Game: Monster Hunter Tri
Ranking: 28/100
Score: 85.00%
In the first RPG-esque game I’ve tackled so far, you get to
save a coastal village from a terrifying deep-sea creature. Eventually. There will
be lots of training and upgrading first. Lots and lots of training and
upgrading. Will Greg Anderson be proven right or will the journey prove too
little incentive to arrive at the destination?
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Does exactly what it says on the tin...(Source: Unknown) |
Intro
The manual has a consistent design and is thorough in the
explanations of each area of the game and the controls. When you load up the
game, you are treated to an opening where various mythical beasts one-up each
other in the food chain along a sweeping vista worthy of David Attenborough.
The menus are laid out decently and each option has a clear and concise
definition of its function.
The manual gives absolutely no premise to the game and
actually has some typos. The game intro itself also tells you effectively
nothing about the game - I felt as though maybe I'd accidentally skipped the
magic part that told me what my objective was.
In the intro, it would be nice to get a bit more of a hint
as to what the game is about. It's called 'Monster Hunter' so I assume I'm
hunting monsters... but I saw nothing in the intro to suggest this (in fact it
came across as though I would be playing a monster who was hunting other
monsters). Perhaps if we'd just seen some humanoid characters trying to take
down a mythical creature, this would have helped a little.
Getting Going
You get to create your own avatar for the game, and plenty
of options are available. Once you start playing the game, you are actually
told the premise of the game by the village chief in some reasonably fun text
dialogue. The tutorial portion of the game is nicely fluid; it's a tutorial
that you won't necessarily notice is one at times. The player will find
themselves engineered into situations where they will have to converse with
tradespeople in the village hub, and thus will get to know the various
levelling-up options available. The game gives you plenty of opportunities to practice your new skills by guiding you towards certain 'tasks' to build up
your quest accessibility and by giving you free reign to visit the woods and
the various areas to hunt and gather. The player is rewarded for performing
such acts, so it directly encourages the player to explore the area. Quests,
once available, are groups into difficulty levels, allowing you to tailor the
learning curve to a degree. this is another game that shows ill-health and
stamina loss on the character as well as the HUD - when your character is low
on stamina, he/she not only moves slower, but they clutch their stomach and
keel over a little from hunger.
This is a very slow burning game, and one you clearly need
to invest a lot of time in if you want to make a dent in it. Even the game
characters are apologetic about how insignificant some of the quests are. There
is a real risk that the player could get a bit bored of constantly foraging for
mushrooms and slashing at a small number of enemy types.
Although this is a game that is deliberately slow-moving, it could
still build you up a little faster. Introducing a few more dangerous enemy
types a little earlier on and making the initial level-up process a little
easier would give new players a taste of things to come and keep them interested.
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It's all fun and games until someone talks to you and obscures even more of the screen.(Source: Unknown) |
Fun
There is a surprising amount of variety for a game which
hands you a premise of capturing a giant sea monster. You have the option to
perform quests, to gather valuable items in the woods, to hunt animals and
carve meat and other valuable commodities from them for you own use or to sell,
to take on the varied requests from the villagers to perform tasks such as
mining for ore and to grow your own crops on the farm - you can even play with
the pig! The characters you converse with do have their own little
personalities. The different animals you can hunt will always give you benefits
if you kill them - such as resources and goods - but at the same time, if your
health or stamina is low, or you need to sharpen your weapon, you might be
better off trying to leave them alone; there's a definite element of risk
versus reward at play which makes you think a little about your actions. Plus,
sometimes your low stamina can mean you need to hunt in order to obtain food to
boost it even though you're not in the best shape to do so; this also results
in you having to cook the meat you carve from your kill, and you do so over a
BBQ spit to an amusingly jaunty tune. The fact that you can see how each quest
or villager request will benefit you in terms of increased experience or money
to level-up is especially good because it doesn't feel shoved down your throat;
the game lets you think you're conjuring up a strategy even though it does give
you a solid framework in which to progress.
