Monster Hunter is a franchise of limited popularity in the Western world, it demands a great deal of time, perseverance, and devotion. Ill say this right off the bat, Monster Hunter tri is an incredible game, but beware, it is not a game for folks that want to play for a few minutes then leave. It has an incredibly difficult learning curve (but much less so than previous MH titles), and its that difficulty that makes MH3 so rewarding and frustrating at the same time.
For the first few hours, gamers won’t find much in terms of action and adventure. MH3 is a VERY deep game, it has strategies with branching strategies that can only be achieved by using OTHER strategies. The first few hours will be spent going through text box after text box, collecting remedial items, and learning the aforementioned strategies. This game is as complex as they come, and i will openly refuse to recommend it to those who want a simple type of fun, as this game will not deliver it.
After the initial slosh through the long tutorial (which is cleverly disguised in a plan story mode), you’ll be set out into the world to fight monsters, collect bounties, and simply harvest necessary items. Eventually you gain the ability to create your own armor and weapons based from the items you’ve collected. Defeating monsters grants you the ability to “carve” them, IE collect items from the monster. Items are unique to specific monsters, and several are necessary to complete a piece of armor/weapon. Its a chore at times, but the brilliant system replaces the archaic leveling up of ancient RPGs. As you progress in the game, you’ll gain access to new lands, deadly monsters, and different items, all of which can be used to build newer, stronger weapons/armor.
Everything you build has a distinct appearance or similarity to the monster it originated from. Much more than color is used to identify a weapon/armor to its original monster. Physical traits, edges, fangs, textures, and in game attributes are all often used to bring a weapon together with its original source. For example, a monster has a heavy poison attack, the weapon created from its materials will have its own poison attacks, or the armor may be resistant to poisonous attacks.
It the weapon/armor crafting/upgrading system that grants MH3 such an addictive quality. As soon as you find a new monster, you start to wonder how its weapon will look or handle, or how the armor will be. Although it takes a long time to amass the required materials or money to craft a certain weapon, the ending feels so worth it.
There are several “large monsters” (18 in total), each with its own style, attack patterns, weaknesses, strengths, materials, and appearance. Since each one is unique and different, and there are so many different monsters, it hard to get bored.
Which brings me to my next topic, the actual battle system. The core combat in MH3 is very much like a simple 3D brawler. There is no camera lock on, several combos, full camera control, and dodging. A good deal of criticism directed toward this game was about the camera system. At first it was difficult and frustrating to use and handle, since constant movement of the camera was necessary to fight and kill a monster. After practice, the game rubs off on you, and you begin to handle the camera before certain events, such as evading or running away. Items are an absolute must, since the enemies are strong, and have much, much more hit points than any warrior. Items to raise attack/def, health, stamina, efficiency, and weapon sharpness (after repeated use, a blade weapon looses sharpness and deals less damage). Most of these items can be made by combining materials found in worlds, others can be bought, or other given to you.
Monster Hunter Tri has some of the very best graphics and art design found on Wii. It’s right up there with Red Steel 2, Super Mario Galaxy, Metroid Prime 3, and Dead Space Extraction in terms of graphical fidelity. Everything from character models to armor and monsters is incredibly detailed (so much so that some of the details are “clustered” together in the Wii’s limited 480p presentation), locations are beautifully redendered, designed, and animated in such as way that each area is it own unique and living world. Monsters are given an incredible amount of polish, from design to animation as well.
Monster Hunter Tri is one of the few MH games to include online play, and Capcom has done an incredible job with the online infrastructure in the game. Like everything else about it, Monster Hunter Tri has a complex online system that links servers to lobbies to “cities” of only 4 players. After the hard learning curve, youll find buddies, shops, exclusive quests, and items that can only be gained in the online mode. Players can join and play with any group of people without friend codes, gameplay is almost always lag free, and keyboard and WiiSpeak chat is included. To use the keyboard, the game provides a simple on screen variation if you don’t have a USB keyboard; otherwise it’s as easy as typing and posting. To use WiiSpeak, at least 2 people must have the devise, and have it enabled, and then each must be a “friend”. Keep in mind this is not Nintendo’s infamous “friend codes”, instead its merely sending a friend request, and having the recipient accept it.
