Monster Hunter Rise: Sun Break review. Extremely legitimate finish for additional content
Monster Hunter Rise (hereinafter referred to as Rise) released in March last year has introduced a game design based on the concept of simplicity and has a large scalpel in the tradition of the series. Acquired an action and game tempo that did not. As a writer, it was a good work that was called a masterpiece. Monster Hunter Rise: Sun Break ** (hereinafter, Sunbreak), which was released as a super-large extension content of the work, has also been made in the game, focusing on simplicity. It boasts extremely high quality as an additional factor in extending the experience of Rise. However, because of the concept of simplicity, it also contains the lack of influence not need to use, making it difficult to create an experience unique to Sunbrake.
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Extremely legitimate additional content
Before talking about this DLC, I would like to touch on the content of Rise, which is an additional source of content. In Rise, which was created as the main hardware, Nintendo Switch, which has the nature of a portable device, incorporated various ideas to provide users with a series-like experience to users. Field search → target discovery → Hunting series is the review of the tradition of the series itself, and the existence of action through Shokushi that does not interrupt the game tempo. Through the speeding of the game speed due to the decrease in difficulty compared to the previous work, the burden on hunting per player was reduced, and a loose experience like Monhan was gained in a short time. For the ideal of the concept of the series, Network Action Game, anyone can participate, he steadily walked from the time of Monster Hunter: World.
The DLC Sunbrake released this time also has a design that incorporates simplicity throughout the newly added new content. The first thing I want to touch is the new action Replacement.
In Rise, you can select a gauge-consumed action Iron Gin Technique and some normal attacks in advance from the action that supports the replacement, other than the equipment for your character. It was established as a customization element. Due to the game design, which is one of the fun pursuit of theoretical value, it was an element that gives a sharpness to the action surface that tends to converge to the maximum firepower combo.
Replacement is a seamless form of choice of action that needed to be performed in advance even during battle. To be precise, it is a system that allows you to switch the combination of two sets of 5 actions registered in advance during battle by command input. This will realize the use of techniques that could not be compatible at the time of Rise, and the tactics will be further expanded, along with the action added in Sunbrake and the overall weapon adjustment. rice field. It is regrettable that the specifications that cannot be switched with one button with one button for input are regrettable because some people can get a failure, but with the simple content of just switching the set without confusing the player. It is a system that bother you.
Another interesting thing is that many of the skills related to replacement ask about the skill of the player. For example, Aiki is reduced by replacing at the moment when the opponent's attack is hit. If you increase the level of skills, you will be able to avoid the attack while disabling the attack. Now, many players have practiced changing, and the acquisition of related skills is mainly in the middle to the end, so it has been able to present specific step-up indicators in a natural way. It is a wonderful system that adopts different actions for each player and enhances the RPG element and creates a depth as an action game.
By the way, it is possible to smoothly defeat enemies without actively using change. It is not a game balance on the premise of replacement. Although it does not impair the simplicity of the sale of this work, this means that some players do not particularly play the same from Rise.
Additional monsters are similar in that not only the motif of the Western Youkai, but also the fact that continuing to attack creates clear advantages. Gore Magara buffs the player by taking a specific amount of damage within a certain amount of time, such as Mel Zena's Bloody Bloody, which will recover his physical strength as much as the decrease in resilience. Many monsters are implemented in the mad dragon virus and that if you continue to attack specific parts, you will be inexpensive in a special form, and the puppetization monsters equivalent to one of the end content are typical cases. Hit. The higher the proficiency in the battle, the easier it is to create a situation that is more advantageous, so you can easily realize growth in a visible form, regardless of the type of weapon used by players.
Speaking of additional monsters, I have to touch on the appearance of the spectacular dragon Espinus. Since his hometown, Monster Hunter Frontier, is established under a different world view from the main series, it is difficult to make the monster in his land as a living thing living in this world. It was said. Therefore, the fact that the monster of derivative works was able to appear in the main series means not only the fan service, but also the spread of the world view of the series itself. In the future, not only the Monster Hunter Frontier, but also the elements of Monster Hunter Stories may be incorporated in the main.
