Monster Hunter 3 Ultimate - Demo out [Updated: FAQ and Help]

Playing the 3DS version feels almost unreal. Seeing those graphics in heavy 3d with 60fps when other games with DS-level graphics and weak 3d run like a slideshow is like playing on a completely different system.
Can't wait for the full version.
Umm but the game is 30fps, right? I think if you're in a tight cave it speeds up.
 
Is ever Monster Hunter game like this? You are so clunky in movement, so many things stop you dead in your tracks, monsters are very mobile and don't flinch from your attacks. I don't get this game.

They'll flinch if you wack em hard enough in the right spot.

Giant image incoming:

DMG-Rathian.png



Also its about planning your attacks ala Demon's/Dark Souls, going all out when you can and being on your guard/dodge rolling when possible. Alot of the time you can cancel into a dodge roll, and I think rolling leaves you invincible for a split second or two during the roll.
 
They'll flinch if you wack em hard enough in the right spot.

Giant image incoming:

http://images1.wikia.nocookie.net/__cb20100809023515/monsterhunter/images/f/f2/DMG-Rathian.png[IMG]


Also its about planning your attacks ala Demon's/Dark Souls, going all out when you can and being on your guard/dodge rolling when possible. Alot of the time you can cancel into a dodge roll, and I think rolling leaves you invincible for a split second or two during the roll.[/QUOTE]

I can never dodge roll out of an animation and the animations are sooo long and leave you helpless, and how am I supposed to aim at high up parts of a monster with out a bow/bowgun? Plus aiming swings is hard as hell and you can move while doing it. The souls games are a lot smoother than this. There really should have been a tutorial in this demo.
 
My experience with this series is playing one of the demos on the psp and not liking the controls, visuals and segmented nature of the environment.

Playing through the 3DS demo, I still find myself not liking the controls, though I suppose that may be alleviated with the frankenstick. The game looks really good, I will say that much. Text is kind of small though.

I fought the rabbit monster and as I was fighting it, it kicked me into a load screen toward the previous area. When I got back in, it was in a whole other area no where near where we fought five seconds ago.

I realize this series is about monster hunting but that is pretty dumb.
 
I can never dodge roll out of an animation and the animations are sooo long and leave you helpless. and how am I supposed to aim and high up parts of a monster with out a bow/bowgun? Plus aiming swings is hard as hell and you can move while doing it. The souls games are a lot smoother than this. There really should have been a tutorial in this game.

Your not supposed to dodge out of an animation (expect for some instances). It's done this way on purpose. You are helpless for a reason - which is, you should not have put yourself in that helpless position in the first place.

You learn the animations and monster movesets and with patience, you prevent yourself from getting hit.

Not all weapons are equally effective against various body parts. This is done by design and ads to the strategy/gameplay of the game.

Timing is important.

These are things that exist by design. Comparing it to other action-style games is not useful. If you can appreciate the gameplay for what it is, then taking down various kinds of mosnters will be very rewarding and fun. If not, then you might want to find another game.
 
I hate when you're battling near an "exit", and either you get launched to another area or the monster is too close to the exit and you can't hit him without exiting.
 
I can never dodge roll out of an animation and the animations are sooo long and leave you helpless. and how am I supposed to aim and high up parts of a monster with out a bow/bowgun? Plus aiming swings is hard as hell and you can move while doing it. The souls games are a lot smoother than this. There really should have been a tutorial in this game.
Which weapon/animation specifically? I'm pretty sure most animations are cancel-able by the evade maneuver. The only ones I can think of that are not cancel-able are sheathing animations, item usage animations, and the animation that occurs when you try to shoot an empty bowgun.
 
I can never dodge roll out of an animation and the animations are sooo long and leave you helpless. and how am I supposed to aim and high up parts of a monster with out a bow/bowgun? Plus aiming swings is hard as hell and you can move while doing it. The souls games are a lot smoother than this. There really should have been a tutorial in this game.

You can cancel into a roll usually during the end animation of certain attacks? Some weapons you can only do a small backwards hop while you have your weapon out.
As for aiming swings up, it seems like a lot of the weapons have uppercut attacks, pressing x+a is usually how to do it from what I've seen. And yes, souls games are a lot smoother, but that's just not what Monster Hunter is trying to be. This game is very intentionally clunky--from the way you move to how you attack, aim and look around, whether you like that or not is up to you. I do not.
 
I can never dodge roll out of an animation and the animations are sooo long and leave you helpless, and how am I supposed to aim at high up parts of a monster with out a bow/bowgun? Plus aiming swings is hard as hell and you can move while doing it. The souls games are a lot smoother than this. There really should have been a tutorial in this demo.

I agree with you on the tutorial thing but it all comes with practice.
 
You know who you are, you hammer launching bastards.

I always played MonHun solo , and I think this will cause some yelling when I'll play for the first time with people in the same room...

I've hyped this game to some of my friends and to the boyfriend so that we can play together... but I fear this will end like four swords : a massive grudge festival between players where everyone is dead but the monster.
 
