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Monster Hunter Wilds open beta impressions

Raven117

Member
I'm against players having to self-regulate themselves because the game is not balanced, but i guess you can avoid to use focus mode to make micro-adjustement and only use it to pop wounds...

I know that i'm not gonna use many of the new features like the weapon swap to not make the game too easy even if it is not optimal.
Yeah, but still.
 
The eco systems are nice, but ya, after playing the game for a long time it always just becomes background to getting to the monster.
Yet I wouldn’t want it to just be boss rush in a large box over and over.
No winning here sadly.

That said, if they toned down just how many little creatures are on the screen, maybe other areas could improve a bit.
 

Moonjt9

No Silksong? = Delivering the pain.
The game is fun as hell as expected.

The performance and image quality is ATROCIOUS. Fidelity mode feels like it’s stuttering all over with a janky framerate.

Performance mode is actually offensive. It’s not 60fps and the resolution is so low you can barely see any detail. At one point in base camp with other hunters around it looked literally 480p or lower.

The game needs serious work in the performance department. It’s bad enough to make me not want to buy the game no matter how fun it is.
 

GymWolf

Gold Member
Felt great! Really only thing that made me grimace was the Palico English voice. So thank goodness you can turn that off. And I guess the story just immediately rolling into colonialism vibes is not ideal.


:messenger_tears_of_joy: :messenger_tears_of_joy:
 

Venom Snake

Member
A lot of fun covered by a huge number of technical issues. Performance mode is so blurry that you can barely distinguish resources to collect.

If they could bring it at least to the level of Iceborne on PS5, i'd be relieved.

For now, however, it doesn't look very promising.
 

Skifi28

Member
Fidelity mode feels like it’s stuttering all over with a janky framerate.
There are some drops during heavy alpha effects, but fidelity runs north of 30 for the most part with decent image quality. Unfortuantely Capcom seems to be allergic to caping the framerate in most of their games so there's needless judder. Otherwise it would have been an ok experience. Having a 120hz mode option was a good choice, but it's the nuclear solution to a simple issue and I'm unfortunately not on the VRR train.
 
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dmaul1114

Member
The only options I saw last night in PS5 were for 120hz on or off.

120 on looked terrible. Is there a other performance/fidelity option somewhere or is that it?
 

Skifi28

Member
You need to expand on this.
I'm not the best person to talk about it and I'm not sure just talking about it without visual aid will mean much, but I can at least try.

So I've been playing quite a bit of World and Rise again lately and while the monster animations are great, they're pretty much canned and while there is some variation, you can almost always predict when you're getting a stagger, where a monster will end up when it falls, where it gets up etc. In Wilds it feels very different and animations when staggering/toppling a beastie feel almost procedural (not in a bad way). I can see it reacting to my hits, but I have no idea what's really going to happen next. There's some really nice animations that feel more physics-based than hand-crafted, like when the Doshaguma will occasionally drag behind it the foot you've wounded and other similar stuff. I've also noticed monsters physically react to all your attacks (even if slightly) even when they don't stagger which just hasn't been the case in the series so far. It's hard to get it all into words and even harder to find specific examples, but it's the feeling I'm getting. Just the way monsters move about the environment is more grounded and more unpredictable than before.
 

Danjin44

The nicest person on this forum
I'm not the best person to talk about it and I'm not sure just talking about it without visual aid will mean much, but I can at least try.

So I've been playing quite a bit of World and Rise again lately and while the monster animations are great, they're pretty much canned and while there is some variation, you can almost always predict when you're getting a stagger, where a monster will end up when it falls, where it gets up etc. In Wilds it feels very different and animations when staggering/toppling a beastie feel almost procedural (not in a bad way). I can see it reacting to my hits, but I have no idea what's really going to happen next. There's some really nice animations that feel more physics-based than hand-crafted, like when the Doshaguma will occasionally drag behind it the foot you've wounded and other similar stuff. I've also noticed monsters physically react to all your attacks (even if slightly) even when they don't stagger which just hasn't been the case in the series so far. It's hard to get it all into words and even harder to find specific examples, but it's the feeling I'm getting. Just the way monsters move about the environment is more grounded and more unpredictable than before.
Looking at most footage I have seen so far the monsters animations is much grounded and move like like real animal compare to pervious MH games especially compare to World and Rise.
 

