I’ve always wanted to get into the series since I was younger, but never really found a good way to start until World caught my attention. After one hundred and thirty hours of playing through the game by myself and with an incredibly important friend of mine, my thoughts on the game are as vast and in-depth as the game itself. For this particular review, I’m actually going to be splitting it in half by reviewing both the base game, and its DLC: Iceborne since I find the two different enough to warrant discussions on, as well as my thoughts being long enough to also justify doing two reviews. This will be the first part of the review, Iceborne’s will be soon after. With that out of the way, let’s jump into the world of Monster Hunter.

Monster Hunter World creates a strong impression right away with the beautiful graphics, the presentation, and the first few cutscenes. While graphical fidelity isn’t necessarily Monster Hunter’s selling point, I must admit this game looked rather gorgeous, though the colors are a bit muted which seems to be a departure from other Monster Hunter games, but Rise seems to have gone back to the original artstyle. You create your character, you create your loyal Palico comrade, and are treated to some cutscenes. This is where we run into our first problem with this game, is the unskippable cutscenes. While I don’t skip cutscenes for my first playthrough, if I were to play Monster Hunter World again, I’d also have to sit through these cutscenes again as well, and they’re not necessarily short ones either. This normally wouldn’t be a big issue for me if the story was good, which we’ll get to, but the fact you cannot skip cutscenes is a minor blemish all things considered, but still odd.

The story of Monster Hunter World has some promise at the beginning, but never really does much with it really. A lot of the “story” is just to give you a reason to be fighting a specific monster, which works, but since these cutscenes are unskippable and typically uninteresting and long, they certainly don’t do much to hook or captivate the player as far as the plot goes. With that said, the cutscenes do a phenomenal job at introducing us to a new monster, as well as tease some of their capabilities when you actually fight them, which I really liked. Had Monster Hunter World focused entirely on the monsters themselves, and not the reason why you’re fighting them, I think it'd have benefited greatly from it, because any cutscene not involving a Monster introduction I found little to no reason to fully pay attention to since all it’s really doing is stringing things together for another encounter. I suppose that’s the point, but characters and dialogue in general are just bland to me, I’d rather just skip them to play the game instead. Except for the Huntsman, the Huntsman was alright.

Monster Hunter World’s gameplay is incredibly complicated with tons of moving parts, I find it both great and bad in a lot of cases, let’s get into it. I’m going to address my positives with the gameplay first, and then the negatives.

Monster Hunter World has a fantastic selection of weapons that each have their own playstyle, strengths, weaknesses, and builds with tons of customization and flexibility that allow you to tailor yourself for a specific monster, or to compensate for a weak aspect of your weapon or playstyle. I found myself very drawn to the Long Sword for its design alongside its good range, great damage, and decent mobility. It’s by all means a universally good weapon with very few drawbacks, however it’s a very difficult weapon to master. I also dabbled in Dual Blades, and the Greatsword, but ended up using Long Sword exclusively for my whole playthrough. While I can’t comment much on other weapons, they each have unique purposes and quirks that give them just as much reason to use than any other weapon, they all feel viable and useful. Dual Blades for example have a lot of hits and DPS, so it’s good for applying status ailments, Insect Glaive is great for mounting, Great Sword is great at shattering monster parts, and bow is a ranged weapon that can keep you out of harm’s way with plenty of options to deal good damage. Learning your weapon however can be quite the endeavor, as you’ll have to put in time to become efficient with them and understand their limitations. Since this was my first Monster Hunter, I ended up spending a lot of time in the training area for the first twenty hours or so just trying to understand my weapon and everything about it, which can definitely be a difficult hurdle to get across, but it’s worth it in the long run. Not every weapon is complicated, Dual Blades are incredibly simple, as well as the Sword and Shield, both are also very solid weapons that don’t fall behind the others, which is important to stress, simply pick the weapon you like the most.

