What’s happened lately in The Monster Hunter franchise, it’s difficult not to be struck by Capcom’s strategic approach of pushing it to new platforms, markets as well as audiences, transforms a classic to the most ardent fans into a huge success. In addition to the World launched for “big” platforms, and the more accessible for newcomers Rise The developers aren’t forgetting the spin-off Stories and are and are releasing the sequel to the Switch as well as PC. In this review , we share our thoughts.
- producer: Capcom
- Publisher: Capcom
- Date of release: July 9, 2021
It could be it was the initial Stories for the Nintendo 3DS in 2017, which can be considered to be the beginning of the series’ journey “into the lives of the people.” Contrary to the more arduous hunter-based gameplay of the original series Monster Hunter Stories was something completely new and more easily accessible. It was a very simple JRPG even when compared to portable consoles, featuring full-blown storyline and turn-based battles that abided by the rules that govern the game.
The second chapter of Stories continues on the same pattern, while incorporating the concepts laid out by the game’s predecessor. It is technically an immediate sequel, as the action is set in the same setting after the events in the first game. However, having played the first part to get a better understanding of the events of the second section is not essential. The games are interspersed only in terms of reference, setting and characters.
- 1 Old world New characters
- 2 Sack them all!
- 3 Spearguns naked!
- 4 Still Monster Hunter
- 5 Technical
- 6 Verdict
Old world, new heroes
In essence, the game (and the whole sub-series) should be named Monster Rider Stories. The reference to Hunters within the name refers to the game’s general world, and we play as the Riders which are an alternative community that has an entirely different view about the universe, creatures, and their differences with the Hunters and are included and presented from a different perspective.
The introduction cutscene which the game presents to immediately after the character’s creation, briefly describes the setting, plot twist , and the background that the protagonist. The character of the game is grandchild of the famed Rider known as (or known as) Red, who lives in the village inspired by Polynesia, Mahana. He’s still young and has a lot of things ahead of his, and he only arrives at a major celebration in his community.
In accordance with the rules of the genre the situation is not as it always does. The festivities are disrupted as the village’s guardian the massive dragon-like Ratta the Guardian has decided to go away and give the egg to an unknown girl. He’s not the only one. In the same scene, we can see all of these dragons, referred to as Rattalos floating off to someplace. This is enhanced by a strange light and the presence of Hunters who are as well as being invited to the event – however, despite their formal relationship they have their own agendas and motives. This means that there is a worldwide danger. Guess who has to take care of the mess?
In contrast to Rise in which the plot was simply a formal add-on of the quest, in this it’s a complete story and every quest is dependent on the narrative. Although it’s a linear story and the missions usually are about defeating a monster, with the help of well-staged cut-scenes an easy story is told in an extremely interesting manner. However, the side quests are just like in Rise and Fall – you have to go fetch/kill/drive on a mission board. There’s nothing interesting, but an excellent method to earn zeni, which is the name of the local currency.
Sack them all!
In general, riders lead an eco-friendly lifestyle than Hunters. They combat monsters as well and may even utilize them as raw materials to make weaponry and armour. However, their primary goal is to create domestic monsters using eggs, referred to as monsters (yes they’re fundamentally different concepts) and further taming to serve the motive of riding.
In Rise we can be a monster rider, however, only for a short period and solely for the purpose of inflicting damage. Here is the core of the entire game and the monsters and riders are the best of buddies. To aid in this relationship are Communication Stones – special magical objects that allow players the Rider an ability to talk to the monster at a psychological level.
The first monster is given to us by a friend and teacher named Kayna, but almost immediately we learn how to find monster lairs, take other eggs out of them and breed new pets.
This is among the most exciting aspects of the game, similar to the Pokemon series. Stories 2 has over 200 types of monsters known to those who are fans who are a part of The Monster Hunter universe. Most of them will find an egg from which the village stall monster , born ready to take for a journey with you.
You can carry a group of up to five monsters along You can switch between them choose randomly and quickly switch between menus. Monsters assist us in battle and also in exploring the world, and also among their skills – not just combat strategies but also quite tranquil capabilities.
The player can also swim. another can climb up plants and a third one can leap or jump, a fourth could search for resources and there are many more. The whole thing is employed in games, and can even be used to create an element of puzzle where certain areas with both valuable and less useful resources must be found in a specific way.
It’s the combat system in JRPGs which creates games in this genre that are distinct and attractive (or not appealing) for players. Combat with Stories 2, as in other Japanese RPG, have a many turn-based battles, with the option of taking actions The mechanics are easy and accessible, but they are fascinating. The game is hardcore and isn’t sour however the majesty of the universe is preserved by the game completely and it’s worth knowing the subtleties, and it becomes difficult to get off.
The basic principle of fighting in the first section is the concept of “rock /scissors/paper” among the three kinds of combat: power, speed and the technique. Power beats technique, technique beats speed, speed beats power. This is apparent in the known as “battle between equals” where our protagonist and his opponent decide to attack each other.
Visually, this is presented as a beam linking the two sides, then an actual video of the battle with the winner “hitting” the whole screen (the screen is split even in the event of an outcome of a draw). It’s important to remember that winning a game with equal odds just increases the harm we cause and reduces the damage we sustain however it doesn’t eliminate the issue completely.
Additionally and causing damage, winning a game of equals will charge the bonding scale. It is the mana equivalent in the local area that is used to apply special abilities, and when fully charged, you can take on with a monster. The health monster is restored, as does the riders, boosts attack and defense, and are able to use the skill connection, an oblique “ultimatum” ability that deals a lot of damage, and a plethora of effects videos.
