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all areas are connected... monster run arround and create a quest by hitting it... it checks all boxes for me
It's still just a limited area you can move around within with resources here and there and monsters faffing around between small areas in your restricted area
Lol I donno bro feels just like world, doesn't feel more open
I just join hunts from the tent so I'm just auto-donkey bird horsing towards whoevers found the monster already so don't even care anyway
Fun hit monster game yet again though after the story was done with
Isn't an open world game supposed to be one big seamless open world though? Each zone in this game is connected through a linear tunnel to disguise the loading screen and there are so many invisible walls everywhere that prevent you from exploring everything you can see.
This game is not an open world game.
Neither are several assassin's creed games. Or even valheim as it has the world edge.
Monsters don't flee to another zone like the forest from the desert, I don't even know how an "open world" monster hunter game does anything anyway.
You have to kill a monster, it'll always run towards some pre-designated areas via its script or coding and you go there and kill it.
Lol
Wish you'd see certain monsters go to weird areas, wound a Rathalos and see it struggle to fly and fall into some sort of water dominated biome or somewhere it doesn't want to be randomly where you might get an advantage
this is going to happen no matter what, the game is finite. you are eventually going to reach a barrier in the world map where you cannot continue. every single game on earth has this. if this restriction disqualifies a game from being open world, then there has never been a single open world game ever made, and there never will be.
Every game world has to have a limit which is true however there are a lot more invisible walls in this game than any other open world game and they are in locations where there really shouldn't be invisible walls, this game does not have an open map, you are constantly funnelled through corridors to get anywhere, not saying this makes the game bad but to call this game an open world game would be a lie under anything but the most lenient definition of open world.
We can move freely through the game post story and can grind whatever monster we wish.
Having "too many barriers" is a matter of opinion at best.
The time during the beta where I could just jump in an environment link with my friends and run around in an area hunting monsters was WAY more engaging and fun and Open World *feeling* than my experiences in World, of looking at questboards and waiting for something.
(I can't quite do this in the release but that's a *very* different can of worms than the subject.)
After all, with all semblance of investigation and animal, therefore, actual hunting removed from the series (which started in Rise, and has not been made series staple with Wilds), what would have been the point in Capcom coding labyrinthine maps, with tonnes of interaction, nooks and crannies to explore, and player freedom, when all they wanted was ca$uals to have a power trip in mindlessly mashing tame 'monsters'?... Answer: Not much.
I'm afraid that this is the offshoot of "streamlining" games that many overlook when defending this game development philosophy: Doing so often has many flow-on effects which reach far beyond the obvious "making the game play itself" / dumbing-down aspect of the process, and which can affect a game very negatively, when players get past the first 10~20-hour honeymoon period of play.