Most weapons have sharpness you will have to manage while hunting monsters as well. Sharpness is incredibly important because the sharper your weapon is, the better damage it will do, and the less likely it’ll bounce off a monster's tough hide or skin. There’s many different “levels” of sharpness, purple being the best, and red being the worst. You’ll always need to check your sharpness meter often to make sure it’s not getting too dull, usually yellow sharpness is around the best time to find a moment to sharpen, though I personally always sharpened after a monster ran away to ensure maximum damage and wouldn’t need to worry about my weapon becoming dull in the middle of a scrap. I think the game does a great job overall giving you plenty of opportunities and big openings to sharpen your weapon, even during encounters, but sharpness is a very committal action that’ll get you punished since it can take awhile to do, but there are ways around this issue, such as special sharpening tools and a skill called “speed sharpening” which is pretty self-explanatory. I liked the sharpness mechanic quite a bit because by being diligent with it, you’re rewarded with more damage and less risk overall of being in a tight spot, of course if you really needed to sharpen in the middle of a fight, despite how long it is to do, you can always roll out of the animation, which is nice, there’s also some special sharpening tools that make it much faster as well.

Armor, charms, and decorations are essential building blocks to a hunter’s survivability, there’s a lot to it, but a lot of it is quite good. You’ll start off with some rather meek armor, but once you overcome your first monster, you’ll be ready to upgrade your gear if you so choose. This decision-making of which monster to hunt for their gear is the majority of your monster hunting experience, and there’s plenty of options. I think the idea of both grinding a monster for drops, while also being able to re-fight your personal favorites makes for a very strong gameplay loop that keeps you engaged for a very long time, I very much enjoyed grinding Rathalos and Odagaron for my high rank gear that lasted me until I got to the DLC. On the flipside however, fighting a monster for a specific piece of gear you don’t enjoy fighting, or simply never getting the drop you need can be very unengaging and bloat game time quite a bit, but generally I think it’s a positive since fighting the monster a lot will let you gain mastery over it, letting you shave seconds each and every time, which is its own reward to many. Of course, if you don’t care about this and just wish to progress, most monsters only need to be fought once to progress the actual game, there’s also other methods to get more drops from monsters if you need. Charms is another piece of equipment crafted from monster parts that allow you to gain a specific skill you might want, or your armor might not provide, from attack boost, to critical eye, you name it. I opted to go for the Health Charm since it increases survivability a lot, which you’ll need if you don’t have stellar armor, but you can make anything work really. Decorations allow you to slot in even more skills if your armor has decoration slots, your weapons can also have some. Decorations really allow you to be flexible with your builds outside your armor, which lets you slot in what you want to have, which I really like because there’s so many skills to choose from, plus it helps make experimenting a bit easier without crafting an entire new set of armor. Overall, building your character up, the armor, and the grind for the materials are all fantastic and kept me playing Monster Hunter far longer than I would’ve normally, but that’s by no means a negative, I very much enjoyed the progression, it felt rewarding, significant, and not too slow to where it dragged much.

Mantles are another idea in Monster Hunter I really enjoyed because it gave even more customization, but also allowed you to handle certain fights and situations much easier. Mantles come in many forms, from the vitality mantle that gives you more health, temporal mantle that gives you invincibility for several attacks until it wears off, elemental mantles that lower specific elemental damage, like fire, and the rocksteady mantle which prevents your attacks from being interrupted by attacks while still taking reduced damage. While they’re not essential for hunts, they allow a lot more room for error, or simply make it easier, especially if you’re struggling with a monster, crafting a mantle can mean the difference between a win and a loss. I personally opted to use the Vitality and Temporal Mantle, and I couldn’t tell you the amount of times it saved me in a pinch, it does take a second to actually put on the mantle, so keep that in mind. The drawback of mantles is they’re on a timer, once you put it on, the mantle will slowly lose its energy until it blacks out entirely visually, this is when you need to take off the mantle to let it recharge. I like this idea of having to be diligent with the mantle, but in a tough battle, it’ll be hard to find a moment to take it off sometimes, even though it only takes a second to do so, but make sure to get everything you can out of them, because once they run out, they’ll be out of commission for a decent length of time. If you’re not particularly interested in using a mantle, there’s also “boosters” which create an area of effect that can increase your weapon affinity, heal you and your allies, and remove status ailments, I never personally used these since I found mantles infinitely more useful and versatile, but also because boosters have to be placed and have a small area of effect which can be difficult to utilize in fights where the monster is constantly repositioning, or you the hunter have to reposition due to the monster’s attacks.