GymWolf

Gold Member
After trying the demo, they really need to fix the lack of hitstop, it feels way worse than world when you hit with the big hits.

Also yeah the game feels very easy, the movements have more weight than rise and the improved animations better convey the shift of weight of the character but they also feel more arcadey at the same time, they feel great per se but even more streamlined than world (that from my understanding was already less clunky than past games).

I like the new hammer except for the slightly reduced range, they didn't added a lot of stuff but the new bombastic attack feel nice to pull off and the evade with circle during the charge is a godsend, but again, it make feel like your are playing with your food more than hunting, the first 3 monsters are punching bags, i didn't tried ray dau.

The lance feels very strange, i understand who said that it feels slower than world but it's no doubt more agile and more prone to chain combos, i just need to get the hang of it, but it feels...less precise than world for a weapon that make precision its best quality, i don't know how to put it...it feels like you more easily phase towards the monster and their body doesn't stop you like it should so you whiff hits just because you advance too much (at least against chatacabra), but i'm not final on this, i feel like it could be a matter of getting used to the new combos and shit.

Focus mode feels alright, just a way to get more bursts of damage from time to time, not particularly a fan of "aiming with a reticule" with a melee weapon, it doesn't feel very monst hunter-y, again maybe i have to get the hang of it, popping wound does feel nice tho, but the camera just go crazy when you aim to the wound and you are very close to the monster (hammer has a shorter range than world) and the monster move at the same time, in smaller environments can feel a bit clunky sometimes, i saw many expert streamers whiffing their focus attacks even if the hitboxes are VERY generous so i know it's not just me, it mostly happen with short range weapons and if the camera is too close to the monster so it get a bit confusing.

The control scheme and general polish of the secretary is...questionable to say the least, they had the perfect system between the autorun of world and the total freedom of rise, they just had to combine them in the manual\auto mode but they made an hybrid that somehow feels worse than both, i'm gonna repeat myself but it could be a matter of getting used.

The graphic in quality mode is...well, i'm not gonna sweeten the deal, it looks like a mid ps4 game...texture quality is especially abysmal for a nextgen title, i sincerely hope the pc version get an hd texture pack like world did.

Overall the demo is a bit hit and miss, i like the weapons and some other things but i also had confirmations of some of the doubts i had after watching all the past trailers\gameplay.

Still a motherfucking day one and probable goty unless gta6 is otherworldly incredible, the "flaws" are not impactful enough to make the game nowhere near bad territory or anything like that and i'm pretty sure that they are gonna listen to the feedbacks and change a lot of thing in the final game, i mean they do these betas for this purpose so...
 
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GymWolf

Gold Member
Ya they made it so real IG can’t fly anymore : /
I bet they are gonna change this in the final game or in the dlc at the very least, nobody seems happy with the reduced aerial time of the ig.

They tried to make the weapon more powerful on the ground because nobody was using it like that and it was aerial galore in world\rise but they nerfed the aerial part as a result, it feels like an helldiver 2 pre-60 days patch change :lollipop_grinning_sweat:
 
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squidilix

Member
120Hz / Fidelity is the way to go.

Performance mode have no sense. The game runing at 30fps at camp, but with (very) worse IQ than Fidelity, when Fidelity still running at 30-40fps at camp.. Oh boy, that gonna mean the game is very CPU heavy... Gonna be nuts on PC. :messenger_tears_of_joy:
 
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GymWolf

Gold Member
Oh ok in the map you can chose to hunt 4 star monsters, tomorrow i'm gonna try how much harder they are than the story mission monsters.
 

Danjin44

The nicest person on this forum
Oh ok in the map you can chose to hunt 4 star monsters, tomorrow i'm gonna try how much harder they are than the story mission monsters.
Story hunt (village quests) was always easy, Also in demo/beta you mostly hunting low rank monsters and then later on they add crazy OP flagship monster for you to hunt.
 

GymWolf

Gold Member
Story hunt (village quests) was always easy, Also in demo/beta you mostly hunting low rank monsters and then later on they add crazy OP flagship monster for you to hunt.
Yeah i know but i remember that the first 3 monsters in world could surprise or kill me when i didn't knew their moves very well, but in here i just bruteforced the monsters without caring for their moveset at all.

