Early last month, Monster Hunter Wilds, the newest mainline entry in the long-running series, had an open beta on all platforms to give players an early taste of the action (and the developers some much needed feedback). While the beta was received well, many players agreed on one thing: something a♔bout the combat felt.. off. Things were a little limp, and the culprit quickly became apparent: a
For the uninitiated, “hitstop” is a period of freezeframes that games and animated media employ during a big impact to really sell the weight of the blow. It looks unrealistic, but it’s ultra-satisfying when done appropriately, and it’s a Monster Hunter staple.
A new interview with the game’s director, Yuya Tokuda, reveals that the change was ironically the result of us Westerners complaining too much. “Many of the users from overseas commented that the hitstop was way too [intense],” Tokuda said regarding Monster Hunter: World. He expressed relief that players wanted it back, saying the feedback was “very positive.”
of the game’s latest playable build have already reported vastly improved hitstop, making combat feel weightier and more satisfying. Speaking of combat, some weapons are getting ahead of release, those being the Insect Glaive, Switch Axe, Lance, and Sword & Shield. As a lance player who heard less-than-favorable things from the open beta, this makes me very happy.
I wish I could throw my two cents into the opinion well but unfortunately I was out of town during the open beta. From the sound of it, I too would’ve been disappointed by the floatier feeling combat, but I’m almost glad I was spared that month of gnawing anxiety before learning about these positive changes. Monster Hunter Wilds is shaping up to be a series great, thanks in no small part to the team’s enthusiasm for feedback.
Published: Dec 5, 2024 02:23 pm