Any sense of danger or tension is very limited in the
earlier stages of the game; there's a lot of wandering through the woods,
hacking at defenceless creatures and picking mushrooms. Also, some of the
spontaneous 'help' given to you throughout the game actually hinders you. For
example, one objective involves obtaining iron ore; you are given a pick axe
and sent off into the caves, which are dark even when you have a torch to
illuminate the way somewhat. I spent ages simply wandering around the same two
cave areas trying to find anywhere that would give me an action symbol and
therefore meant I have found the elusive iron ore. In fact, it turned out I
stumbled across it reasonably quickly - but the game gave me a 'helpful'
message from the chief asking if I'd found the ore yet. As you can move around
while these play, and even the slightest nudge of the Wii Nunchuck will
generally send your character two steps in said direction, I managed to
completely miss the visual cue which shows you can mine in that area because
I'd managed to wander a polygon away from the area I needed to be in. Another
awkward thing about the information the villagers give you is that it doesn't
seem to recognise when you've already performed such an act. At one point you
are given a cryptic clue about something interesting near a brazier outside of
the village. I presumed I'd found it, but then afterwards someone else gives
you the same cryptic clue. Had I missed it? Did the game just not realise and
was telling me anyway? It was surprisingly hard to tell.
The difficulty curve of this game could be a little steeper,
just to keep players feeling challenged even during the process of building up
experience and skills. There is also no need to let me move while the village
chief or whichever other character decides to give me some helpful hints; the
player can't do anything while trying to read a swarm of text, so just freeze
the game for those few moments. Another thing that would be great is if it were
possible to prevent certain text help coming up if you've performed a certain
task prior to alleviate confusion; for example, in the scenario where I
explored the brazier, make it trigger a suppression of the appropriate help
text.
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The Monster Hunter food chain in action.(Source: Unknown) |
Visuals
Graphically, the world is very detailed and varied; you get
majestic mountains, green and lush meadows and dark dank caves all within a
short walk of each other - even the water looks particularly inviting. The
creatures you encounter all look suitably different, making it relatively easy
to tell them apart at first glance once you've encountered them. It's also
generally easy to spot where a unique land feature might contain items you can
forage or mine, as the graphic for these stands out against the landscape in
terms of colour and shape. The game also helpfully hovers an appropriate icon
above you whenever you can interact with an object. One thing I particularly
liked was the realism of the characters; you can play as a male or female
hunter, and both had sensible bodies - the male avatar wasn't ridiculously
buff, and the female avatar actually looked like she could handle herself in a
fight, rather than trot down a catwalk. Little things like that add to the
realism; the fact that your character shows when they are low on stamina or
health does this as well.
There are some minor issues where your sword clips through
your shield. However, the biggest problem is with the HUD. There are so many items plastered all over it that it can get in the way of your view. Also, the helpful icons that show
you how you can interact with an object will sometimes appear with a cross
drawn through them to indicate that you can't interact with it at that moment.
However, it never states why. This causes the dual irritation of obscuring the
icon so you're unsure of what it refers to anyway, and making it impossible to
figure out what you need to do in order to perform said action; could it be something
as simple as you need to select a different item or do you need to obtain some
new tool? Maybe it has nothing to do with any of those things - you will never
know.
I'd like to be able to toggle the HUD items so I could hide some from view; that screen can get really cluttered which isn't helpful when you're trying to fight a dangerous monster, only to find the map is in the way. It would also be very helpful to actually show why you can't
interact with an object, not just that you can't. For example, keep the icon
but have brief text such as 'You need a key' or 'this pick axe isn't strong
enough'; anything to give the player a clue so they don't waste their time
trying every possible combination they can think of. There is enough to do in
this game that this isn't required to draw out the gameplay.
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Look at the beautiful vista! Look at it!(Source: Unknown) |
Intelligence
The creatures you have to hunt behave in certain ways
depending on their species, which forces you to react to them in different
ways. Some creatures can be scared off by torchlight but others will be
attracted to it; this will allow you to lure them out or scare them away as you
see fit. As the game progresses, there are a number of ways you can capture or
slay creatures by utilising their unique characteristics; it's possible to bait
traps and use scent to attract your prey. This makes the core hunting gameplay
so much more interesting than simply hacking and slashing. Most of the time,
when you attack a member of a group, the others would either come to its aid or
have a mass panic; which is realistic behaviour. Oh, and there are also
creatures that will just steal stuff from you, which is oddly amusing.
I did have one big problem with the way the enemies behaved
- there were some that simply didn't react if you killed one of them! I hacked
at one member of a docile herbivorous species and the others just carried on
their business, which really pulled me out of the moment. Even the most
non-threatening of creatures would at least run away.
With a game like this that focuses so much on the concept of
hunting, the creatures you hunt really need to behave consistently and
believably. The different species need to exhibit 'fight or flight' when one of
their own is attacked. Another aspect that could be interesting, and may well
be employed in later stages of the game, is the idea that plenty of animal
species will attack their own if shown to be weak or injured. Why not make
losing your quarry to another predator or member of the group a potential risk
when attacking certain species?
