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Monster Hunter 3 Tri Official Site Updated

Schwabe said:
a3ci91.jpg
Holy cow, I need that!
 
So I was reading the hunting guide for the Barroth and I was wondering what's the etiquette to stuff like being trapped in mud? Will I be expected to free up my partners or just let them free themselves?
 
Nothing new, but it's a good read:

Capcom’s Ryozo Tsujimoto reveals how Monster Hunter has evolved on Wii

For while Monster Hunter Tri is considered the next step in the process of captivating a wider audience, it could, perhaps, be described as more of a giant leap forward in terms of how it builds on the core gameplay at the heart of the franchise.

For starters, Monster Hunter Tri features an actual single player campaign rooted in an involving storyline that casts you as a hero coming to the aid of the troubled Moga Village.

On top of a new narrative element, hunters can also expect to stalk their prey underwater for the first time, face scores of freshly created foes (a whopping 15 of the game’s 18 bosses are brand-new for Wii) and take hold of powerful new weapons such as the Switch Axe.

And there’s more. Building on the experience of previous Monster Hunter games, Monster Hunter Tri boasts a wild world that feels less like it revolves around you and more like a natural environment in which you must fight for your place in the food chain.

“It was a hard process, because although this is a continuation of the franchise, we created the game from scratch for Wii. In previous Monster Hunter games it was a much simpler game world – hunter versus monster. However, in the breathing ecosystem of Monster Hunter Tri, both hunters and monsters are on an even keel. So whilst the hunters have to hunt to survive, monsters themselves will interact with each other. For instance, smaller monsters may form groups and gang up against larger monsters if those larger monsters stray into their territory. In general, the interactions you’d expect to find in a real ecosystem have been put into Monster Hunter Tri.”

“Another example is the new torch item we’ve incorporated. Obviously you can take the torch into a cave or use it during the night to provide light. But soon you’re going to start realising that certain small monsters are afraid of the fire, so you’re not going to get attacked by them when you’re using the torch. Things like that add subtle depth and new dimensions to the game.”

As well as experiencing this unique and visually alluring world by themselves, Monster Hunter Tri players will also have access to a free online multiplayer mode that utilises Wii Speak to allow direct communication with fellow hunters. From chatting with up to three other players in the safe confines of an online City to exchanging battle cries in the heat of the hunt, Wii Speak takes the communal experience of Monster Hunter Tri to another level. Online gameplay will also offer unique new Quests, items and monsters for hunters to get their teeth into, all the while recognising the skills each person has acquired in the single player game.

These extensive online options, coupled with a revamped game world and the addition of stacks of newly created items have helped transform the Monster Hunter series into a whole new beast on Wii. Soon players in Europe will experience the phenomenon for themselves – hunting alone or together as they delve into a sprawling world that feels truly alive. For Tsujimoto-san, the satisfaction of seeing the game’s transformation has been every bit as big as some of the behemoths players will soon be locking horns with. But despite playing a huge part in instigating the wholesale changes that shape Monster Hunter Tri, he’s still found some of his greatest satisfaction in the game’s simple pleasures:

“Obviously, there are various control options for players such as the Classic Controller, but one of the things I’ve enjoyed most is controlling the game with the Wii Remote and Nunchuk. It’s refreshing, because with action games you tend to get really tense, but now I can recline and relax as I play! I recommend everyone tries the game this way!”

FULL: http://www.nintendo.co.uk/NOE/en_GB..._monster_hunter_has_evolved_on_wii_16561.html
Yep, Tsujimoto! Playing with Wiimote was waaaay more comfortable, but long time fans won't give it a chance, they will jump straight to CCPRO, sorry.
 
Well, so I've been out of the loop regarding the game..
Just tried the demo, and while I enjoyed it..and looks nice..one thing that bothered me was the constant loadings between small sections..is that in the game per se or just the demo?

In any case, still going to get it..ahve it preorders, plus $5 less and 500 Nintendo Points to buy something..plus a demo, is a nice deal.
 
