Welcome back!
Since last time, I've spent a good deal of time exploring around and discovering little secrets while going through every possible quest with a completionist's helpless OCD. I am happy to report that I have now zipped past my earlier Anjanath apprehension. I can now do it without fainting, rather quickly and if I ever have children they'll have enough T-Rex skins to keep warm until Iceborne no longer has reported connection issues. Through the whole process, I got to understand my character's choice of oversized cutlery a lot more. I can now even trigger some attacks I didn't understand previously and climb onto a monster semi-reliably. The feeling of learning my character and the game's stupid amount of mechanics was really great and loops back into its admirable commitment to making you experience the journey of a hunter. I have mastered the prehistoric chicken.
I have also purchased Iceborne on account of the sale ending and the 40 hours I have already spent playing World. It was as good an indicator as any that mayhap I'd like
more. And my first reaction is, god damn is the clutch claw a criminal omission from the base game. It's not overpowered from what I can tell, but the range of options it provides are fantastic. I guess the only thing I would complain about is that it muddles the waters between climbing and clawing. It certainly helped make more sense of those drooling, slightly-gross-but-oddly-satisfying staggers. Speaking of drool, I'll come back to it but it's another of the game's amazing attention to details.
Moving on, the game treated me to a scripted as hell, but nonetheless cool sequence with the Big Bad whose name I can't remember and looks suspiciously like Godzilla. It still required a pretty big suspension of disbelief as I fell over and over again, only for the game to gently put me back up there and extend a gentle but firm invitation to try and behave like I belonged on this team. As always, what stole the show was the environment. Still, with that defeat done and over with, I moved onto the next locale.
I got to the Coral Highlands.
Holy crap. It pretty much blew my mind all over again as a reminder that, just in case I forgot, yes this game is goddamn beautiful. It strongly reminded me of Nausicaa's sea of decay in its alien beauty. The coral Highlands are easily one of the most beautiful locations I've ever seen in a video game.
Every angle felt like concept art and on top of that, every time of day really transformed it into something different and striking while keeping that underwater atmosphere of the utmost beauty.
However this was also where
the game's heavy hand showed itself again. Please, don't fucking show me where the camp I'm looking for is. I'm not actually searching, we both know that so let's stop pretending and quit yelling in my ear. Don't rush me, you just introduced me to one of your most beautiful places. Let me take it in. Let me enjoy that I'm seeing the shadow of a massive insect slowly crawl over me, making me tilt the camera up only to feel my eyes widening as I notice the sky is filled with them. These discoveries, that sense of awe and wonder at those impossible places is what so few games even try to do anymore. This is where MH:W is at its strongest and it would be wise not to stand in its own way.
The other thing that this game does really, really well is making several monsters have a go at each other. I often find myself smiling like a goofball when a Diablos just bum-rushes a Barroth and slams it against the Arena's walls to tremendous effect before I Pull The Lever, wondering what it does only to cackle with childish glee as I figure out that looney tunes gags are
real. By the way, Diablos are still super scary for me. Those charges knock off about two thirds of my life every time, so I was more than happy to let them soften each other up. That, in itself, is still pretty cool. It also made me realize that I really like these beasts, in the same way a child likes dinosaurs : because they are damn cool and why would you not?
Fuck
Paolumu though. That asshole, right there, was the most frustrating thing in the world to capture, It's one of those few places where the game stumbled for me. It's not only an airborne creature that spends half its time taunting you while trying to turn you into a burger pattie, it's one of those rare creatures for which the body language is very unclear, Most others limp with a heart-breaking little whine once ready to be captured. But not this one. Oh no, not him, no whining with this ball of bouncing hate. Just more air-blowing and bumping and fucking around with an overall tendency to fly that was crucially lacking in the limping department. I ended up killing it two times by mistakes before figuring out that once it starts drooling and desperately rushes back its nest to sleep, then it is good and ready to be Edison'd up. As frustrating as that experience was, it pointed to other signs of the monster's health and I was kind of amazed all over again at the intricacies of their animations and combat design.
The coral highlands were an amazing time. What a beautiful place. Still, the game had to move on and started shifting away from that location while beginning to really open up. There were more quests than I could count, many monsters still unfelled across all three environments and so many pieces of armor to craft it wasn't even funny. I also
moved up in the world and these quarters have got to be some of the coolest since Divinity 2. I've also gotten access to trailraders safaris, and god damn they are
adorable. I also got access to charms, to a dozen new crafting recipes, I started having to mix different pieces of armors and at the end of it all I found myself facing down a solid case of choice paralysis.
When in doubt, go deeper. Enter, the Rotten Vale.
Nestled below the Coral Highlands, this lovely place is all scavengers and death. Where things were previously otherworldly beautiful, this place is suffocatingly grim and dark. Yes, you guessed it, this is the swamp level. Still, it's not that bad despite having high hopes for it in line with the clear inspiration they took from Nausicaa earlier. I kind of hoped for the same twist. And who knows! I haven't gotten to the bottom of it yet. Besides, rot is part of every ecosystem and the game didn't miss that. It still felt like a bit of a miss for me. Despite that, there are things I like about it. The way paths are clearly forged by that overgrown porcupine as it rolls on is really cool. There are small pockets of beauty in the middle of the decay and it's still teeming with life. Just the wrong kind. Gross, dog-sized insects who adore getting in your face for a good facehug to interrupt you in the middle of your carving business. Fuck those with a vengeance. Want me to kill 14 of those? Oh yes. Oh, very yes.
And that's about where I am! The game has really shifted gears and I still feel a little overwhelmed. There are events, quests, optional things, cooking is clearly telling me to learn it or else and there is so much gear to craft I have trouble keeping track of where to even go. Despite all that, I am fighting myself not to log back in every day in order to keep from burning out, to keep the wonder alive. This game has so much to offer but there is a distinctive urge to rush through it, to complete all the things. If there is one regret I have, it's that monsters have become a little less... awesome. I'm starting to get the tactics down and I am increasingly going through the motions fighting them. I have mastered many of them, but in the process lost a bit of the magic.
Which is why I'm glad Diablos is still kicking my ass, which made him and Rathalos my new goals. I know I am repeating myself but the game really is at its best, a joy of an experience when it is about being a hunter and learning. In making you feel both humbled and awed. It even gets up in your face about it through the First Fleet veteran's words : "Learn about this place", she tells you. It's not just about kicking monster butt (but also that) and I like that a lot about a game.