The slinger and environmental hazards are two components of Monster Hunter World I very much enjoyed overall. The slinger is this arm mounted crossbow every hunter worth their salt uses and will utilize on hunts. In order to use the slinger, you need ammo, which can be stones, to moss, to any number of things really which can then be used to trip environmental hazards, as well as against monsters. Against monsters, there’s a few specific things you can do with it, like getting their attention, but most importantly it can allow you to stun or stagger a monster. Specific ammo types will allow you to interrupt a monster’s attack, granting you a big opening at your discretion which is pretty much an essential mechanic in later fights, but can be neglected early on. Not all ammo can stagger unfortunately, which is a small negative I think makes sense in theory, but would allow all ammo to be invaluable instead of only a select few. The slinger also allows you to shoot special crafted ammo you make yourself, such as flash pods to stun the enemy for a long period of time, as well as forcing flying monsters to crash back down to the Earth, providing a gigantic opening and is almost essential for monsters like Rathalos, to the more obscure screamer pods that create a high-pitched noise that’s particularly useful against the likes of Diablos. Flash pods are more universally useful though, and in base Monster Hunter World, they’re a tad overtuned, making certain fights an absolute joke, so I opted to not abuse them much but is something to be aware of. I think the slinger’s most important use however is triggering environmental hazards. There’s a few cutscenes in-game that showcase this idea which I really like, though they still give you a tutorial on it which is understandable, though I’d much prefer to have put two and two together. Environmental hazards are usually unstable formations above monsters you can hit to make them come crashing down, like rocks in the ancient forest, to giant crystals in later areas. Though not every environmental trap needs the slinger to activate, some of them work if you can attract the monster to where they are like vine traps, which entangle the monster for several seconds, allowing you to get a lot of damage in! It’s up to you to take advantage of these environmental traps however, and they’re not guaranteed as you need to get the monster in position and either stun them or knock them down to do it, or get very lucky where they just don’t happen to move. If you do successfully hit a monster with one of these hazards, they will take a large amount of damage and automatically topple, giving you an opening on top of the high damage, which is incredibly beneficial and can make hunts go way faster if utilized well. Traps can also help you break monster parts which we’ll get into in a bit, but overall environmental traps can turn the tide or snowball your advantage momentously, and I quite loved the interactive environmental aspects a lot, there’s other things you can trigger as well like swarms of flashbugs to flash a monster, water geysers and lava geyser that deal passive damage as the monster stands in them, and environmental destruction from rampaging monsters among other things, such as Rathalos attacking the rocks in his nest to cause the water behind it to rush out, potentially flinging him off the cliff along with you if you’re not careful. It’s truly an interactive world, which I really appreciate as it helps the immersion aspect a lot, and again just very helpful to gain an advantage if you’re paying attention.

My absolute favorite aspect of Monster Hunter World are the monsters themselves. If you actually decide to not attack them and watch them from a safe distance, you can observe them, how they interact with the environment, other monsters, and themselves. For example, you can watch a Rathian hunt for food, you can watch Barroth try to cool itself off in the mud, and you can see even more intimidating monsters like Nergigante ( my personal favorite monster) groom himself and just walk around peacefully. These dynamics make these monsters feel real in an actual environment, not just boss fights that net you rewards. I think they absolutely nailed this aspect, since while even fighting monsters, they’ll often retreat to their nests to rest and restore their health, and if you take too long you’ll be at a further disadvantage. Turf Wars help emphasize these monsters are territorial not only to you, but other invading monsters, and will fend them off best they can. Mechanically speaking, Turf Wars always end in a tie as both monsters deal a massive amount of damage to each other alongside a unique animation. After this is over, the monsters can still fight each other with their normal attacks, which can drag on sometimes depending on the monsters, but you can sling a dung pod to drive off any monsters you don’t want to deal with. Usually the monster who invaded the territory of another monster will leave, feeling threatened, which thematically makes a lot of sense in some cases. In other cases, it makes less sense depending on the match-up, but I think the idea that every monster has a chance to beat another monster that is stronger than it is definitely possible. All of these monsters have specific routes, nests, and interactions that give them consistency to feel very real, and I absolutely love it. It was always a highlight to watch, and undoubtedly my favorite part of the game besides actually fighting the monsters.