I'm not trying to be rude, but some of the responses in this thread from newcomers... LOL

I think this demo is awful for beginners.

I don't know about that. I'm a beginner and I liked it a lot because it seems to show exactly what the combat in the game is about.

If people don't like the combat in the demo after giving it its fair chance (not the 5 minutes comments I've seen one or two in the thread) then they probably won't like it in the full game neither.

The main issue seems that some people expect a fast combat action oriented game. From my modest experience, I can say it's definitely not what the combat in this game is about. It seems to be more about strategy & positioning, knowing your enemy and how to deal with it, Timing your hits and dodges perfectly so you maximize your damage output without putting yourself at risk, knowing where to hit and when to hit. Some people will like this, others won't.

Most of the people complaining about the game being unresponsive is just a matter of a wrong choice of words I feel. The game is plenty responsive if you're not spamming buttons, the animations being slow is obviously a design choice. There are plenty other games where you are swinging heavy weaponry in a matter of miliseconds and it's pretty refreshing to see a different approach to this. The whole gameplay seems to be balanced around this idea and it is pretty damn well executed and promises quite a lot of depth with the different weapons available.

Sure the demo doesn't seem to show off other aspects of the game, but as far as the combat is concerned, it seems to me that if you don't like it after giving it its fair chance then simply move on to a game that fits your tastes a bit better. That's how I see things at least, I'll let the experts comment.
 
Is there going to be a noob-only Wii U username sharing thread/community? I feel like this game will be so much better in multiplayer with people who are just as terrible as you.
 
Your not supposed to dodge out of an animation (expect for some instances). It's done this way on purpose. You are helpless for a reason - which is, you should not have put yourself in that helpless position in the first place.

You learn the animations and monster movesets and with patience, you prevent yourself from getting hit.

Not all weapons are equally effective against various body parts. This is done by design and ads to the strategy/gameplay of the game.

Considering the attack animations are incredibly slow, as is every animation, and the monsters are incredibly fast it seems more like poor game design than intentional. I'm not saying the game is bad, but it doesn't teach you how to play and it is just pissing me off.
 
Coming from Dark Souls where movement is key, I've got to say that this game feels very cumbersome and restricted.

I'm gonna continue to give the demo a chance, but my first impression was not that great.
 
This is a really ugly 3DS game and I'm not at all impressed with their button layout choices and how they've chosen to use the touch screen. It's a shame because I'd really like to see a good MH game on 3DS.

I'll definitely try out the MH demo whenever I pick up a Wii U, but I'm not going to touch this game on 3DS.

Edit: I've played a fair bit of MH games before, but I'm not a hardcore player.
 
Which weapon/animation specifically? I'm pretty sure most animations are cancel-able by the evade maneuver.

You can cancel into a roll usually during the end animation of certain attacks? Some weapons you can only do a small backwards hop while you have your weapon out.

Right. If I am in the middle of a vertical slice with a great sword, dodging will not cancel the animation, but I can press it at the end to my advantage.
 
Considering the attack animations are incredibly slow, as is every animation, and the monsters are incredibly fast it seems more like poor game design than intentional. I'm not saying the game is bad, but it doesn't teach you how to play and it is just pissing me off.

I understand that it might be frustrating. But learning how to play is part of the experience in the beginning. And for me, it makes the pursuit of competence and skill more enjoyable.

With that said, the game design isn't poor. It's done this way on purpose and you have to learn to avoid putting your character in vulnerable situations. I'm not sure how much it has to be repeated, you simply have to learn how to move, attack and avoid attacks.
 
Is every Monster Hunter game like this? You are so clunky in movement, so many things stop you dead in your tracks, monsters are very mobile and don't flinch from your attacks. I don't get this game.

It's actually quite fluid when you know what you're doing. You watch the monsters state so you know what to expect, react to the attack appropriately by dodging into a good attacking position, and attacking the amount you know you can get away with. Dodging away and sheathing your weapon when you can.

Tip: if you're not attacking and your weapon should probably be sheathed to give you increased mobility such as being able to run and dive. Makes things much more fluid.
 
Considering the attack animations are incredibly slow, as is every animation, and the monsters are incredibly fast it seems more like poor game design than intentional. I'm not saying the game is bad, but it doesn't teach you how to play and it is just pissing me off.

The speed of the monsters is something I've always found totally crazy Monster Hunter. it's not that I have a problem dodging their attacks, it's that it takes me forever to catch up to them to get a swing in. This is why playing with friends made up for a lot of issues I have with the game.
 
Considering the attack animations are incredibly slow, as is every animation, and the monsters are incredibly fast it seems more like poor game design than intentional. I'm not saying the game is bad, but it doesn't teach you how to play and it is just pissing me off.

The way I see it is that it's intentional game design that you consider being poor since a lot of people share the opposite opinion. Taste.

We can argue on why you consider it poor or why I consider it great. But if you're going to state that the game designers were shooting for a faster paced combat and ended up with what you consider as a poor combat system, you'll have to tell us why.
 
