Monster Hunter (PS2) - Stunlocking Iodrome In Jungle Area 1...

2 months ago
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The year is 2024, and we are now 20 years removed from the first release of Monster Hunter.

What would go on to become one of Capcom’s tent-pole IPs in the decade that followed always had humble beginnings and, while the Proof of a Hero was evident in this very first PlayStation 2 release, Monster Hunter suffers from many quirks that could only be associated with first game syndrome.

Now before I go any further, I must confess, my introduction to Monster Hunter came much later than the original game in the series. I started playing on Nintendo Wii, and only really got my bearings with Monster Hunter Tri. Despite this, the core tenants of Monster Hunter’s gameplay are all very recognisable on PlayStation 2: With quests following a similar structure to even the likes of Rise, weapons/armour with unique gimmicks and strengths (depending on what you are fighting), and item combinations that could make your life much less of a drag when on longer hunts. The presentation, especially in animation and sound design, take on a remarkably confident appearance, as would be anticipated of a PS2 era Capcom title. Although, where the skeleton is strong, robust, the bulk of Monster Hunter is flabby and lacking refinement. You could be well into a fight with a Gendrome, a Yian Kut-Ku, or Rathalos, and find yourself still getting harassed by everything else around you: Mosswine, Velociprey, Melynx, you name it! When some actions requires split-frame inputs, your flow is immediately busted by an interrupting attack from something that otherwise has no business getting involved in your fight.

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