Fighting monsters is one of the biggest selling points of Monster Hunter, so is it any good? Yes, very much so. When you’re fighting a monster, they have specific weak points you can take advantage of to deal higher damage than normal, and not every monster has the same weak points, which not only makes a lot of sense, but ensures not every fight feels the same. Some monsters might have weak arms, some might have soft tails etc. It’s up to you to figure out where the weak points are, though there are resources in-game to figure this out as well without guess-work, which I appreciate not having to look up a wiki to do so. There are some universal weaknesses though, monsters with large legs can be attacked to stagger them, if you damage their leg enough though, they might just topple over, completely at your mercy. This allows for a consistent strategy against monsters, especially new monsters you haven’t fought yet, but it’s not always guaranteed or ideal, since some monsters have very strong legs. One of my favorite parts of the combat though is part breaking. If you attack a specific part of the monster long enough, it’ll eventually break, which not only severely lowers their defense in that specific area, but it can also drastically weaken the monster. Let’s take Rathian as an example, Rathian has a tail flip attack that deals severe damage and can poison you, so this incentivizes you going for her tail, since if you cut her tail off, it’ll make her arguably strongest move much weaker. Not only does this give you a huge advantage to sever her tail, but it’s so satisfying watching the tail get cut off and go flying, you even get an extra carve from it, which basically means you get another drop from the monster, which can net you really valuable materials. Tail cutting isn’t the only part you can go for though, as monsters all have specific body parts they rely on for attacking that breaking will cause their moves to become far less dangerous, and in some cases, slow them down, or cause them to have much larger windows of opportunity to attack them. On top of all of these advantages, part breaking can topple the monster as well, which gives you even more opportunities to break parts which will eventually snowball you to breaking multiple parts in a row, which is so much fun to do and really rewards you as well. Each broken part will also give you an extra material after the hunt is over, further emphasizing part breaks, you can also destroy highly resistant parts of a monster to make them take solid damage in that area for the remainder of the battle. Part breaking is an essential component of hunts, and a very fun mechanic as well, once you figure out what part of their body the monster uses the most to attack with, or what its most dangerous attacks utilize, it becomes a glaring target for you to go for, which I love a lot, and was just another aspect of this game that made me put in so much time playing it.

As far as the monster’s attacks themselves, well it’s a bit of a mixed bag. On one hand, there’s a lot of attacks in this game that feel well telegraphed and fair, allowing you to anticipate what the monster will do, and react accordingly by dodging or moving out of the way. On other occasions, some moves have some wild hitboxes that felt very deceptive in their size and range. One thing I need to stress about Monster Hunter World is how a monster’s attack pattern is entirely random. A monster may just use their worst attack three or four times in a row, and there’s not much you can do about that besides using slinger to stun them, avoiding it, or just getting hit. I think this randomness factor works since these are monsters, and just like animals, their behavior will be unpredictable, so thematically it all checks out, but mechanically it can feel utterly unfair at times. If a monster decides to just not give you many openings, or keeps moving around and you have to chase them down a lot, it can become rather annoying and hurt the pacing of the battle. Let’s not forget every hunt outside expeditions have a time limit, so the less time you’re attacking, the more that clock is ticking down. I will say in base game, the clock usually never played a factor in victory or success for me, but it’s definitely something that became an issue later on. I didn’t really notice these issues until the endgame, since most of Monster Hunter world is actually rather easy once you get the hang of it, but in the endgame it starts getting a little ridiculous. Some moves have barely any start-up at all, so reacting to them is a nightmare, insta-kill moves, ridiculously sized attacks etc. This definitely bogged my experience down somewhat, though it wasn’t super consistent enough for me to feel like it was a pressing issue a lot of the time, but it’s definitely there. Some monsters are better than others in this regard, though like any game, some monsters are incredibly well designed, some are incredibly poorly designed. Some of my least favorite monsters were definitely Black Diablos, Uragaan, and Kirin for reference. My favorite fights include Nergigante, Teostra, and Odagaron. My biggest issue with the combat really just boils down to some moves either being too strong, too fast, or just having weird hitboxes, everything else is either fine or manageable, especially in a multiplayer environment, I’d even argue some of these criticisms disappear if you’re playing with one other person like I was, but when playing by myself, these flaws became much more apparent.