——–On Wii Speak——–
Having played Monster Hunter Tri online, ive found (on several occasions) that those using WiiSpeak MUST turn down music and SFX volume in order to use it effectivly. See, the music/SFX are easily consumed by the “echo cycle” described below, so turning down the in-game volume yields great results. If BOTH parties have said settings, WiiSpeak works well enough. The voice quality is still low, there is still the second lag, and you still can’t communicate with more than 1 person at a time without your voice turning into a confusion of random bable, but it works.
The microphone is intended to receive the voices of several people, and in that effect it attempts to receive a wide range of noises, including those from your TV speakers. What this does is create long echoes. Noise sent from one Wii Speak is received by the other, is produced by the others TV set, and is received by Wii Speak 2 and set back to Wii Speak 1. This vicious cycle never ends.
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The bundled Classic Controller Pro is Nintendo’s upgrade to its existing Classic Controller. It was developed with the help and insight of the actual MH3 development team, and is sold for $10 more in this box set. The new additions include nice grips, redesigned shoulder buttons, control sticks, and cord. The new extras do help round out the controller, but obvious problems persist.
The controller is still wired to a Wii remote in order to function. In a generation where wireless is standard, it is a nuisance and shame that Nintendo, once a pioneer in wireless controller, has limited its controller to a wire. Its not a huge deal as it doesn’t affect gameplay or control in any way, but it is something worth considering for those interesting in “re-buying” a CC.
The Classic Controller launched without a rumble feature, and now the CC Pro has done the same. Since the CC is tethered to a WiiMote, and gathers its power from it, a lack of rumble is sure to safe battery life. It does take away from some of the experience however. Although it is true that Sony launched the Play Station 3 without a rumble controller, they have since released the DualShock 3 to remedy it.
Since it has no battery source of its own, or any internal mechanics to support a rumble feature, the CC Pro is very light. The plastic used is sturdy, so it doesn’t feel cheap or breakable, but it does feel flimsy.
The CC Pro has a gloss on top of the controller, similar to the Wii remote, but the entire bottom of it lacks any of the gloss, OR a matte finish like the newer Wiimotes of Xbox 360 controllers.
The CC Pro is being sold standalone for $20, and it becomes obvious why it lacks a sense of luxury, but it’s disappointing that Nintendo would go through all the trouble of redesigning a controller only to do it poorly. The low price means that it isn’t a serious investment, but the additions don’t really warrant another purchase for those already stock full of original CCs. New comers are very welcome though.
I find that the Wii Mote control scheme may turn off players, but it is responsive and works great. There are no awkward gestures of button holdings, and since most of the game doesn’t offer you full 360 degree camera control (horizontal yes, but vertical control is limited to set intervals), an analog stick is really not required.
Monster Hunter Tri is a difficult game, one that takes a great length of time to understand, and an even greater time to master. It’s a game that demands time, attention, and focus; casual gamers beware, this is NOT a pick up and play title. It is, however, very satisfying to spend hours to forge a weapon, or finally defeat a monster after an hour long battle. Despite its faults, it manages to go on beyond its pieces and become a masterpiece.
Rating: 5 / 5
I see a lot of bad reviews for the game and after reading them, I find a common problem at lot of players get aggrivated with and quit before the game gets a chance to show its merit. 2 of the reviews I found the user was actually playing the game wrong. I’d like to add that when reading reviews for a game, if the review is short, the user probably knows very little about the game. Take the time to read longer reviews.
The game is an interesting one though and it should always be remembered when playing, Sonic runs on his own; if you want to slow to avoid something, you are going to have to slow him down. Sonic is Built for speed, most problems in the game you can get through using such, very rarely does the game require you to stop and wait. However there is that occasion that you want to stop and readjust yourself, or backtrack for some loot; the Camera will not turn around you mostly have to just backtrack knowing what was there.