Sammy Samusu said:
Nothing new, but it's a good read:


Yep, Tsujimoto! Playing with Wiimote was waaaay more comfortable, but long time fans won't give it a chance, they will jump straight to CCPRO, sorry.
I've tried it on and off for several hours spread across a few days, so I think I've given it a fair shake. It's uncomfortable to sprint for any length of time.

If I get too relaxed, I'll forget that the unsheathe weapon won't do another attack after my unsheathe attack and I'll put away the weapon in the middle of a fight instead of executing another attack. I don't know why they couldn't leave the sheathe and unsheathe mechanic alone.

There are a ton of things I can do without conscious thought in Freedom 2/Unite and I either have to choose not to do them or do them badly, mostly having to do with the camera.

Manipulating the camera while executing attacks is a royal PITA. Instead I run around in circles while fixing the camera, unsheathe attack, maybe combo if positioned well, sheathe, run around in circles while fixing the camera, ad nauseum.
 
Personally, comfortable would be the very least word I would use to describe a control method that swaps out established and simple button presses for awkward gestures. I could not stand the remote controls, not at all for me, not for a game like this.
 
Not sure why people are having difficulty adapting to the Wiiremote control, IMO its great and feels fresh. I clocked at least 200hrs using that scheme for MH3 and I don't find anything wrong with it. Its only a matter of whether if you're willing to give it some time to adapt. Still I got to say, it works best underwater!

Anw Monster Hunter 3 - 'drive through' promo
http://www.youtube.com/watch?v=HP_7Yv-a4EE

Fan-made Monster Hunter video series:lol
http://www.youtube.com/watch?v=myYTrgy5TN4&feature=player_embedded
http://www.youtube.com/watch?v=IbFrh5H78Fg&feature=player_embedded
 
fernoca said:
Well, so I've been out of the loop regarding the game..
Just tried the demo, and while I enjoyed it..and looks nice..one thing that bothered me was the constant loadings between small sections..is that in the game per se or just the demo?

In any case, still going to get it..ahve it preorders, plus $5 less and 500 Nintendo Points to buy something..plus a demo, is a nice deal.
You get use to it eventually. After about 5 hours or so, you'll stop caring that the transitions are done so badly.
 
How do you see monster health? Is it on your UI?

Watching the GiantBomb quicklook, the game clearly has a lot of similarities in combat with Demon's Souls. I feel like the game could benefit from Demon's Souls style lock-on (as that simultaneously solves camera issues and targetting issues). You can do locational lock-on with a button to switch target body parts, Crackdown did it.
 
Zzoram said:
How do you see monster health? Is it on your UI?
Observe the enemy. Things like drool, limping, etc.

Also, I too say no to lock-on. That's completely missing the point of the game.
The camera is a non-issue, hell it makes the game more fun. You are actively doing the most you can to survive and without the camera the game would become too easy to the point where you will have nothing to do for 5 seconds every 10 or so.

Edit: Nah, I don't think the main game has 20 minutes per monster. Some monsters they say are 50 minutes. Also I don't think there's a single mission per monster.
In addition if you're looking for loot, you may have to kill a monster more than once. Not to mention you probably won't beat all monsters on your first try.
And then there's online which they say has monsters twice as strong, so, the time of the game is not simply # of monsters x time per monster.

With the Jaggi I didn't find any reason to kill minions unless I was in his lair, where it's such a small area, I'd rather spend 5 seconds killing a couple than 20 more using potions to heal from them.
 
So if there are ~18 monsters, and it caps you at 20 minutes per hunt, does that mean this game is ~6 hours long? How much incentive is there to rekill monsters? Is there a point to killing the small side-monsters in the environments?
 
upandaway said:
Observe the enemy. Things like drool, limping, etc.

Also, I too say no to lock-on. That's completely missing the point of the game.
The camera is a non-issue, hell it makes the game more fun. You are actively doing the most you can to survive and without the camera the game would become too easy to the point where you will have nothing to do for 5 seconds every 10 or so.