The new field, Jungi Forest and Castle Highlands, are designed to strongly influence the revision of the features of Rise mentioned above, Field Exploration → Target Discover → Hunting Traditions. In Rise, the field search and monster hunting were completely separated to create simplicity. As a result, the contents of many fields are clearly divided into a narrow location for search and the open space for hunting. The tendency is strong in the jungle and castle highlands, especially the search location in the Castle Highlands is so elaborate that the player reminds the player of the action RPG based on dark fantasy. There is. The Otomo Reconnaissance Corps, which is used up but adds a new Fast Travel Points, is appropriate for the word that itching reaches itchy.
Note that the field gimmick, which is a source of damage to monsters, has been added. In Rise, the dragon system has fundamentally overturned the tradition of combining multiple monsters, and turned dangerous living together in the same field into a fixed damage source. The game tempo is no longer impaired to divide. In Sambreak, the hunting speed is further accelerating due to the increase in damage sources similar to field gimmicks, including Irosukimushi and Onikutsu. Although it is necessary to guide the monster to the gimmick to use it, the tempo does not break because it can move quickly by using a dragon. And these are not gimmicks that require a use during hunting, just like replacement. Even if it cannot be used well, if it is a solo play, it can be defeated by a master rank monster in 15 to 20 minutes (if you have equipment suitable for progress).
The Friends Quest, which allows you to capture quests in cooperation with a specific NPC that appears in the story, is a system that appeared in the Miraboleasy match in Monster Hunter World: Ice Bone (hereinafter Ice Bone). But it responds to the recent demand of wanting to experience multiplayer-like experiences. In recent multi-play titles, measures have been taken to relieve the resistance to multiplayer of players in order to expand the user base. That is why Rise is taking various means to lower the weight of hunting, softening the responsibilities of individual players during cooperative play. However, there are still many users who are not good at multiplayer. In fact, MMORPG, such as Final Fantasy XIV and Dragon Quest X, is planning to provide sufficient experiences in solo play. Allies quest can be said to be a system that focuses on this trend.
In the Allies Quest, the NPC can accompany the quest up to two people in the state of solo play. It would be easier to understand if you have the image of a quest that can be used with up to four Otomo. NPCs can select weapons to be used in advance, and some of them have each person's behavioral patterns, and if there are those who actively attack, some will mainly recover and support. It is not only a battle that cooperates, but also the player will take a reaction, and sometimes burns meat. If you choose a specific NPC combination, you can hear a pleasant interaction.
The main series of Monster Hunter is based on the concept of network action games that anyone can participate and looseness that no one is forced to do the same behavior. The existence of NPCs that respond not only to combat but also to all acts in general is performed in a world where the fun of this work is not all about hunting monsters, natural and unique creatures. It will show the players again that they are participating comprehensive activities. This is a system that can only be used in the future series in the future series, because it can only be experienced in the Allies Quest.
Feeling like playing last year's game
Sunblake has enough additional elements for existing content without breaking the concept of simplicity. The volume and individual quality are perfect. It is extremely legitimate as a download content. The only worrisome thing is that, compared to the same super-large expansion content, Ice Bone, there are fewer proposals and challenges of new experiences for players.
For example, the appearance of monster rides and clutch claws in Icebone has renewed the development of the game (apart from the results of the result). Monster Ride promotes the speed of the game, and the system of damage and blowing by clutch claw is an element that further expands the experience from the former multiplayer four people take an independent action. It was 1. Iceborn was a new game of a series that will be released for the first time in about a year, which is not in the area of additional content. Monster Ride is a Omo Gark, and the Blow is integrated with the riding battle that continues from Monster Hunter 4, and is also introduced as Ryu as Ryu.
On the other hand, the only challenging element in Sambreak is the only thing that Espinus has appeared. Although I purchased it as a new product released this year, I could not wipe out the feeling of playing again in March 2021, and after finishing the numbering title, I remembered the time when I bought the full version again. became. Due to the concept of simplicity, there were many elements that had only the influence of or not to use, and as a result, there were few opportunities to feel the unique experience of Sunbrake.
The factors are not possible to present plays that have been replaced by the Omitu Night Transition, which have been omitted due to the world view, and the production on the story that has been intended to enhance it is scarce in situations other than the final battle. That is also big. I think some people think that the size of the additional content is just right, but I'm sorry that the new work for the first time in a year has fallen into the normal additional content. I wanted the development team to discover issues that have led to the main series so far, and the solution capabilities I wanted to demonstrate the size of additional content.
Fortunately, for a while, a new system will be implemented not only for new monsters but also with end content through continuous updates. I want you to provide not only the experiences on the extension of Rise, but also the unique experience of Sunbreak.
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