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Monster Hunter Wilds open beta impressions

MagiusNecros

Gilgamesh Fan Annoyance
Is this game always online now?
I think only for the Beta. Full game I think requires reauthentication every 24 hours...for updates or new content they will definitely add to the game.

I think the Beta is also testing out the Online component.

I purposely enter Lobbies with the least players because I just want to play the game solo.
 
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Punished Miku

Human Rights Subscription Service
Its cool. Playing SnS and LB. Having 2 weapons is a great addition. I like the wounds. Controlling the mount is a little odd and can feel somewhat unresponsive but they're obviously going for that on purpose. Menus are overwhelming but thats how it always is at first. So far it looks really cool but the density and complexity of the environments in World and Rise was better, but this is just the beginning.
 

Lokaum D+

Member
Its cool. Playing SnS and LB. Having 2 weapons is a great addition. I like the wounds. Controlling the mount is a little odd and can feel somewhat unresponsive but they're obviously going for that on purpose. Menus are overwhelming but thats how it always is at first. So far it looks really cool but the density and complexity of the environments in World and Rise was better, but this is just the beginning.
i just want to know how gear ll work cause SnS and LB builds are two completely different things.
 
i just want to know how gear ll work cause SnS and LB builds are two completely different things.
Yes I’ve been wondering about this myself. It’s one thing in the beta, but in the real game those kinds of weapon combinations will want very different armor sets and skills.
 
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Its cool. Playing SnS and LB. Having 2 weapons is a great addition. I like the wounds. Controlling the mount is a little odd and can feel somewhat unresponsive but they're obviously going for that on purpose. Menus are overwhelming but thats how it always is at first. So far it looks really cool but the density and complexity of the environments in World and Rise was better, but this is just the beginning.
There is an option to make the mounts move like regular characters.
 

rodrigolfp

Haptic Gamepads 4 Life
the scene below runs barely at 50fps. the resolution here is probably 720p at best, however I haven't pixelcounted it or anything.
additionally, notice the clear and ugly signs of tier 1 VRS on the rock pillar on the right. that in parts looks unironically PS1 era resolutions.

l3k7kjvv.png


and even if this ran at native 4K it would look worse than the average Xbox One X enhanced game
Reminds me of this thread:


"It's all compression" LOL
 

Rentahamster

Rodent Whores
It was fun, but a little confusing at first because I've never played a Monster Hunter game before. I'm sure I was extremely unoptimal in my DPS rotations/combos.

I have collectibles and materials coming out of my ass, is that a Monster Hunter staple game mechanic?

How much longer is the beta up for?
 

Haint

Member
the scene below runs barely at 50fps. the resolution here is probably 720p at best, however I haven't pixelcounted it or anything.
additionally, notice the clear and ugly signs of tier 1 VRS on the rock pillar on the right. that in parts looks unironically PS1 era resolutions.

l3k7kjvv.png


and even if this ran at native 4K it would look worse than the average Xbox One X enhanced game

Reminds me of this thread:


"It's all compression" LOL

Yeah that legit does look like a Vita game or one of those bastardized beyond recognition Switch ports. RE Engine is a dog shit engine people think is good cause RE games are almost entirely easy to render architectural environments comprised of dirt simple flat surfaces and photogrametry. It falls flat on its face when asked to render anything more complicated, particularly open world. These Japanese teams really need to ditch their proprietary trash and have these engineer's spend all their time learning to use UE5 properly, not endlessly building on comically inferior decade old engines.
 
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I've come to the realization that the average PC gamer is very, very dumb these days.

Case in point:

Put on your thinking cap. The beta is 23GB. Do you know how big Monster Hunter Worlds is on Steam?

NINETY EIGHT GIGABYTES
back to the future 121 gigawatts GIF


Do I need to spell it out for you further? It means all the high quality textures and assets aren't in this beta. And obviously, optimization will also improve in the next 3 months (and beyond). Chill out.
Steam says MH Wilds requires 140gb of storage for this game.
Also the games didn’t run good on PS5, SO THAT MEANS IT’S SHIT TRASH GARBAGE, DUUUHH :p
 
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The beta is all I’ve played since it’s been available. So far have logged 37 hours… I’ve killed all the monsters dozens of times with every weapon I use. Trying to get the most out of it before it leaves lol
 
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saintjules

Gold Member
the scene below runs barely at 50fps. the resolution here is probably 720p at best, however I haven't pixelcounted it or anything.
additionally, notice the clear and ugly signs of tier 1 VRS on the rock pillar on the right. that in parts looks unironically PS1 era resolutions.

l3k7kjvv.png


and even if this ran at native 4K it would look worse than the average Xbox One X enhanced game




 
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The beta is all I’ve played since it’s been available. So far have logged 37 hours… I’ve killed all the monsters dozens of times with every weapon I use. Trying to get the most out of it before it leaves lol
I got myself 31 hours and it was all I played the whole weekend. I used every weapon as I plan on manning something else than Insect Glaive this time. I loved Bow, Chargeblade, Sword and Shield, Dual Blades, Heavy Bowgun, and Hammer. It'll be so hard to choose a main this time around.
 

Pejo

Gold Member
Don't think this was posted here yet. Make sure to fill out the survey with feedback so they can improve things before release.

Sci Fi Alarm GIF by Warner Archive
Sci Fi Alarm GIF by Warner Archive
Sci Fi Alarm GIF by Warner Archive




Also, saw this earlier on reddit. Great example of one of the biggest problems I had with the combat. The hitstop has been severely reduced in Wilds, sometimes removed entirely. It's what used to give "weight" to landed hits in past games, and this video shows what was missing in the beta:

 
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GateofD

Member
i don't have a discerning eye for graphics, as long as its just as good as Worlds.
how's the gameplay impressions though? And any UI improvements?
 