This gets into the control scheme, which is so simple, it was throwing many users off. The remote is held sideways, with the + button on the top.(Which incidentally is also the Start Button as well as how you skip Cut scenes; The book explains this people, read it, it has a LOT of game tips) To run, do NOTHING, Sonic will automatically accelerate to top speed; as well as this, the game is built in a track which you can very rarely veer off. This being known, Sonic turns most corners for you. By tilting the remote to the sides, you can make sonic move left and right no the track. He isnt walking left and right, but more “changing Lanes” which attributes the game to more a Racing feel, you need to remember that Sonic will always be moving forward. To back track, you must tip the controller far enough back, which is nearly upside-down. [2]button is slide and Jump. tapping it is a small hop, holding it will slide, then long jump when released. [1]button is your brakes, stopping sonic, even in mid jump. The only complex manuever is using the homing attack/air-dash; to do so, the player must ‘thrust the controller forward.’ I found this description very innacurate as there are in fact 3 ways to do this and get the same result, the players who read this can pick the best one for them: First there is the obvious, thrust the controller forward; I find this one uncomfortable as you often have to exagerate the movement. Second theres a flicking motion that works, let go of the remote wit the hand thats is
NOT strapped to it and simply flick it forward; this one is easy to do, but sometimes you get a wrist cramp. Last, and my personal favorite; flick the remote instead upwards then back down, just like flicking the reigns of a horse; I find this one works because its easy and reliable and gives Sonic his “giddy-up.” Lastly, the D-Pad is eventually used for your super moves.
As you progress through gameplay, you’ll accumulate experience and eventually levels, allowing access to those cool skills you saw in the teasers for the game. Such skills as Speed Break and Time Break, making your normal moves do damage, such as sliding and cancel jump, and lastly give boosting abilities to Sonic Manuevers, like smoother control, longer jumps, and easier execution. Any of these skill can be equipped through the skill rings once they are unlocked, however you only have so many Skill points and must choose your skills wisely. They can be changes any time between missions however.
Story wise, if you are a normal watch of anime or anything subbed. I first recomend that you go into the options and change the game to Japanese with subtitles. The Japanese Voice Actors sound a hell of a lot better and it usually makes for less agitating Cut Scenes. Yes, I did just say the cut scenes are agitating, but not always. After certain missions a cut scene will automatically play, this happens every time you beat the mission, even if you just go back to get a better time. Luckily, all these can be skipped by pressing the [+]button. The Story is represented through these Cut Scenes in a comic book style, representing Sonic Being in 1001 Arabian Nights, the setting for the game. Sonic, accompanied by Shahra the Genie must collect the 7 World Rings and stop the Erazor Djinn from destroying 1001 Arabian Nights and entering the real world. On the way he meets all heroes and legends from the book with some famillier faces as they help him on his way to stop Erazor Djinn and the beast he brings to life from the old stories. My first impression of the game story was not so good, I though the PS3 version had a much better game premise, but the more I played the more I got into the idea of the game and found myself more attracted to the idea of being in 1001 Arabian Nights. Many of the side characters and heroes from the tales are personified by Sonis’s old friends. Tails as Alibaba, Knuckles as Sinbad, etc. and is met with some comical features too, such as the Erazor Djinn with a ‘switch-blade’ sword that looks to be an old shaving razor.
Gameplay itself is fast paced, as Sonic can get moving pretty quick, but you still get a chance to observer the beautiful surroundings. You’ll meet several stages per world, some with new challenges than the other stages, others suspiciously simmilar to another stage in the same world, but with a completely differnt objective, giving plenty of mix to the game. Sometimes you’ll need to beat the clock, other times you’ll neet to collect 100 rings to beat 20 baddies. Sometimes its just ot make it through the level in one piece. No matter which way you play it, Sonic will give you a high speed ride through some fantastically beautiful worlds.
The only drawback to the game is the music score. Every level of each world is met by the same song per world. You’ll also find you’re quickly put off by the repetitive song played at the end of every stage or mission. I dont think the musoc score for the game had much thought put into it. My recomendation, turn off BGM and put some CD’s in your stereo.
Overall, Many skeptics have blammed the game right off, though they refuse to commit to it to actually find out if it is any good. Finish the intro world (Last Prologue) and play through a couple real game stages, you’ll get a much better feel for it. Also, relax, you dont need to drive Sonic on, remember, HE RUNS ON HIS OWN. You’ll still need to guide him, but theres a reason that he always runs, and he always tried to get to top speed, he wouldn’t be called ‘Sonic’ for any other reason if he wasen’t made to go fast. So, ignore the 2 line reviews that say, oh I rented this game and it sucks. If you have a Wii, you can afford to try it for yourself, renting isnt that expensive, But if you keep this guide in mind, you’ll find that you wont be dissapointed in your purchase.
Rating: 5 / 5