Monster hunter world was one of the best multiplayer experiences I’ve ever had. Even though I only played with one other person, being able to share this experience with them and fighting giant monsters together was always fun. Even in the more difficult fights, having someone to rely on is comforting, but always keeps the fight engaging since teamwork becomes essential in multiplayer. Monster’s gain much more HP the more people are in a hunt, so everyone needs to usually pull their weight for a hunt to be a success. Having an ally to split aggro can help ease pressure and give you a moment to heal or buff up if you need, but makes the monster a bit more chaotic to predict, which I honestly preferred, made things more interesting, plus the trade-off of being able to take a breather was very welcome. Allies can hit you out of stun and other nasty aliments as well, heavily rewarding teamwork as you’ll both be keeping an eye on each other if you’re ever in a bind, which is pretty much essential in the endgame. There’s plenty of multiplayer support skills like wide range that allow you to support your team further by allowing you to heal some of your allies’ hp by drinking a potion which also heals you, as well as buffing items like might and adamant seeds. Of course, multiplayer has drawbacks as well, hitting your allies with your weapon will flinch them, interrupting their action for a second, in which case they’ll need to do it again, though the flinch animation actually has some i-frames on it, so it can have incredibly niche use in that regard. You can run flinch free to prevent this, and if you’re with a LongSword player like myself, I’d recommend it, ‘cause LongSword is very well-known for flinching allies, which can be frustrating for sure. I have to admit though, I vastly preferred my Multiplayer experience compared to my Single Player experience, which we’ll get into, but I was thoroughly impressed with how thoughtful and fun the Multiplayer was speaking strictly mechanically, because Multiplayer has its own specific issues we’ll also get into in a bit. Overall though, a must-play with friends if you can get them together for it, because it’s incredibly fun. I'd argue half of my enjoyment was just from reacting and making callouts in call to my teammate. Truly a one-of-a-kind experience.

For singleplayer, you have your trusty Palico friend to help you against monsters. The Palico, much like another hunter, can split aggro for you, heal you, and help deal damage to the monster. I very much liked the Palico not only for this, but because they’re just a very loyal and charming companion that has a lot of cute dialogue and interactions with your hunter. They really made it feel like you were a team with quite a bit of history before the game began. You can also craft gear and weapons for your Palico, which helps them scale up with you as monsters get tougher, and honestly my Palico was absolutely invaluable, even in Multiplayer. I decided to give my Palico a paralysis weapon, which gave me so many openings to attack the monster with, even if it was uncommon, over the playthrough it saved me so many times, and helped me clutch victory. Unfortunately, the Palico isn’t all positives, as if you’re by yourself, you have to rely on the Palico to get you out of specific status ailments. Stun and sleep are the two big ones that you really need your Palico to get you out of. Stun and sleep leave you wide open to be killed, but you can ping your Palico to hit you out of these… unfortunately the Palico is not consistent with doing this. Sometimes they’ll be on top of it and hit you every single time, other times they’ll ignore your cry for help and watch as you die. Because of this, relying on your Palico for these situations is incredibly risky, and I personally ensured this never happened because I didn’t trust my luck. Otherwise, the Palico is incredibly useful, especially for a support role. I gave my Palico vigor wasp spray the entire playthrough alongside a status weapon, and they were an invaluable part of my team and strategy, so overall Palico was an awesome and welcome addition to the game, and my team.

Now that I’ve gone over most of the positives, let’s go into some of the negatives.