The remainder of the monster will fight on its own, however, we can tell it to select the attack type it prefers.
If the attacks of the character and monster are in line and match the opponent’s attack type in a double attack, then the attack is made – with an increase in damage and a high connection charge. Skills are essentially special type attacks, which are also divided by type (powerful/technical/speed), or defensive abilities. You can also switch weapons at least once per turn on the menu for skills.
There are six kinds of weapons used in the game, including that of the sword with two hands, swords with the shield and hunting horn, hammer from the beginning which was added to the bow as well as the famous “monhan” speargun. There is a range of Rise to the point of techniques of its use with the characteristics in the system of combat are not too different, but each weapon that is used in the game comes with distinct capabilities, and uses different kinds of weapons that are not just fascinating and useful.
Weapons differ in damage type (slashing/stabbing/shattering), and monsters differ in resistance and vulnerability to it. Additionally, certain monsters let you pick an area of the body to strike to take away a valuable resource or even neutralize the power of an enemy.
The cherry on top is the monsters that get angry by hitting body parts or for any other reason get into a fury, which triggers QTE-events that are vividly illustrated that require us to win by playing the role of the monster, and press buttons in a specific speed or with the right sequence.
After the battle , we’ll hold the usual JRPG “debriefing” including an inscription on the rank (it is contingent on how quickly and efficiently we were able to win) and the presentation of awards and the results of pumping.
It’s true, but unlike Rise and other classic Monster Hunter titles, there pumps, though somewhat basic. Our hero’s pump simply boosts his health and damage and provides new capabilities to monsters. All monsters on the team get pumped regardless of whether they participate in the fight.
However, as distinct as Wings of Ruin is gameplay-wise from the main series the entire universe is visible – and that’s an excellent thing. Making weapons and armor from monsters, making craft, and collecting resources are as important in this game as they are in Rise. Many recipe ideas are also shared even though certain things (like traps) are utilized in different ways. However, the resources available in games, to my mind are more bright and evident than those in Rise.
Like the previous games of the series, different biomes that have their unique fauna and flora features await us such as forests, the coast, mountains. In contrast to Rise this one, the world here is divided into distinct areas that you discover when you travel through, permits players to visit any previously-discovered location at any point regardless of what task you are undertaking.
The flip side to this story was that it was not able to create an online ecosystem. Here the monsters don’t form food chains, and they do not compete with one another instead, they simply walk around the areas to be ready for battle with the player. However, the possibility of choosing the day of the week for their mission remained, and where the monsters are within the areas is distinct.
Of of course, “Monhan” is unthinkable without Kottes who are cute, smart SEALs that are in Wings of Ruin are responsible for a quick movement in caravans-Kottavans and creating beasts inside stalls (this important role is known as Kottyuh) and also coordinating online games (it requires the Nintendo Switch Online subscription). A slightly altered Kott Naviru, a character who has been transferred from the beginning that serves as one of the game’s main characters, a hilarious guy and a close friend to our protagonist.
For those who are avid collectors, there is access to Monster and Monster encyclopedias and Rise players will be able to enjoy rewards that are reciprocal for both of the games. For instance in Wings of Ruin you can wear the armor that looks like Kamura, the Hunter of Kamura and also bring out Palamut as well, and in Rise you can put on the same armor worn by the Rider.
The technical assessment of Wings of Ruin was probably the most difficult aspect. I played it on the Switch’s original platform. Overall even if you exclude the console hardware the game appears pretty decent – and is comparable to BioShock or Borderlands ports. Borderlands and BioShock ports.
The resolution, as per VG Tech, in stationary mode is 1600×900 when playing and 1646×1080-to- 1920×1080 for cutscenes. When you play in portable, the resolution is 1088×720 to 1280×720 for both. The frame rate of the handheld is consistently higher than 30 FPS In the docked mode, it’s at the edges – occasionally the picture appears blurry.
The graphics might be attributed to the game’s positive side, but because of one “but” the sheer power of Rise and the dazzling visuals that Wings of Ruin objectively concedes. Stories 2 has a more cartoony style, and has more vivid and vibrant colors. It is very appealing and pleasing however the wow factor isn’t anywhere near as impressive as Rise. Similar can be said for the music – it’s stunning and top-quality however it isn’t able to be compared to the main theme from Rise.
The reason Stories 2’s Rise can be found in the control panel. Of of course, this could be explained in terms of more simple mechanics, but in general, those controls of Wings of Ruin are much simpler, more comfortable , and easy to use. It doesn’t need to be learned by accident.
It is also worth noting the fact that the in existence Monster Hunter game series receives the Russian translation is very nice. However, it does have some flaws. At times, there’s a sense of being localized made in rush, which led to offending bloopers like different languages for one monster (eg Fangfang/Fullfango). However, you will see that the translation was done with love and passion similar to that of Rise and the language generally appears uniform.
Wings of Ruin is not only a stunning sequel to Rise it is also an excellent game from the Monster Hunter universe. It’s a bit more difficult than Rise technically, however it compensates by offering a new perspective on the setting and a completely new gameplay. It’s certainly worth taking a look.
The second installment of Stories keeps all the excitement from Monster Hunter, and now what was an individual spinoff is now having every possibility of becoming a fully-fledged sub-series, and is attracting more players to join the crowd of Monster enthusiasts, especially considering that the game was released on PC in tandem with Switch. It was released earlier than 2022 Rise.