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Monster Hunter Generations

Edge

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Christmas 2018

How returning to the past revealed the beating heart of the hunt.

- Alex Wiltshire

Monster Hunter Generations

Pack ten mega potions, five pickaxes and five bug nets. Some antidote, shock and pit traps, and perhaps a set of tranquilliser bombs. Bowgun ammo and bow coatings, if they’re your weapons of choice, and cool or hot drinks, if you’ll need them. Next, sit with your fellow hunters to eat a meal. And then, only then, the hunt can begin. Monster Hunter is a game of rituals, of routines and rites which help you feel like a fearless master of the wilds, a hunter who can halt a wyvern the size of a house.

Few games quite capture the same sense of gently escalating proficiency, as you learn the many layers of mechanics that have accumulated around the series over its five core games, and many more remixed ports and expansions. Carting, traps, applying status effects, skill thresholds, body location weaknesses, where to find rare bugs, ores and mushrooms, habitat preferences, palico abilities, coatings, phials, oil, essences: Monster Hunter’s depths are broad and demanding. Even veteran hunters can be forgiven for knowing little of how many of the weapons work, or for needing to be reminded of the arcane relationship between a weapon’s damage output and its power, elemental bonus, affinity and sharpness. This is a game in which rituals help ground and disseminate the weight of knowledge it takes to climb the hunter ranks, from Low to High to G.

When Monster Hunter Generations was released in Japan in late 2015, 10 years after the first

FLERE HISTORIER FRA Edge

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Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

time to read

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Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

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Fittingly, each stage in Once Upon A Katamari takes place in the past.

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FAILBETTER GAMES

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

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