My largest negative with Monster hunter world is the single-player experience. Now don’t get me wrong here, you can absolutely play and enjoy this game by yourself, and I have tons of admiration and respect for those who can solo the hardest monsters in the game, but to me, this was the epitome of my bad experiences with this game. A lot of the mechanics and design of this game seemed very geared towards multiplayer in a lot of ways, one aspect of it to me that screams this more than any other is stun. Stun is an overly punishing mechanic that, when hit too many times in quick succession by a monster, you lose all control of your hunter as they stand there like a sitting duck to get killed. Now yes, your Palico can hit you out of it like I mentioned, but it’s inconsistent, and while you can run Stun Resist to completely remove the mechanic altogether, I found it incredibly unfair and not fun to deal with. The game tells you that you can get out of stun faster by wiggling the left stick, however this does not impact much as far as how long you’re in stun for. On top of this, monsters with no split aggro can kill you in a matter of seconds, all it takes is a few swipes, and you’re as good as gone. A game like this, positioning and finding openings is crucial for success, but in my experience a lot of this never mattered when I was by myself because the monster would always be on me and I couldn’t do much about it. Now you do have your Palico friend to split the aggro up for you a bit, but I found it to not be enough to feel comfortable or even confident to go in and fight the monster, most of the time I just ran away and hung around waiting for a move I felt I could punish before going in. This, on top of insane hitboxes, stun, and slow recoveries with items and get-ups, ruined any semblance of pacing during battles and often found myself running the clock out on these hunts. Just as well, I failed many quests where I was assured victory just so long as I had enough time to capture the monster because I played too safe since I deemed the risk too high. Again, this is just my personal experience, and I know a lot of people stand by this game as a single-player experience, but for me, I vastly prefer playing in Multiplayer. Single-Player was just incredibly frustrating and unfun and often soiled my enjoyment of the game in sessions where I had to play by myself. I will say, once I had a competent build with the quality of life skills I wanted, Single-Player was less arduous and annoying, but I still didn’t find it nearly as engaging or rewarding as sharing my victories with my friend, or with other randoms after defeating a powerful monster together.

The roll, or more specifically, the lack of i-frames on the roll. I come from a very Fromsoft background, so a lot of my experience with these kinds of games are the likes of Dark Souls. Bloodborne, and Sekiro. While those and Monster Hunter play very differently, they both share one thing in common, and that’s a roll. In Monster Hunter, the roll allows you to reposition and dodge attacks from the monster, however the amount of i-frames it has does not always allow this. Some attacks are so long or have such giant hitboxes, your roll simply cannot dodge it and you will get hit. Just like Stun Resist, you can use skills like Evade Window to increase the amount of i-frames the roll has, and jumping to increase how far it goes. With that said however, the base roll should be good enough to dodge most quick attacks, because if it did, it’d tremendously help with the pacing and flow of fights once again. Now there is a more committal roll option called a “dive” where you run away from the monster, run, then roll, and you will dive. The dive has plenty of i-frames to dodge pretty much any attack, and there’s specific attacks monsters use with the dive in mind I actually really like. Nergigante’s dive-bomb move being a good example of one of these moves. The issue with dive is it takes forever to recover from, and getting your hunter to dive is too finicky for me. If you have your weapon drawn, forget about diving, it will not happen, and I’ve suffered many deaths from not being able to sheathe fast enough to dive, which very much annoyed me. I understand both this and stun are things you can alleviate or outright remove with certain skills, however skills have their own issues.

