‘Monhun Rise’ seen in the trial version… ‘Expected work’ inherited the advantages of the series

The long wait was worth it. The sequel to the’Monster Hunter’ series,’Monster Hunter Rise’ (hereinafter referred to as’Mon Hun Rise)’ finally took off the veil and met users. Capcom released a trial version of’Monhun; Rise’ at 10 am on the 8th. This trial version was divided into beginner quests and advanced quests, and was released in a quest to hunt one monster, training grounds where you can practice skills, and a new skill called’Dragon Riding Experience’.

First of all, the amount of the trial version is designed in a mode that can be hunted in about 10 to 20 minutes for each quest. Here, there are 14 types of individual weapons. If you are a fanatic who rotates each weapon, the trial version alone seems to be enough to play for tens of hours. Considering the two kinds of hidden monsters that can be found on the map and the environmental creatures placed in various places, it seems to be enough to play the game throughout the weekend.

Optimization achieved through selection and concentration

To start the demo of’Monhun Rise’, load the map. Map loading immediately after start is about 5 to 7 seconds. Loading finishes relatively fast. Even in the’Iceborn’ demo or’World’ demo released on PS4 earlier, the loading time could not be compromised. There seems to have been a technological change. As you explore the map, you can see some reason. It seems that the load was greatly reduced while simplifying the overall terrain. Accordingly, it is regrettable that it is less fun to look at a specific area in detail, such as’Iceborn’ or’World’.
Instead, it was designed to keep 30 frames, and the overall loading was greatly reduced, and the parts focused on the natural fun of hunting come to mind. In this work, it is interpreted that a lot of’acrobatic’ actions such as climbing a wall using a system such as’caterpillar’ were added, so that it was fun to explore and enjoy the map in a different sense.

Focus on’Deal Time’, a battle system that finds a compromise

It is clear that Capcom fully reflects user opinions. In the battle system,’Monhun Rise’ was born as a work that received feedback from users of’Double Cross’,’Monster Hunter World’, and’Iceborne’.
First of all, the basic play resembles that of’Monster Hunter World’. Succeeded in implementing previous technologies as they are on mobile devices. You can enjoy the game comfortably without any additional skills. Even if you continue to play in the mood of an old hunter (‘sword master’), which is commonly said, there is no problem.
Relatedly, the’Slinger’ and’Clutch Claw’ systems that users of’Icebone’ complained about were removed, and replaced with in-game events or’caterpillar’ systems. Another advantage is that the play has become more concise as the’wound system’ disappears.

In’Double Cross’,’bug techniques’ appeared as a system similar to the’manuscript’ system that users longed for. When you release each skill after collecting the gauges, the combo goes out. It is designed to maximize the total damage by bringing down the opponent and then driving the combo. The point is that it is designed to focus on adding more damage, and it can respond in various ways according to the pattern.

As for individual weapons, the’hunting enemy’ is the weapon that has changed the most. In addition to the acoustic wave attack, a large number of new technologies have been added, and it has been confirmed that even combo skills have been added. It was upgraded in’Monhun Rise’. Weapons such as’Slash Ax’ have changed the pattern of accumulating a zero-range liberation gauge, and weapons such as’Attitude’ seem to have slightly changed timing.

Interface through transition

Other interfaces have also changed. First, instead of the guide bug that was guiding the road in the previous work, a’red arrow’ appears to guide the road. Visibility seems to have been resolved by guiding the direction of the quest destination. The part that can be boarded after calling a pet is the same as in the previous work, but this is a disappointment because automatic guidance has not yet been implemented. At this time, you can attack the opponent while riding the pet, so it remains to be seen in what direction this system will change in the future.

The’dragon control’ system hidden in the veil seems to be activated when a large monster intrudes during hunting. During the test process, instead of having two monsters fight for power, you could get on the back of the monster by pressing the A key. After getting on, a strong attack occurs with A, and the indicated damage is about 70. Considering that the character’s flat hit is 10, it seems to be an efficient attack.

All parts of the collection have been simplified. When collecting the collection, it is done once without the need to press the button several times. All gathering is possible while running, reducing the stress from repetitive actions.
In addition to this, it is necessary to keep in mind the areas where environmental organisms that affect the protagonist are strengthened. As you pass the map, you will use environmental creatures such as’strengthening of attack power’,’strengthening defense’, and’recovering physical strength’, and you will enjoy the game while actively utilizing the effects of each buff.

Capcom proves its worth

What users initially worried about in’Monhon Rise’ is the overall game graphics and stability. The technical skills introduced in this test version were sure to fill two things, and the introduction of a battle system that allows users of’Monster Hunter World’ or’Iceborne’ to play without problems, also set a point of fun.
In particular, from the perspective of users who have already tasted spicy through’Icebone’, the game level of the trial version of’Monhun Rise’ feels like a’easy and comfortable game’, and it seems that they are ready to accept new elements. What’s left is to increase the scale by filling in the’monster number’. At the same time, if hardcore users also show satisfactory content, users will not betray Capcom.

[경향게임스=안일범 기자]

Copyright © Kyunghyang Games Unauthorized reproduction and redistribution prohibited

Source