Shodai

Member
The floaty weapon feel and monsters running away (Scripted I assume) is one heck of a turn-off to me, having never played these games.

I see potential but hard pass for me if this is what will be experienced on release.
 

GymWolf

Member
Hey lance users, we know you like this weapon for its extreme precision and good range so we decided to make the focus attack where you can also aim, a fucking short shield bash.

Capcom out.
 
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The floaty weapon feel and monsters running away (Scripted I assume) is one heck of a turn-off to me, having never played these games.

I see potential but hard pass for me if this is what will be experienced on release.
The weapon missing hitstop could be a beta thing as no other monster hunter game had a lack of it up until now. The monster running away was done for beta purposes but they won't run away that much on release. Same with monsters always appearing in the map, it was so players could constantly fight them but in the full game you'll have to track them down for a few times until you gather all the intel on their behavior, then they become available on the map from the get go.
 

MangalaX

Neo Member
I have never liked monster hunter, for me is such a drag having to beat up the monster so much before the kill, jesus....specially in the early stages....is a friking chooooooreeee...Im like proly gets better when youre better equipped and higher lv, but I always get so tired of that formula, and now with a mount those early monsters cant even land a hit....griiiiiind....draaaag....boring
 

MagiusNecros

Gilgamesh Fan Annoyance
The weapon missing hitstop could be a beta thing as no other monster hunter game had a lack of it up until now. The monster running away was done for beta purposes but they won't run away that much on release. Same with monsters always appearing in the map, it was so players could constantly fight them but in the full game you'll have to track them down for a few times until you gather all the intel on their behavior, then they become available on the map from the get go.
Lack of hitstop seems like a design choice given it's present in all the gameplay trailers. However it makes primarily slashing weapons floaty and weightless. Blunt weapons not as much. Game really relies on damage numbers and glowing wounds as a visual aid. Blood effects seem rather weak. The strongest I've seen is on bug type enemies.

I think the decision for this was to make it so the small monsters and large monsters are less likely to stunlock you and body you to death but if you knew what you were doing this wouldn't happen.

In early MH games you aren't seeing damage numbers at all and hunting a monster really was all visual on how it was acting. You only knew you were close to defeating a monster when it started limping away.

I think the game as is just has a lot of systems that want to fight against each other and I hope they can sort it out.
 

GymWolf

Member
Lack of hitstop seems like a design choice given it's present in all the gameplay trailers. However it makes primarily slashing weapons floaty and weightless. Blunt weapons not as much. Game really relies on damage numbers and glowing wounds as a visual aid. Blood effects seem rather weak. The strongest I've seen is on bug type enemies.

I think the decision for this was to make it so the small monsters and large monsters are less likely to stunlock you and body you to death but if you knew what you were doing this wouldn't happen.

In early MH games you aren't seeing damage numbers at all and hunting a monster really was all visual on how it was acting. You only knew you were close to defeating a monster when it started limping away.

I think the game as is just has a lot of systems that want to fight against each other and I hope they can sort it out.
Disagree, hammer feels nothing like world.
 

MagiusNecros

Gilgamesh Fan Annoyance
Disagree, hammer feels nothing like world.
You misunderstand. Compared to the other weapons Hammer has more weight to it in the Beta. If we want to talk about World then yes the weapons in World don't feel the same as they do in Wilds. If anything most of the weapons in Wilds feel worse.
 
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GymWolf

Member
You misunderstand. Compared to the other weapons Hammer has more weight to it in the Beta. If we want to talk about World then yes the weapons in World don't feel the same as they do in Wilds. If anything most of the weapons in Wilds feel worse.
I think that mechanically the weapons feel great (some more, some less), my problem is with the lack of hitstop, just that.
 

MagiusNecros

Gilgamesh Fan Annoyance
I think that mechanically the weapons feel great (some more, some less), my problem is with the lack of hitstop, just that.
I think if it had the right amount of hitstop they would feel much better. Other weapons like Insect Glaive are very clunky since they are very integrated with the Focus system and to get the most out of it you have to use different claw grips to use effectively. Which I am not ever going to do.

When the game launches it's going to be a HBG/GL playthrough for me.
 

Lokaum D+

Member
I think if it had the right amount of hitstop they would feel much better. Other weapons like Insect Glaive are very clunky since they are very integrated with the Focus system and to get the most out of it you have to use different claw grips to use effectively. Which I am not ever going to do.

When the game launches it's going to be a HBG/GL playthrough for me.
Yep, this was one of my complaining about the game, weapons feels a lot "softer" than other iterations

 
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Pejo

Gold Member
Looks like hitstop is back on the menu:

My colleague Lincoln Carpenter from PC Gamer beat me to the question and asked why the hitstop was toned down in the Monster Hunter Wilds beta. Tokuda explained that "some of the changes in the hitstop were obviously intentional, and some were not implemented due to the settings of the game. When Monster Hunter World was released, many of the users from overseas commented that the hitstop was way too hard and it made it difficult for them to play. So it's very positive feedback seeing the users who experienced the [Wilds open beta test] this time saying that they missed the hitstop that they were experiencing in past titles.

"It's a very unique Monster Hunter experience being able to experience that hitstop," he continued. "So it's very positive feedback from my perspective. In the current version that I think you guys had hands-on gameplay with, there was obviously a little bit of adjustment compared to the [open beta]. And for the full product version, there will be adjustments. For example, the finishing moves will have adjustments to hitstop as well."
 
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