Decorations being random drops is something I’ll never understand. I’ve recently learned from a good friend of mine, Lemonstrade whom I’ve been talking to about my experience with Monster Hunter World, that previous Monster Hunter games did not have random decorations, but were simply craftable from specific monster parts. Not only would this have helped make more monsters useful to hunt in my playthrough, because I had so many monster parts just collecting dust, but would also allow you to focus in on decorations you really needed. Decorations are what give you those skills I’ve been mentioning in this review a lot. In order to get these decorations, you get them as rewards from pretty much every activity in the game. The big issue is: what decorations you get are entirely random. This to me is flat-out padding and a really bad idea overall. If I was struggling with stun or my roll being a bit too hard to use effectively, I should in theory, be able to grind for the decorations to help with me, not random chance. So instead, I have to grind monsters for potentially hours, and maybe never get what I’m looking for, which will make these issues much more consistent and noticeable throughout my experience, and surprise, they were. It’s especially bad in endgame when you want to optimize builds, or go for a luxurious build that makes the game more forgiving to play, good luck getting the decorations you need in a reasonable amount of time, though you may get lucky. What’s worse is you don’t even need to fight especially hard monsters to get decent gems, you can fight a special event called Greatest Jagras that’s always available now to grind gems, so it’s not even a matter of skill, it’s a matter of time. Gem farming takes too long, less monsters become useful to get their materials for, makes certain issues way harder to solve, and overall doesn’t feel rewarding, it’s all luck. I was able to get all the gems I needed through dedicated work, but I’m hoping the upcoming Monster Hunter game: Wilds fixes this issue and reverts back to the old way Monster Hunter games did it, by allowing you to craft gems you want, not a slot machine.

Last complaint I really have with Monster Hunter World is how jank it felt to play at first. A lot of things in this game did not come very naturally for me, such as sheathing and unsheathing my weapon, which thankfully running auto-sheathes for you. A lot of the animations in Monster Hunter are long and very committal, so you can’t just mash attack and get away with it, or cancel out of it like roll, at least with LongSword this was the case. I often got too greedy and got hit a lot, which led to some frustration, but I began to understand Monster Hunter is a slower-paced game, so playing it slower helps, but that’s not the case with certain quests only giving you 30 minutes or so, which puts the pressure on. Odd hitboxes and strong attacks were the least of my issues when it came to traversing areas, specifically the Ancient forest. Visually, it gets across how nature-focused this game is, but on the other hand, what an absolutely terribly designed area overall, and a nightmare to traverse. This really shouldn’t have been the first area, since later areas don’t suffer this labyrinthian design like Ancient Forest does, but have their own fair share of issues. While the game is called “Monster Hunter” actually hunting The monsters felt like a chore a lot of the time. Having to find footprints and markings, collecting them, gaining research, and then the scout flies tell you where to go. Not only do the Scout Flies sometimes just don’t tell you the right way to go, but it feels very hand-holding at the same time, I’d much prefer finding the monsters on my own without all these extra steps. Of course, you obviously can ignore the Scout Flies and the track-hunting most of the time, but some missions require you do it, and it bogs the game down so much. Much later on, you’ll have to find tracks for some particularly special monsters by revisiting older regions, and only once you fulfill the research requirement can you locate them and fight them to progress the game. Once again this feels like padding, since no other Monster Hunter game does this, so it’s an odd choice World would decide to do it. Though I’ve been informed many times that World is an “outlier” when it comes to Monster Hunter, these criticisms will likely only apply to this entry. A lot of the actual controls for the game felt fine enough, but as I mentioned before, diving was sometimes inconsistent, odd hitboxes, bad roll, stun, the entirety of the Ancient Forest, sheathing, it all felt janky for a game made in 2018. Now I will concede a lot of this stuff I adapted to overtime and got used to it, but initially these things turned me off from the game, but I really wanted to get into this series, and my friend helped me a lot along the way, so I’m very thankful those first handful of hours were easier because of that. I wouldn’t say even World as accessible as it might be for the series, is still quite intimidating and very hard to get a grasp of, but once you do and it clicks, it becomes a very addicting and satisfying experience.

Sieges, more specifically Zorah Magdaros. Every mission involving this oversized lava cake I did not enjoy whatsoever. The scale is quite amazing, and can be quite exhilarating when you first begin one of these giant monster sieges, but you quickly realize just how shallow it is. You use some special weapons like the cannon and the ballista to deal damage, you wait around for an eternity, you get a cutscene, then you do it again until the quest ends. It’s not engaging, it’s mechanically shallow, and it’s unnecessary. I love the idea on paper, but the execution is just so bad, I couldn’t wait for them to be over with, and I never went back to grind these missions either because they were so dull to me. Zorah Magdaros has an excellent introduction at the start of the game and presents tons of interesting questions and ideas about where the plot might go, which unfortunately is rather… mediocre. Gameplay wise? It’s just disappointing.

