 1 day
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gamer touya thoughts because im going crazy
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he was actually playing fortnite here btw.
I KNOWWWWW he loves the grindiest games like any free time he had as a kid was spent on monster hunter or diablo. annoying loser that makes fun of people for playing games like stardew but if he played it would love it (refuses to play it because he secretly knows it).
before he joined the league i like to imagine he did some odd jobs for money to save up for a gaming laptop so he could play skyrim (imagining people walking by dark alley hearing weird sounds and thinking something sinister is happening and its just touya raging because he keeps dying).
he's a world of warcraft warrior but hasn't played it since he was a kid. tomura definitely plays it and one time he was struggling with something here comes touya to the rescue (he said this is the last time im helping you but there's a word of warcraft demon in his brain that needs to get its fix so continues to help him after)
i think he loves monster hunter the most any time there's a new release he is READY and waiting. i think as a kid he probably really liked nargacuga but now he loves odogaron (more specifically ebony odogaron mainly because he likes the death garon armour set) ALSO bishaten especially blood orange bishaten. i think he likes teostra and lunastra too but prefers teostra because he died 40 thousand times to lunastra.
when he joined the league he got into league of legends thanks to tomura but i think he definitely prefers more solo games. he probably got banned from league within a week lets be real.
he was the person that initially hated fortnite but played it once and has finished every battle pass since, but its his guilty pleasure so no one knows about it. closes his laptop lid or changes tab so fast you'd think he was watching porn. also think he got into it as a kid and probably really likes a battle pass skin he couldn't get because he was literally in a coma and spammed the official accounts to add them back for years online. played it with tomura once (i know he is a fortnite fiend and very open about it) and got his ego fed for being that good as a beginner (played the game for more 10 years at this point). they did 1v1s and tomura decayed his controller after dying for the 15th time.
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!!! hiii red im back fjkdnsjg
can i ask what your favourite games have been lately? any you'd recommend? ^_^
Kind of a mess lately hehe
I guess one of the games I'm currently playing comes close to favorite- but most of my faves aren't things I'm currently playing :3
Lately it's been a good amount of Helldivers 2, but I'm slowly creeping away from it because my playgroup has moved on and solo / randoms is not the most fun way to play x.x
I do really love that game though ^.^
Recommendations are hard 🤔 Because I usually try to gear them around what I know the other person can play, otherwise I'll be spouting all kinds of random nonsense 😅
I guess I can throw random names and my explanations out there with zero regard for anything >:3
With the release of Monster Hunter World the series got a LOT of exposure that it rightfully deserved.... and that Capcom quickly converted into microtransactions and content skimping >:(
But a lot of people still haven't given the "old gen" monhuns a chance and I truly do believe they are missing out :3
Finding the means (emulators exist though citra getting into hot water makes that slightly more annoying) to play is worth it-
Monster Hunter 4 Ultimate
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THE best monhun with the perfect amount of content, the only actually good single player that balances silly and serious to be worthwhile to not mash through the dialogue (but you can!), 10/10 unique features, and the best end game of any monhun because it's just plain rewarding and fun and gives you more than enough to do until you feel sated :3
Nier Automata
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if someone wants to dwell on life and existence and sentience and cry a lot in between fun hack and slash gameplay.
Omori
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if you want to cry through a story involving the best characters ever, the best friends around, love them so much, beautiful story and great gameplay and 💜 Also Omocat is from all accounts I'm aware of, kind of a shithead, so take that grain of salt.
I'm not calling it based on their use of problematic terms years ago that haven't come up since but keep getting dragged out as "Proof!" but rather because other people who worked on the game have come out saying "Yeah, that was a really toxic environment like holy shit" so I'm more on about that. Game itself good :3 Situation makes it hard to recommend despite being something that hit my heart so hard :/
Wario Land: Shake It!
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is quite possibly THE best wii game I've ever played. The Wii has so many fucking industry defining masterpieces in it but no one ever brings up Shake It and Shake It was maybe the most fun I've ever had in a traditional 2D platformer. AND THE CHARM! THE FUCKING CHARM!!!!! Literally smiling just thinking of that game it's so good.