And i did both the 2 story mission and then killed like 2 chuta, 2 dosha and 1 bala n the free open world section, i didn't checked how many stars they had, i just saw them, attacked and the quest started, so i don't know if i even fought a 4 star monster already or not.

In here it doesn work like past games, you have low rank monsters that can have 1 to 4 stars so even between low rank monsters you have different tiers of challenge but i don't know what change between different versions yet.
 

Danjin44

The nicest person on this forum
Yeah i know but i remember that the first 3 monsters in world could surprise or kill me when i didn't knew their moves very well, but in here i just bruteforced the monsters without caring for their moveset at all.

And i did both the 2 story mission and then killed like 2 chuta, 2 dosha and 1 bala n the free open world section, i didn't checked how many stars they had, i just saw them, attacked and the quest started, so i don't know if i even fought a 4 star monster already or not.

In here it doesn work like past games, you have low rank monsters that can have 1 to 4 stars so even between low rank monsters you have different tiers of challenge but i don't know what change between different versions yet.
From I can understand you started MH game with World right? that wouldn't be all surprising if it was your first MH game.
 

GymWolf

Gold Member
From I can understand you started MH game with World right? that wouldn't be all surprising if it was your first MH game.
True but one would expect to be surprised by a monster at least during the first fight, their damage output also seems a bit too low, it's not like you have overpowered gear in the demo or maybe i had was just unluck to only fight 1star monsters (again, i didn't checked when the hunt started).

I hope that 4 star monster are gonna be more tough, but this is a story for tomorrow, now i'm going to sleep :lollipop_grinning_sweat:
 

Lokaum D+

Member
ok, this is the first time that a MH game feels sterile, its like i m looking at the most amazing buffet of my life, but everything is tasteless, has absolutely no flavor.

25 hours into this beta, and i cant shake this feeling that hunting in this game just dont feel satisfying, i think most of the fault of this feeling is sound desing and weapon feedback, it just dosnt feel right.
 
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I'm not the best person to talk about it and I'm not sure just talking about it without visual aid will mean much, but I can at least try.

So I've been playing quite a bit of World and Rise again lately and while the monster animations are great, they're pretty much canned and while there is some variation, you can almost always predict when you're getting a stagger, where a monster will end up when it falls, where it gets up etc. In Wilds it feels very different and animations when staggering/toppling a beastie feel almost procedural (not in a bad way). I can see it reacting to my hits, but I have no idea what's really going to happen next. There's some really nice animations that feel more physics-based than hand-crafted, like when the Doshaguma will occasionally drag behind it the foot you've wounded and other similar stuff. I've also noticed monsters physically react to all your attacks (even if slightly) even when they don't stagger which just hasn't been the case in the series so far. It's hard to get it all into words and even harder to find specific examples, but it's the feeling I'm getting. Just the way monsters move about the environment is more grounded and more unpredictable than before.
Yeah, as a hammer user I am absolutely seeing and feeling the same - attacks actually feel like they are hitting a monster and not an immovable brick wall. Even if it is mostly visual, it makes it feel so much better. But like you said, I don't think it's all window dressing - the monsters seem to be reacting more naturally and procedurally to even regular attacks.

It feels more natural, more chaotic, and honestly a ton of fun. I think these fights are going to be an absolute blast, difficulty or not.

I want to keep playing, but I also don't want to even bother and save it for the real deal lol

True but one would expect to be surprised by a monster at least during the first fight, their damage output also seems a bit too low, it's not like you have overpowered gear in the demo or maybe i had was just unluck to only fight 1star monsters (again, i didn't checked when the hunt started).

I hope that 4 star monster are gonna be more tough, but this is a story for tomorrow, now i'm going to sleep :lollipop_grinning_sweat:
I highly, highly, highly suggest you immediately find the flying lightning wyvern enemy. Forget the name, but find it and fight it.
 
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lh032

I cry about Xbox and hate PlayStation.
im surprised some people here hate the performance mode.

its definitely not 60fps but i feel it plays better compared to MHW on ps4.

Im fine with the visuals as i dont have high expectation in the first place due to RE engine.

Really hope the PRO can fix most of the issues .
 