Demon's Souls has very similar, rewarding, challenging combat with long attack animations, emphasizing dodge and timing, that works very well with lock-on. I don't see why lock-on would break Monster Hunter.
 
Zzoram said:
Demon's Souls has very similar, rewarding, challenging combat with long attack animations, emphasizing dodge and timing, that works very well with lock-on. I don't see why lock-on would break Monster Hunter.
Is the Demon's Souls fighting area as big as Monster Hunter's area bubbles? If so, then I may be wrong. Where I'm coming from is that if it's only you and another enemy in a huge area, lock on cuts half the work, really. But for all you know they may add a lock-on and I'd love it, I don't know.

Now that I think about it, it might also be extremely frustrating, because if you can't control the direction of your attack you might not be able to guesswork where the monsters will be at the time your attack hits, where otherwise you will be able to think a step ahead.
 
upandaway said:
Is the Demon's Souls fighting area as big as Monster Hunter's area bubbles? If so, then I may be wrong. Where I'm coming from is that if it's only you and another enemy in a huge area, lock on cuts half the work, really. But for all you know they may add a lock-on and I'd love it, I don't know.

Now that I think about it, it might also be extremely frustrating, because if you can't control the direction of your attack you might not be able to guesswork where the monsters will be at the time your attack hits, where otherwise you will be able to think a step ahead.

Lock-on isn't required in Demon's Souls, although it works well for most enemies. You can still choose to attack without it, and in a few rare situations it might work better if you know the enemy pattern well.

Watching the quicklook of this game made me want Demon's Souls 2 with more loot so badly. DS already has a bit of the hunt/craft thing going on, since unique souls from boss monsters can be combined with certain weapons to make special weapons.
 
Zzoram said:
Demon's Souls has very similar, rewarding, challenging combat with long attack animations, emphasizing dodge and timing, that works very well with lock-on. I don't see why lock-on would break Monster Hunter.

Besides a few vague descriptions, the two games differ entirely. I'm not exactly sure where you're going with this. Maybe I can hold some good conversation for you as someone who has beaten Demon's Souls twice and very significant experience with every Monster Hunter release prior to Tri.

Lock-On is a poor idea for Monster Hunter due to the large number of hitzones per monster per weapon type, it also would heavily break the tempo and patterns of a lot of creatures considering they're far less puzzley than the ones in Demons Souls (outside of the classical event battles like Lao, etc). Demons Souls in general isn't really the focused boss gauntlet that Monster Hunter is, a lot of the game is based around it's clever level design and VERY significant standard enemies.

Let us not even get into the above under the context of 4-op, positioning, (non damaging) friendly fire, weapon variety and all that entails.

Combine all of that with the other various aspects of the battles that just don't exist in Demons Souls. Having a dodge button and possessing some weapons with weight doesn't exactly make them that sameish when you actually come to a point where you're talking about molding key elements off of one another.

Lock on wouldn't even help anyone beyond the initial learning curve, effectively making it a couple hour solution at the cost of portions of a couple hundred hours title. Not to sound terribly rude, but If people are that unwilling to step outside their bubble, then perhaps they should simply not. This conversation has been going on for six years and Capcom does not put it into their (frequently updated and fawned over) game for a reason.
 
I don't think that the problem with auto lock on is that it would hinder the breaking of monster parts, but that it would make almost impossible dual monster quests. I have to admit I haven't played Demon Souls so I don't know how it works exactly, but I can't imagine a lock on solution that would help in a quest such as this one. If you lock on to one of them, you won't be able to see where the other one is, and that means instant death (armor or no armor).
 
Zzoram said:
So if there are ~18 monsters, and it caps you at 20 minutes per hunt, does that mean this game is ~6 hours long?

now way. to "finish" offline, you have to play approx. 40 hours, if you are experienced. if you are new to the game it could be more! you will not kill every monster on the first try and there are not only kill quests, gathering and capture are also main quest-goals in the game.
 