If anyone considers themselves a fan of pokemon as a whole and wants to try an interesting take on the genre that's a lot more
"Team Building > In Battle Actions"
"Pre-planning and letting it play passively > Active decisions"
Then PLEASE try Dragon Warrior Monsters or Dragon Warrior Monsters 2 for the gameboy color ;-; It's one(ish, I'm counting 3 games as 1 game since 2 has 2 versions lol) of my favorite games ever ;-;
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Uh, I usually don't recommend it because so few people who say they are into tactical RPGs are talking about the same thing I'm ever talking about (instead always referring to like, Fire Emblem, which has fantastic tactical gameplay especially on harder difficulties but has never once scratched the particular itch *I* have for the genre because of-)
Final Fantasty Tactics (Or War of the Lions for the PSP version)
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FFT is quite literally my favorite game. I've played it through so many times and plan to do so again in the future. It has a very quality remake that is mostly positives with only minor negatives (some complaints to be had on additional content that was added and 'some' translation changes have bothered me but it's really good!).
The sequels are...... Very Different Games both in mechanics, intended audience, and style. I spent almost every year I've been on this earth saying they suck ass, but after having beaten both of them for my game blog and sitting on it for a while after (a necessary part of the process) They Aren't That Bad. FFTA is not a game I would recommend, but FFTA2 has some stuff to offer that I would inch towards recommending. Neither are considerations for this list though.
Here's everyone's reminder to play Chrono Trigger if you haven't, if you play with your mind on and your eyes open you'll spot so many incredible things from impeccably designed encounters to incredible mechanics to incredulous story telling >:3
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Hmm. I did take this opportunity to instead yell a lot of normal or well known things instead of all my niche ideas but I uh... I really can just talk about games for the rest of my life and never get bored, just turning my head 30 degrees will show me 300 more titles to ramble about so I thought playing it a little safe was a good idea :P
Uh, y'all heard of Undertale or Deltarune? Thems pretty good gaming.
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zylian · 9 months
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Can’t sleep so I will tell how I’ve been thinking of super in-depth dungeons that contain vaults and are based around mechanics of other games
It’s like vault hunters but dungeon hunters instead and it’s 10x more brutal
If the team running the dungeon does not make it out in time they are frozen like statues
The fee payed to open the dungeon is tripled for a recovery team to go in since it transfers runners and allows them to take any items/treasures from inside the dungeon
There are different types and super rare ones are the cursed dungeons and the gold dungeons
There are runners that specialize in certain dungeons since they need to memorize certain styles and be able to play to the dungeon. Monsters vary from a 1 star ranking to a 5
Cursed dungeons have invisible monsters, like the entire dungeon has little to no lighting to be able to see the enemies. The monsters are more malicious intended and not directly harming, they make it a point to make sure you can’t leave in time and be frozen to stay with them.
Gold dungeons, funny enough have no gold instead it holds many relics worth way more. The monsters are buffed yet there are no vaults, only secret rooms that are hidden extremely well that hold certain relics and ores.
Making dungeons time sensitive but being able to increase time with in one if certain puzzles are solved (quick ones)
Adventurer style but these dungeons are heavily unforgiving, the system that organizes them is unknown, it has a prestige system that allows certain ranked runners inside but other than that it doesn’t cater towards runners. If the dungeon traps the runners than it’s added to a list for the next week for any other runner to try and “save” them before it disappears
There is no helping or recovery even though there are hundreds of runners. Groups/guilds are formed as insurance so if a team of runners get trapped they do know the group/guild will attempt to save them and it isn’t hopeless.
Most recoveries only happen if the dungeon transforms mid run. As in, a normal dungeon becomes too hard with buffed monsters that the runners did not prepare any gear to deal with (specific gear is needed to be able to attack certain monsters)
I’ve been world building a bunch and it’s a crossover of so many things and mechanics. Very cyber punk-ish and in certain thoughts I’ve made solo/ double runners extremely well known, other than that dungeons are usually done with a team of four or five
Haven’t thought of aus around this but here’s some for ls
team awesome is a well known gold dungeon runner who has a track record of never needing to be recovered cause the cost of their dungeons are stupidly high
Ash & Red manage guilds/groups and spiral when deciding how much money to pay to recover runners in stupidly high ranked dungeons
Planet is a normal dungeon runner, he’s done the most ever with a variety of runners
Subz is a solo runner who mains cursed dungeons only, does solo recovery runs on the off chance a dungeon turns cursed
Usually teams mix and match based on strengths cause of how stressful it gets (I switch ppl a lot lmao)
Strengths = gear sets/styles of combat preferred
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alconteh · 4 months
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My 1st Twitch Affiliate Anniversary is on Wednesday and the mystery game I spoke about last week is... Monster Hunter: World!
I'm gonna be playing it for the first time and solo for the first two-ish hours and then opening it up to the community to join!
See you there!
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