Last, but certainly not least, The Handler. Now The Handler has a notorious reputation for being annoying and constantly getting into trouble, and yeah I see where people are coming from. To be completely blunt, I did not care about her in the slightest, nor any character in this game. They all feel so shallow with little character besides a few quirks that helps them at least not meld into the same NPC’s, but there’s not enough there for me. With the Handler, she’s certainly annoying, but I don’t hate her as much as others. My issue is, with a character so paramount to you as a hunter, she should have far more caution and experience in the field, but she comes across aloof, and a liability, which is irksome. The game literally gives my hunter the background of being an A-list hunter from the Old world, a seasoned veteran, but then my Handler acts like a complete new blood? That doesn’t add up to me. Missions where you have to follow her are even worse, because her corny dialogue doesn't help her case I’m afraid, on top of gameplay slowing to a crawl so I’ll care about what she’s saying, or her well-being when the character isn’t well-written enough for that to be a possibility. Honestly, most story sequences I did not care for, all I really wanted to do was hunt monsters and become stronger, which is both good and bad. Good because the gameplay is good enough for me to want to get back to it, bad because the story is so boring and inconsequential to me it’s getting in the way of what I truly enjoy. Add unskippable cutscenes and friends not being able to join each other until everyone has seen the cutscene within a mission, and you have the recipe for disaster and a lot of annoyance. I digress, the handler, let me reiterate, I do not hate as much as others, but she is the golden example of one of my big issues this game has, emphasizing boring characters and a boring story I do not care about, I just want to hunt monsters.

Since we’re nearing the end of this review, I’ll quickly go over the music. Monster Hunter World has a surprisingly good soundtrack with plenty of memorable tracks, though it also balances it out with just allowing the nature of the World to speak for itself without music. There wasn’t too many songs that caught my ear while playing, but generally most songs were pretty good! My favorites were: Pride of a Nameless Hunter, Nergigante Theme, and Bazelgeuse Theme.

Monster Hunter World was a monumental, refreshing yet equally frustrating experience that I already look back on quite fondly. As a Multiplayer game? It’s top-notch, and one I’d highly recommend if you can find people to play with, there is nothing quite like that rush of taking down a new monster, or mastering the patterns of older foes. Satisfying gameplay loop with even more satisfying progression, great combat with a bit of jank in level design, mechanics, and hitboxes, a lackluster story with even more lackluster characters, and quite a bit of padding that you’ll either tolerate or dislike. Incredibly immersive monster designs and behaviors, excellent interactions, fantastic environmental interactivity, slow-paced yet fast, methodical and savage in tandem, it’s truly remarkable. I have to say, I loved Monster Hunter World, and cannot wait to dive into other games in the series, like 4U, Rise, and Wilds in the near future! Thank you all for reading this review, this is by far my longest review, and I’m still not done talking about this game! The Iceborne review will be out sometime soon, but I hope this review can tide you all over until then. As I’ve mentioned in other reviews, I'm still going to wrap up FFIV soon, and start Va11-Halla very soon as well. I also just want to say thank you all for the exponential growth lately! You all only continue to inspire and drive me forward with writing these, so please look forward to more as I continue to put more and more into this. Truly, thank you all so much! I’ll see you all in the next review, until next time.

Reviewed on Mar 31, 2024


2 Comments


1 month ago

If I was a blacksmith inspecting this review as a weapon. I'd give it a solid purple sharpness. Great to see a newcomer experiencing this game as a gateway into the franchise. And definitely MHW is an 'outlier' in the series. For all the things MHW does right there is still a decent chunk that could be improved. Anyway, looking forward to what you think of Iceborne and if you ever play the past entries as well.
@Detectivefail that is monumental praise, thank you very much! Monster Hunter World was a phenomenal experience with some issues, but I'm more than ready to delve deeper into the series before Wilds releases. Iceborne will be very interesting to talk about since it has a lot of new ideas that are also not in other Monster Hunter games. Glad you're looking forward to it as I'm looking forward to all of your future reviews as well!