Schwabe said:
@Brobzoid
If you want, you can play Monster Hunter Tri only offline. All Monsters except one are available offline, another one is offline-exclusive. Sure it will be a bit harder, therer are some High-Level Items you can't get offline, with these you will be able to create better better Armour and Weapons. But for finishing offline, you not really need these, you just need more patience and attention while fighting against the strongest monsters ;)

but you only get the whole experience, if you play online. trust me, offline is okay, but online its more than just good ;)


exactly like PSO. Except with PSO a LOT of the rare weapons and armor were only found online.
 
Has the US TV ad campaign begun for this yet? I'm in the UK and saw a bunch of ads for this last night, just brief five-second ones each showing off a different monster. I don't know how many there is, but I must have seen them around eight times in the space of an hour. It's good to see Nintendo are really pushing this.
 
Mafro said:
Has the US TV ad campaign begun for this yet? I'm in the UK and saw a bunch of ads for this last night, just brief five-second ones each showing off a different monster. I don't know how many there is, but I must have seen them around eight times in the space of an hour. It's good to see Nintendo are really pushing this.
Well the advertising campaign is likely to be different in the US given that Capcom is doing it themselves there whilst in PAL-land Nintendo taking charge of most of the publishing duties.
 
Wooh, finally pre-ordered the whole bundle. In hindsight I hope my package from the german Amazon will be a regular English version (or All EU) and not ending up with some censored german-only version.
 
Tenbatsu said:
From the other thread...

I expect western reviews to be in the range of 1.5 - 2.5, this is totally unexpected:D
I'm personally expecting a Metacritic average around 85%.

MH - 68
MHF - 71
MHF2 - 72
MHFU - 81

Given Tri's improvements over it's predecessors and the growing appreciation for the franchise, I think MH3 has a decent shot of breaking the 85% barrier.
 
The thing about lock-on, everyone says having it is missing the point, and it really is. Monster Hunter without the ability to Miss is like an FPS where you just lock on to everyone. It just wouldn't be fun that way. The skill lies with knowing when and where to strike, that's why people can play this game for hours and hours.
 
sprsk said:
The thing about lock-on, everyone says having it is missing the point, and it really is. Monster Hunter without the ability to Miss is like an FPS where you just lock on to everyone. It just wouldn't be fun that way. The skill lies with knowing when and where to strike, that's why people can play this game for hours and hours.

I don't think they mean that attacks home on lock-on but that the camera locks onto an object so you can see it even while moving around. You can still have free movement under these circumstances.
 
I agree that an auto camera would add a lot more accessability to the series (especially on the portable outings). For fast leaping beasts it becomes tedious having to swing the camera around every single time to keep track of it. Thats not important gameplay, thats just a layer of annoyance.
 
Tenbatsu said:
Please play Tri when it's out and we can discuss about the camera lock on issue again. At least try spending 100hrs.

Yeah, it really isn't much of an issue on the Wii. (especially using the motechuck control scheme)
 
SecretBonusPoint said:
I agree that an auto camera would add a lot more accessability to the series (especially on the portable outings). For fast leaping beasts it becomes tedious having to swing the camera around every single time to keep track of it. Thats not important gameplay, thats just a layer of annoyance.

It's a feature :D
 
sprsk said:
The thing about lock-on, everyone says having it is missing the point, and it really is. Monster Hunter without the ability to Miss is like an FPS where you just lock on to everyone. It just wouldn't be fun that way. The skill lies with knowing when and where to strike, that's why people can play this game for hours and hours.
Sounds fair enough.

But I didn't know about multiple hitzones though. MH Tri will be very interesting to discover.
 
sprsk said:
The thing about lock-on, everyone says having it is missing the point, and it really is. Monster Hunter without the ability to Miss is like an FPS where you just lock on to everyone. It just wouldn't be fun that way. The skill lies with knowing when and where to strike, that's why people can play this game for hours and hours.
I would have to say that this is probably the best analogy and the easiest way to explain to people why there shouldn't be lock-on. I could write a whole essay about how it would look like (not good) if that really was in the game, but that would defeat the purpose of such a simple yet effective explanation.
 
