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If I want a good story I don't play monster hunter LOL. I'm tired of the scripted parts, I'm just skipping cutscenes at this point.
Last part is so freakishly bad, its such a downgrade compared to World... and always those "dramatic" pauses between the sentences, so fkin annoying.
At least in world the story was an excuse to explore this unexplored world, they said 2 things and the monster appeared, monsters were the focus. I don't care about these tribes, they are morons, at least the Guild in world did stuff. I never thought I would miss the commander in MHWorld
It's 20hrs you have to endure to have fun for another 1000.
"Imagine you are hired by capcom to join the writing staff for a new monster hunter game.
We need you to come up with a storyline that feels familiar to veterans, but brings in a few new twists.
Also, please include one story twist, lots of desert settings and changing weather.
Storyline needs to fill aproximately 10 hours of gameplay. "
I think the AIs answer is as good as any MH storyline so far 😂👌
Here’s a storyline for your new Monster Hunter game, blending classic themes with fresh twists, a vast desert setting, and dynamic weather:
Monster Hunter: Sandstorm Eclipse
Setting: The Shifting Expanse
The game takes place in The Shifting Expanse, a vast and ever-changing desert filled with dunes, rocky plateaus, and ancient ruins buried beneath the sand. The region experiences extreme weather patterns, from scorching sun to blinding sandstorms, and even rare celestial eclipses that trigger bizarre ecological changes.
Story Premise:
Hunters from across the world are called to a newly established Oasis Outpost after reports of an unnatural phenomenon—entire regions of the desert shifting overnight and monsters behaving erratically. At the heart of the crisis is a legendary monster called Soltharion, the Eclipse Wyrm, a colossal, serpentine Elder Dragon that appears only during the rare Solar Eclipse Storms, warping the environment and bending monsters to its will.
But as you and your fellow hunters investigate, you uncover an ancient mystery buried beneath the sands—an ancient civilization that once controlled the weather itself. Their technology, now partially reawakened, is causing the unnatural storms. It turns out the Guild’s excavation efforts may have unintentionally reactivated these systems, drawing Soltharion to the region.
Key Gameplay Elements:
1. Dynamic Weather System:
Scorching Heat: Slows stamina recovery and makes certain monsters more aggressive.
Sandstorms: Reduce visibility, force close-quarters combat, and drive some monsters into hiding.
Celestial Eclipses: Happen rarely but cause environmental anomalies—monsters become stronger, hidden creatures emerge, and the desert landscape shifts dramatically.
2. Evolving Desert Biomes:
Cavernous Ruins: Buried temples with relics of the lost civilization.
Crystal Dunes: A glass-like wasteland where heat refraction warps vision.
The Sunken Spires: Jagged rock formations where deadly flying monsters dominate.
Key Monsters:
Soltharion, the Eclipse Wyrm (Elder Dragon) – The final boss. Manipulates storms, blinds hunters with bursts of light, and can temporarily suspend gravity.
Dunebreaker Uragaan – A subspecies that burrows under the sand, launching surprise attacks.
Scorched Nargacuga – Faster and more aggressive due to extreme heat adaptation.
Mirage Chameleos – Gains temporary invisibility during eclipses.
Glassfang Tigrex – Uses heat distortion to make itself appear in multiple places at once.
Plot Twist:
At the climax, hunters discover that Soltharion is not the real threat—it is actually trying to contain the unstable remnants of the ancient civilization’s weather-altering machines. The true danger is a man-made construct buried deep beneath the desert—a colossal mechanical entity designed to control the skies. If it fully awakens, it could cause an endless superstorm, destroying the region entirely.
In the final mission, hunters must choose:
Help Soltharion destroy the machine, preserving nature but losing ancient knowledge forever.
Try to shut it down manually, risking a climactic battle against the malfunctioning construct.
Final Hours of Gameplay:
Hour 7-8: A high-stakes chase sequence across the shifting dunes as Soltharion begins its final rampage.
Hour 9: Entering the ruins of the lost civilization, solving environmental puzzles, and battling elite monsters warped by the ancient tech.
Hour 10: The final hunt—either against Soltharion or the reawakened sky-controlling construct.
Exactly!
The monsters are not the Focus anymore, its all about that whiny indian kid who traveled around the World to find help, he didnt get Hurt or eaten or ended and seems like he never even met one of the Monsters we hunt.
