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A Brief And Quick Breakdown For Monster Hunter World
GameOn Magazine
|Issue 95 - September 2017
Owen wrote down everything you need to know about Monster Hunter World

Recently Capcom have released two videos thus far surrounding the hunting experience of the latest title to be announced: Monster Hunter World. Which. for those unaware, is part of the main Monster Hunter series, this being the fifth generation’s first entry. The original E3 trailer didn’t do much to excite the diehard fans of the series for many reasons, the open nature looked like it’d pave the waves of easier hunting experience lowering the skill floor and ceiling dramatically. Which wasn’t helped by the lack of information regarding Monster Hunter XX (pronounced Double Cross, as the letter X means cross in Japan) on whether or not it’d be brought west side, no news or statements were given other than the usual nothing to say about it. But with two “live” demonstrations given, one in Japanese (which did contain multiplayer and how it worked) and English (pure single player hunting experience). I thought it’d be time to do a quick summary of what World will entail.
More dynamic and fluid hunts:
Lots of information has been circulating about this already, but in essence: gone are the old days of loading zones with its segregated map zones. All of it is relatively open in a open world like structure for each location. Along with this is a change in Monster behaviours, now they will pursue you actively (if engaged) across the map. But finding them will be more difficult with them actively roaming the location with its own aims and goals. This means understanding the map, vantage points and their respective behaviours will lead to less repetitive repeat Monster engagements. Short version, hunting section of hunts are less arcady and more actually tracking the thing.
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