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It's lucky you have a big Item Box. (source: IGN) |
Immersion
This is a very absorbing game by virtue of the many
interlinked tasks you have to perform in order to proceed; you have both the
immediate task in hand and the bigger picture in your head while playing which
adds to the immersive experience. Although you have prescribed quests that you
need to complete to increase your skills, you are still able to perform tasks
outside of this and you are given the freedom to explore the world around you
at your leisure. The linearity is certainly there, but in the guise of
suggestions; you will have to play the game in a certain way to advance, but
you can do all sorts of things in between. The variety of tasks available in
the game to complete, such as quests, hunting, gathering and mining, are introduced
in such a way that there always feels like there is more to learn; the further
into the game you get, the more opportunities are opened up. It's very easy for
an hour or so to fly by as you complete a villager's request, so that you can
purchase new weaponry, so you can go and tackle those tougher beasts...
everything builds up and allows you to see how your actions will cause the game
to progress beyond completing a single quest.
Little niggles were the thing that really pulled me out of
this game, such as when you attacked creatures and their group did not react,
and the unclear HUD messages that served to confuse rather than enlighten.
Sometimes the icon that appears when you can interact with an object but not at
that moment does not make it very clear why. This happened when I was trying to
return to the village after one point. The 'A' icon had a big red cross through
it and it wasn't clear why. Eventually I worked out that you couldn't enter the
farm or village areas with your weapons drawn, but given you can't use your
weapons in the village anyway, it seemed rather pointless. Oh, and if you have
your weapons drawn, you can't perform other actions. The sentiment behind this
is fine, but it means you also can't tell if you can perform an action; for
example, if you kill a creature, you can generally carve up meat and other
products from it. If your weapons are drawn (which after a kill, they will be),
the appropriate icon won't be displayed, and it takes a while to get used to
that.
The information on actions you can perform on a given object
could be made clearer by means of a brief text explanation as to why you can't
perform a certain action. I also don't see why you have to go to the trouble of
sheathing your weapons before you can enter the village or farm; just have the
character do so automatically before the transition to that area - as you can't
draw your weapons in these areas anyway, it has no impact on the gameplay save
to make moving from one area to another less irritating.
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Warning: Character movement will appear faster than it actually is in-game. Much faster.(Source: Unknown) |
Cameras
The camera is third person and follows your character to a
degree; your character will look up, down and 360 degrees around by using the
control pad on the Wii Remote. This is useful when you want to inspect an area
for potential prey or foraging opportunities without having to run around and
drain your stamina.
Unfortunately, the overall effect of this is one of extreme
clunkiness the moment you need to move and look at the same time; if you want
to change direction you have to use the control pad on the Wii Remote to line
the camera up with your movement. This is not a very fluid way of manoeuvring,
especially when you have to jab and twist the Wii Remote itself to attack!
Why not simply change the camera to be fixed on the player
or even be first person when you draw your weapons? That way, you don't have to
fiddle about with the camera angles when you're trying to fight.
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'Fire good. Meat good.' You carry all that in your hunting pouch, by the way.(Source: Unknown) |
Controls
The controls are reasonably straight forward; you move with
the nunchuck control stick, you attack with the Wii Remote, the A button uses
an item and the C button selects it. Other options are available from menus
called up by different buttons. Despite the hefty manual containing lots of
information on this, I found I didn't really need to refer to it; it was fairly
intuitive and when it wasn't, there was an in-game prompt the first time you
tried to perform said action. One nice touch that was in this game was the
option to cycle between numerous characters when they were nearby and you had
the option to speak to them.
I did have some issues with the controls, mainly how
difficult it was to control my character in the 'hub' areas. She would not step
forward easily at all, and would charge off if I so much as nudged the control
stick. This is especially annoying when you need to talk to certain NPCs and
the option to do so vanishes because you've managed to step outside of their
action space. Ironically, once you're out in the woods and are able to fight,
you seem to move rather slowly - even your running speed isn't that fast.
To make the whole hub world a little easier to handle,
either increase the NPCs action space so lunging forward won't prevent you from
being able to interact with them, or allow the character to make smaller steps
when nudging the control stick. It would certainly make me happy.