Monster Hunter: Sands of Destiny
Setting:
The game is set in a vast, uncharted desert region known as the Scorched Expanse, a land of endless dunes, ancient ruins, and hidden oases. The Expanse is divided into several biomes, each with unique ecosystems and weather patterns. The region is plagued by unpredictable sandstorms, flash floods, and even rare rainfall that transforms the desert into a temporary lush paradise. The story revolves around a mysterious phenomenon called the Sandshift, a catastrophic event that threatens to engulf the world in an eternal desert.
Storyline:
Act 1: The Call to the Sands (1-2 hours)
The game begins in a bustling coastal village, Port Zephyr, where hunters are summoned to investigate strange tremors emanating from the Scorched Expanse. The Guild has received reports of massive sandstorms swallowing entire caravans and strange, never-before-seen monsters emerging from the dunes.
You are tasked with escorting a research team led by Elder Nara, a wise but enigmatic scholar who believes the Sandshift is tied to an ancient legend about a Primordial Leviathan, a mythical creature said to control the very fabric of the desert.
Your first major hunt is against a Duneclaw Rathian, a desert variant of the classic Rathian, adapted to the harsh environment with sand-burrowing abilities and a venomous tail that causes sand necrosis.
Act 2: The Oasis Conspiracy (2-4 hours)
As you venture deeper into the Expanse, you discover a hidden oasis settlement called Mirage Haven, where survivors of the sandstorms have taken refuge. The villagers speak of a Crimson Mirage, a ghostly figure seen wandering the dunes before disasters strike.
While investigating, you encounter a rogue hunter named Kael, who claims the Guild is hiding the truth about the Sandshift. Kael reveals that the Guild has been secretly experimenting with ancient technology found in the ruins, trying to harness the power of the Primordial Leviathan.
Your next major hunt is against a Sandstrike Zinogre, a lightning-infused Zinogre that has adapted to the desert by using static electricity to summon localized sandstorms.
Act 3: The Sandshift Awakens (4-7 hours)
The Sandshift intensifies, causing massive earthquakes and transforming parts of the desert into a glassy wasteland. Elder Nara reveals that the Primordial Leviathan, known as Amatsu-Sekhmet, is not a monster but a sentient force of nature that has been awakened by the Guild's experiments.
Kael betrays the party, stealing a piece of ancient technology to control Amatsu-Sekhmet for his own gain. You must chase him through a series of treacherous dungeons, culminating in a battle against a Molten Diablos, a fiery variant of Diablos that erupts from molten sand pits.
Act 4: The Final Mirage (7-9 hours)
The story takes a dramatic twist when you discover that the Crimson Mirage is not a monster or a ghost, but a time-displaced version of yourself from a future where the Sandshift has destroyed the world. The future you warns that Kael's actions will lead to the Leviathan's full awakening, but there is still a chance to stop it.
In a climactic battle, you face off against Kael, who has fused with the ancient technology to become a half-human, half-machine monstrosity called Aetherclad Kael. After defeating him, you must confront Amatsu-Sekhmet in a multi-phase battle that takes place during a massive sandstorm, with the weather shifting between blistering heat and torrential rain.
Act 5: A New Dawn (9-10 hours)
With Amatsu-Sekhmet subdued, the Sandshift begins to recede. Elder Nara sacrifices herself to seal the Leviathan, using the ancient technology to restore balance to the desert. The game ends with the Scorched Expanse beginning to bloom with new life, and the hunters of Port Zephyr vowing to protect the delicate balance of nature.
Key Features:
Dynamic Weather System: Sandstorms, flash floods, and rain drastically change the environment and monster behavior.
New Desert Monsters: Including the Duneclaw Rathian, Sandstrike Zinogre, Molten Diablos, and the Primordial Leviathan, Amatsu-Sekhmet.
Time-Travel Twist: The Crimson Mirage reveal adds a layer of mystery and emotional depth to the story.
Exploration of Ancient Ruins: Uncover the secrets of a lost civilization tied to the Leviathan.
This storyline offers a fresh take on the Monster Hunter formula while staying true to its core themes of exploration, survival, and the balance between humanity and nature.
Lo and behold, ten seconds later, cutscene that's just about everybody eating food.
Yeah, its generic, probably the "best" so far (probably wilds is better), but its just a long tutorial to introduce you to all game mechanics.