This is a really ugly 3DS game and I'm not at all impressed with their button layout choices and how they've chosen to use the touch screen. It's a shame because I'd really like to see a good MH game on 3DS.

I'll definitely try out the MH demo whenever I pick up a Wii U, but I'm not going to touch this game on 3DS.

Edit: I've played a fair bit of MH games before, but I'm not a hardcore player.

What? It's absolutely gorgeous on the 3DS, a solid step up from the Wii version.
 
Have same issue, get maybe 1 hit in before the enemy moves and im forced to waste 5secs fixing camera

When in a room with a big monster tap the monsters icon in the lower right if your touch screen and a target should appear on the icon. It's now set to center on the monster when you tap L.
 
Considering the attack animations are incredibly slow, as is every animation, and the monsters are incredibly fast it seems more like poor game design than intentional. I'm not saying the game is bad, but it doesn't teach you how to play and it is just pissing me off.
MH is definitely a trial-by-fire-type of game and the tutorials could definitely use some work.

The mechanics themselves are not poor game design since there are a bunch of advantages a hunter can exploit against a monster. The key to success is finding those openings and weaknesses against each monster. The game only seems to be unfairly balanced in favor of the monster because you're still learning the game. Once you factor in correct item usage, co-op play, and the knowledge you gain from each hunt, the monsters are going to start to feel like a joke.
 
Oh and targetting specific parts, you usually can only do that if you time a monster and your animation right, or its weakened/stunned/sleep/preoccupied by a fellow hunter.
 
This is a really ugly 3DS game and I'm not at all impressed with their button layout choices and how they've chosen to use the touch screen. It's a shame because I'd really like to see a good MH game on 3DS.

I'll definitely try out the MH demo whenever I pick up a Wii U, but I'm not going to touch this game on 3DS.

Edit: I've played a fair bit of MH games before, but I'm not a hardcore player.

I don't even know how you can say that the game is ugly. What is a beautiful 3DS game to you?

It's so good graphically on 3DS I hope Capcom licenses out its engine to other 3DS developers.

The game looks and plays beautifully.
 
Have same issue, get maybe 1 hit in before the enemy moves and im forced to waste 5secs fixing camera

Getting one or two hits in and moving out to avoid enemy attacks is how you're supposed to play, at least if you're just starting out. As far as the camera goes, do you use the "center on monster" option? It's pretty helpful, you press L once and it centers on your target once you've engaged it.
 
What is the purpose of not allowing the L and R buttons to move the camera around?

I really doubt that'd improve the camera considering how fast the monsters zoom around..
They already serve an dedicated purpose of managing your items and doing some unique attack-thing.

Now, what I want to know is what is the purpose of a virtual touch screen d-pad that can only move in 8 directions. Hell, I would gladly take gyroscope aiming. Guns are a pain the butt to aim.
 
Speaking of items, I really like using the touch interface on the Wii U. It's super easy to multitask and move/dodge while doing management on the screen for me.
 
Getting one or two hits in and moving out to avoid enemy attacks is how you're supposed to play, at least if you're just starting out. As far as the camera goes, do you use the "center on monster" option? It's pretty helpful, you press L once and it centers on your target once you've engaged it.

L just brings up item switching for myself, lockon button is doing nothing
 
L just brings up item switching for myself, lockon button is doing nothing

It's a pseudo-lock on, I guess. You just tap it and it'll focus on the monster but not stay on him. The lockon button on the touch screen is just an on-off switch to say whether you want the L button to focus the camera where your character is facing or where the monster is.

Edit: ahh sorry, double post. Meant to just edit this to my last one.
 
Speaking of items, I really like using the touch interface on the Wii U. It's super easy to multitask and move/dodge while doing management on the screen for me.

I haven't been using the touch screen much. By management you mean selecting which items you want to use for example without having to press L+button? If that's the case I definitely see that being pretty handy.
 
we need a monster hunter FAQ up in here, seems like a lot of new comers

Will the characters be that sluggish in the full game? Because the movement speed in the demo is atrocious



pressing R while weapon is sheathed will let you run around. That being said, lots of different weapons have different move speeds while unsheathed. If you want more mobility, go for SnS, dual swords, bow
 
Since I want to give this game a fair chance I keep trying different weapons. I tried the Dual Blades and I am actually having a MUCH better time now, any other weapons similar to this one?
 
Hmm, this seems to definitely need a CCP to play for me. While fighting the big snow rabbit I had to stop moving in order to press L and make the camera point at the monster. Having L and R swing the camera would be much more effective for me.
 
L just brings up item switching for myself, lockon button is doing nothing

It's a pseudo-lock on, I guess. You just tap it and it'll focus on the monster but not stay on him. The lockon button on the touch screen is just an on-off switch to say whether you want the L button to focus the camera where your character is facing or where the monster is.

Edit: ahh sorry, double post. Meant to just edit this to my last one.

Yeah so basically what you want to be doing to use it is activate the option on the touch screen once you engage the enemy and everytime you press L it will center the camera on the monster. If you deactivate the option on the touchscreen, it will focus the camera on whatever your character is facing.
 
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