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'Umm, sure. Whatever, dude.' (Source: Unknown) |
Ideas
The variation in gameplay coupled with the open world
environment gives a good element of freedom to the gameplay; for example, if
you want to improve your stats, you can forage, hunt or mine. The resources you
acquire can be sold to the village or kept to upgrade your own weapons and
inventory. You aren't stuck just stabbing low-level creatures for hours at a
time. However, this open-world style doesn't leave you entirely abandoned
trying to figure out what you have to do. The NPC characters offer suggestions
and hints to guide you through the game's narrative, but the player isn't
forced to follow these; you'll need to eventually, but if you want to ignore
the quests and keep digging up mushrooms, nobody's going to stop you. This game
also has a lot of nice touches; your character is fully customisable and can
even be changed in-game. The other characters you interact with seem to have
distinct personalities and their own unique way of phrasing things. I
personally really like all the little animations your character perform when
they're using the BBQ spit to roast meat or are low on stamina - it gives them
a liveliness that's rather fun. There is also an option to play online with
friends, or to take your game data on your Wii to a friend's house if they have
the game, which both encourages a MMORPG feel but with real exclusivity - you
get to choose who inhabits your virtual world. Also, some of the creatures are
so cute, you'll actually feel pretty awful having to kill them for their
resources or to fulfil quests. I like this as an addition; it makes you ponder
the environment and the effect you have. Do you want to slaughter everything in
sight or just kill what you need? You also get to play with a pet pig on the
farm, which is weirdly cute; you can name it and everything! It's completely
pointless but I'm really glad it's there.
An area where you get very little freedom is in the quests.
More are made available as you complete them, but they are unlocked based on
difficulty; this is good as it lets the player slowly build up their skills and
technique, but it doesn't let you just try an extreme difficulty quest just for
the hell of it. It also seems that if you fail a quest then that's that; you
can't replay it. This seems a little silly because you can just quit and reload
a saved game to get around this, so why bother making a failed quest unplayable
again? One thing I found rather odd was that you can choose a name for your
character, but nobody seems to use it in the game. I could understand if the
dialogue was spoken as this would be fairly impossible to do accurately, but
all the dialogue is in text! It would be no problem to add the name for the
character here in place of 'hey, you!'. In relation to this, I found playing as
a female character resulted in some slightly odd conversations. They were
mainly gender-neutral, but the chief's son suggested at one point that I should
basically flatter the guild sweetheart a bit so that she gets me good quests.
Is she gay? Am I gay? I don't really mind either way, but it jumped out as
being a bit unusual for a casual acquaintance to throw that out as a
suggestion. The same situation occurs when the 'Gal with the Goods' gets
excited when she realises you're a hunter and proclaims herself to be a 'hunter
groupie'. I was left feeling that the writers didn't realise the connotations
of that, regardless of my character's gender.
It would be great if the name you select for your character
was actually used in the text dialogue to increase the personal touch. I'd also
like it if more challenging quests were made available early on, just so you
could try your luck if you felt like it. In fact, it would be an interesting
feature to up the gain you make on a high difficulty quest when you are
inexperienced for it, just to reward you for chutzpah - but then really punish
you for overreaching if you mess up. Oh, and if the writers could look up
Pamela Des Barres, that'd be great too.
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You can go hunting at night around several green areas in London, too. You just garner a different reputation.(Source: Unknown) |
Memory
This is a really enjoyable, slow paced game that encourages
you to explore and practice a wide variety of skills, while utilising them to
gain tangible rewards to further you through the game. As you play, you always
feel as though you're progressing in some way, however small; a game like this
could easily leave you frustrated as you hunt and forage with seemingly no
advancement to show for it. The conversations you have with the NPCs are
generally dotted with gentle humour and you are actively encouraged to be
social and cooperative throughout the game.
With a slow-paced game like this, obviously it takes several
hours just to scratch the surface. So far, however, it feels as though there
isn't much of a challenge. I can see that the player will meet stronger and
more vicious creatures to fight, but it also felt a bit like you were just
going through the motions. There was nothing to really think about in terms of
tactics or strategy beyond the obvious. In fact, the first quest you get is an
incredibly easy 'pick some mushrooms' task - and even your guild contact
apologises for it being dull.
I think a lot of the issues I had with the onset of monotony
will be cleared up as you go through the game. The manual boasts of setting up
traps and learning to capture instead of killing creatures; it just seems to
take too long to get there. I'd like to see some simple baiting or luring
tactics brought in much earlier; maybe some villagers could hold fishing
lessons or snare classes - something optional that lets you have a go at these
abilities without impinging on the overall narrative and skill building. This
would give potential players a taste of things to come and keep them going through
mushroom foraging quests.
Overall, this is quite an immersive game that provides
plenty of distractions from the overall goal to keep you entertained, and has a
nice sprinkling of gentle humour to keep the tone from getting too dark. Some
of the clunky controls and awkward icons can make the gameplay a little
frustrating, however.
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