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Data mine reveals Switch 2 references in Monster Hunter Wilds

I guess this is a win-win, because whatever work they have to do to get it running borderline acceptably on the Switch 2 should mean performance gains for the other platforms as well, which the game obviously needs badly.
 
I see a lot of people saying world/wilds are easy, and they definitely are muche asier than MHGU and older entries. However, people tend to forget (or simply didn't play old MH) was difficult due to bullshit hitboxes and overanimated actions like healing/sharpening/traps etc. Not the sole reason, but definitely a big part.

Believe me I LOVED old MH games, I have 1000+ hours in MHFU and MHGU, but the QOL changes that World brought are fantastic and I would never want to go back to old mechanics.

That said, Wilds' Gore Magala is old school tough fucker, Seregios and to lesser extent Lagi/Mizu were not cakewalks either. Randoms ALWAYS cart to them at least once. I feel the monsters with best gear should always be tough just like Gore where you MUST play with proper preparation and patience. I have high hopes for G-Rank expansion.
 
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I see a lot of people saying world/wilds are easy, and they definitely are muche asier than MHGU and older entries. However, people tend to forget (or simply didn't play old MH) was difficult due to bullshit hitboxes and overanimated actions like healing/sharpening/traps etc. Not the sole reason, but definitely a big part.

Believe me I LOVED old MH games, I have 1000+ hours in MHFU and MHGU, but the QOL changes that World brought are fantastic and I would never want to go back to old mechanics.

That said, Wilds' Gore Magala is old school tough fucker, Seregios and to lesser extent Lagi/Mizu were not cakewalks either. Randoms ALWAYS cart to them at least once. I feel the monsters with best gear should always be tough just like Gore where you MUST play with proper preparation and patience. I have high hopes for G-Rank expansion.
But the way people talk about old animations sometimes makes it sound like they were technical limitations, not intentional design. The flex after drinking a potion wasn't hardware struggling or poor optimization…it was a choice to make healing feel punitive. There was no reason for the character to pose and flex other than the devs wanting potion use to be punishing. I liked that.

I also found positioning way more important in those older games, which honestly reminds me of some of the dark soul games. I prefer the weighty movement and high animation commitment.
 
Needs more double lvl140 Apex Gold Rajang. They should stop being cowards and port MH4G the best Monster Hunter game they will ever make.
 
Its time for Capcom to throw in the towel with Wilds and focus on making Rise 2, and design it from the ground up with S2 in mind. Porting a game already known for technical issues on better hardware to the S2 is going to be a technical disaster. Much better to spend the effort on a MH entry designed for the S2 in mind.
 
Its time for Capcom to throw in the towel with Wilds and focus on making Rise 2, and design it from the ground up with S2 in mind. Porting a game already known for technical issues on better hardware to the S2 is going to be a technical disaster. Much better to spend the effort on a MH entry designed for the S2 in mind.
You are right, but I guess they are trying to recover as much money from Wilds as possible. Easier to port a game that's already made and make some bank than making a whole new game from scratch.
 
Its time for Capcom to throw in the towel with Wilds and focus on making Rise 2, and design it from the ground up with S2 in mind. Porting a game already known for technical issues on better hardware to the S2 is going to be a technical disaster. Much better to spend the effort on a MH entry designed for the S2 in mind.
I'd love for them to do some s2 upgrades

Both rise and mhgu should be at 60 fps

It really can't be that fucking hard to uncap these games. But I have a feeling that Capcom will never do anything like that because they suck
 
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But the way people talk about old animations sometimes makes it sound like they were technical limitations, not intentional design. The flex after drinking a potion wasn't hardware struggling or poor optimization…it was a choice to make healing feel punitive. There was no reason for the character to pose and flex other than the devs wanting potion use to be punishing. I liked that.

I also found positioning way more important in those older games, which honestly reminds me of some of the dark soul games. I prefer the weighty movement and high animation commitment.
Oh yeah definitely it was intentional. Old games were really strategic, like you said positioning really mattered. I remember great sword was basically played like a sniper, get your shot in and move, nowadays you can do all the flashy combos (which I love lol).

We need to realize though in order for MH to go mainstream it had to change a lot of core mechanics, with the new games we have SOS where random joe can join who lacks any sense of strategy and positioning, if we had old MH mechanics these hunts would suck and no one would SOS. Again, Gore is a prime example, I rather solo the guy than SOS.
 
Wilds difficulty level can't be understated as it offered almost zero resistance at or near launch except for under very specific circumstances that you most likely needed to go out of your way to experience. That's unlike any previous Monster Hunter title in the series and was obviously done to cast as wide of net as possible to try and ride the wave of newfound popularity, but had the knock on effect of killing my long term interest in the title. Sprinkle in a half-baked, and I'd argue unnecessary, open world integration and underwhelming graphics/terrible performance and you have a recipe for the most disappointing release in the series. I was hoping, and still do, that the next entry in the series for Switch (and other platforms later) would be more traditional MonHun experience, but I guess this news isn't all that surprising.
 
But the way people talk about old animations sometimes makes it sound like they were technical limitations, not intentional design. The flex after drinking a potion wasn't hardware struggling or poor optimization…it was a choice to make healing feel punitive. There was no reason for the character to pose and flex other than the devs wanting potion use to be punishing. I liked that.

I also found positioning way more important in those older games, which honestly reminds me of some of the dark soul games. I prefer the weighty movement and high animation commitment.
The flexing was just humour/campiness, that's just the length of time they wanted you helpless when healing, it could have just been an animation where the character grabs, opens up and drinks the healing potion or whatever to be serious with the same exact length, people attributing problems to the flexing were just dumb. Now you can heal seamlessly while also mounting your chocobo and fleeing the monster's attacks, not exactly just fixing an animation. And of course fixing hitboxes is a whole different thing too, he's conflating a bunch of different shit for 0 reason there. Like how's making better hitboxes or animations that match the hitboxes at all related with giving you access to your whole town inventory from base camp. That was largely just the first couple of games and very specific monsters at that anyway, Tri onwards didn't really have big errors (well Idk maybe some returning monsters in G/U and such were also less polished than brand new/remade stuff in Tri and other mainline games) and it's not like hitboxes are per pixel now either, they're all made fighting game style with reach and radius etc., as the animations try to best match that, but gameplay comes first. Having to learn the hard way that an AOE attack reaches just a bit further than it may appear the first time you see it is a non issue in the long run but of course it's nice to see animations match up better with each new game. It should be easy to excuse their first, pioneering, attempts anyway...​
 
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