Exactly,

When you get to the point where you can consistantly place a headshot, with a fully charged greatsword, on the head of a Rathian or Rathalos, or whatever, it's pretty fucking amazing
 
swing the camera around?

with practice, you NEVER notice the camera issues. between learning the d-pad and pressing the c button (if using mote/chuck combo) to center the camera.

if my 8 yr old son can make the camera look fluid and easy to use, there is no issue.

(he destroys the first quest on the demo in like 5 minutes, he has gotten so good, it never makes it beyond the first zone it is encountered in) he is currently trying to kill both monsters in the 2nd quest.
 
Soneet said:
Wooh, finally pre-ordered the whole bundle. In hindsight I hope my package from the german Amazon will be a regular English version (or All EU) and not ending up with some censored german-only version.

don't worry about that. The Beta-Version I played @ Leipzig Bookfair was english and german (english only, if the Wii options were english) and uncensored (you can disable violence in the menu).

In Tri there is more blood than in MHFU, but less than in MHP2ndG.

On PS2 you choose your language every Time you start Monster Hunter, if i remember correctly, there was english, german, french and italian as an option. I thin the EU-Version of Tri will have the same languages on the disc. The items are completely translated (in german - if you play in german), not like MH on PS2, where all items got english names (i liked it by the way, makes much more sense online, when talking to spanish people and you need some specific item which is named english, no matter which language others are playing).

About the Cam i can say it is much easier to handle than in previous PSP titles. I do like the CCpro more than motechuck, because i am more used to it. The PSP Layout is perfect for me (PS2 layout is possible, but it sucks^^).

Motechuck is nice, but i can't imagine to play it always. I tried it in the Arena -> no problem, but in singleplayer ...mmmh....nope, CCpro works better vor me (because you got two options for the camera... D-pad and right stick, with motechuck there's only the D-Pad on the wiimote).
 
Lenardo said:
(he destroys the first quest on the demo in like 5 minutes, he has gotten so good, it never makes it beyond the first zone it is encountered in) he is currently trying to kill both monsters in the 2nd quest.
This is where I become glad there is no competitive multiplayer in the game. Getting my ass kicked by an 8 year old would be awesome.
 
Sadist said:
Sounds fair enough.

But I didn't know about multiple hitzones though. MH Tri will be very interesting to discover.

Some Monsters, you can cut off their tail or ears with swords, break their shells or beaks with hammers and what not. You can tackle fights differently and it's another draw of this series and the variety that keeps us coming back for more!

I know quite a few people who are interested in this game and never played or heard of the series before till now. I expect good things! :D
 
SecretBonusPoint said:
I agree that an auto camera would add a lot more accessability to the series (especially on the portable outings). For fast leaping beasts it becomes tedious having to swing the camera around every single time to keep track of it. Thats not important gameplay, thats just a layer of annoyance.
Whilst it's true this method wouldn't break the game, I feel that manipulating the camera is part of the fun too. The bigger problem though is there's no button to map such a function onto anyway (unless we get the PS2 style shoulder button configuration back).
 
Am I that bad?

I can't beat the '1 star' monster from the demo.. :lol
I love how the battle is long and it moves around different parts of the map..but geeze.. always kills me at around 15-18 minutes.. :lol
 
fernoca said:
Am I that bad?

I can't beat the '1 star' monster from the demo.. :lol
I love how the battle is long and it moves around different parts of the map..but geeze.. always kills me at around 15-18 minutes.. :lol
Yes you are. Keep practicing to overcome said symptom :P.
 
fernoca said:
Am I that bad?

I can't beat the '1 star' monster from the demo.. :lol
I love how the battle is long and it moves around different parts of the map..but geeze.. always kills me at around 15-18 minutes.. :lol

Monster Hunter takes some getting used to.
 
fernoca said:
Am I that bad?

I can't beat the '1 star' monster from the demo.. :lol
I love how the battle is long and it moves around different parts of the map..but geeze.. always kills me at around 15-18 minutes.. :lol
Keep trying! You'll get it!
Itagaki has faith in you!
Itagaki_Thumbs_Up_MNT.jpg
 
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