Mossybrew

Member
Played for a bit but honestly these weapon controls are so fucking complicated theres no point trying to learn them now only to forget and have to relearn at release, not to mention taking enough time to find a weapon that clicks. Gonna probably just wait till release to fully dedicate my attention.
 

yogaflame

Member
I'm still confident that it will look better on launch day in my ps5 slim (I plan to get Ps5 pro planned within next year). This is beta and i'm not worried.
 

dmaul1114

Member
I’ve liked what I’ve played so far, definitely planning on grabbing this next year.

Need to check out performance mode as I’ve only tried fidelity with and without 120hz turned on so far as I didn’t realize you have to go to title screen to toggle fidelity/performance.
 

Fbh

Gold Member
Jumped straight from playing MH World with some friends into giving this a quick try.
Went with the same weapon I was using for a better comparison (charge blade)

Some basic first impressions:

The mostly good:
-Overall adjusting to the gameplay coming straight from World was easy, the basics are still the same and if anything I think my character felt a tad more agile and fast.
- The new mount is fun, I like the idea of being able to hop on and heal or charge your weapon, and it makes chasing after fleeing monster a lot less annoying than in world
- I liked the animation on the monsters, as someone was saying above they move in a more natural looking way now
- I liked the alterations to the map during fights (like on the second monster), I'm looking forward to seeing if they go crazy with later on
- Having a secondary weapon is cool
- The charge blade felt similar though the hits didn't feel as impactful, I also struggled a bit adjusting to the way the SAED works here, felt harder to aim and that pre attacks makes the whole attack sequence feel longer and harder to aim. Also there seems to be some savage axe mode equivalent but I didn't get how to active it.

The bad:
- Technically it fucking sucks on Ps5. The performance mode looks horrible and the resolution mode is shitty 30fps (probably unlocked?) and even then doesn't even have particularly good IQ.
- In performance mode I genuinely think World looks way better. Better textures, models, lighting, geometry or whatever other improvement they've added on paper are completely negated by the insanely low resolution and awful IQ paired with uneven performance. It genuinely feels like I'm playing a switch game or something (with better graphics, but around the same IQ)
- Resolution mode looks better but even then stuff like draw distance and IQ aren't particularly good, and jumping straight from World at locked 60fps and 1800p checkerboard to this shit that feels like unlocked 30 is just awful.
- Ps3 called, they want their NPC's back:
oSV6pMg.jpeg




I waited until the Ps5 to play World, got it with the DLC for like $30 and had a blast with it.
I'll probably wait for the Ps6 (or equivalent) to play this and also buy it for $30 with all the DLC
 
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Well Lance is just OK after spending more time with it imo.

GS is good, but holy shit LS got some new tricks, it’s ridiculous and powerful.
Also, impressed by DB, it has the dodge counter move from X and Rise but just all the time lmfao no scrolls or anything needed.

Edit
Sharius Sharius
There’s a barrel before the first mission you can practice on
 
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peek

Member
Only watched gameplay so far... but not sure how I feel about the focus on targeting those glowing weakspots. Is it too much to ask to just fight the monster the way we want?

Its like the world team always trying to reinvent when its not needed... iceborne absolutely gutted when they hyper focused on the need to tenderize with the CC in order to play even remotely decent.

Now its these glowing red spots, ugh. Everything else looks great tho. Well, cept the performance being eww.
 

lh032

I cry about Xbox and hate PlayStation.
is there anyway to play solo? i just started my second game today, and it seems i have to join a lobby to play the game
 
I bet they are gonna change this in the final game or in the dlc at the very least, nobody seems happy with the reduced aerial time of the ig.

They tried to make the weapon more powerful on the ground because nobody was using it like that and it was aerial galore in world\rise but they nerfed the aerial part as a result, it feels like an helldiver 2 pre-60 days patch change :lollipop_grinning_sweat:

It’s just kind of lame because 13 other weapons all do stuff on the ground , it was the one weapon that had aerial gameplay. I mean in Rise I guess it didn’t matter as much because of wire bugs , but here in this game? What’s essentially a sequel to World? IG should have been able to carve out its own unique niche. Melee and guns are covered , literally all that’s left is air. Oh well it is what it is I guess.

Edit lh032 lh032

You can set quests to 1 person
 
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