Tag: IGN

  • Civilization 7 Review – IGN


    There’s one historical movie scene that comes to mind for me when I think about Sid Meier’s Civilization 7, and it’s not a flashy arena fight in Gladiator or mission control cheering as we safely bring Apollo 13 back home. It’s Leo DiCaprio as Howard Hughes in The Aviator, running his hand along an airplane fuselage and insisting that he doesn’t want to see any rivets. There’s some method to the madness of smoothing out the texture in its design, and at times I can see why Firaxis went in this direction. But while its takes some good swings with combat and diplomacy and it is still overall a good time to build a civilization from the ground up, I find that this obsessive streamlining is more often than not to the long-awaited 4X successor’s detriment.

    Let me just restate for emphasis right from the jump that I don’t hate playing Civ 7. It retains a lot of the series’ signature charm and polish. There’s an almost indefinable quality of craftsmanship to it that none in the barrage of recent Civ competitors has been able to replicate. It’s more that it’s like this iteration was designed by Apple, trying to be “user-friendly” by taking away the ability to dig into the guts of its systems or fine-tune your experience. And I’m an Android person.

    The biggest culprit here is the interface, which simply doesn’t provide enough of the information I would hope to find in a strategy game of this complexity. Learning to play Civ 7 is downright frustrating, and while I eventually figured out how to live with its woefully inadequate tooltips and barren Civilopedia entries, I never liked it. I constantly found myself hovering over things and left-clicking, right-clicking, holding down Shift, Alt, Ctrl, screw it, ScrollLock – anything in the hope that I could bring up more information. But it’s just not there.

    In one of my first campaigns, I saw a little guy called a Kahuna wandering around my territory. Now, I could open up the Civilopedia and type in “Kahuna” and find out that he’s a unique missionary available to the Hawaiian civ. But bar that, I don’t have any information available here on the map about what he is. Is he a military unit? Is he dangerous? What is he doing here? Can I eat him? Likewise, clicking on a city center will bring up a basic info view, and you can click a button to show more information. But not a lot more information. Rarely enough.

    The interface simply doesn’t provide enough of the information I would hope to find.

    It’s cool that every building is represented on the map, but hovering over them doesn’t remind me what they do. Again, I have to go into the Civilopedia and type out the name. There’s not even a shortcut to click on a unit or building to bring up the Civilopedia entry that I could find. I can’t even see where my specialists are placed unless I’m prompted to place a new specialist. That’s kind of bewildering.

    I know Civ 7 is the first one to launch simultaneously on consoles, but information-dense games like Stellaris and Caves of Qud have done absolutely admirably at making all of their vital details available at the touch of a controller. The absolute worst solution to the problem is just to go, “Eh, you don’t really need detailed tooltips, do you?” That’s exactly what Civ 7 has done, and while not catastrophic, it gets on my nerves constantly.

    This minimalist philosophy even extends to the set-up screen, which has a paltry number of options compared to any previous Civ game in the past couple of decades. There are three world sizes and six different map types, but if you want to know what the difference between “Continents” and “Continents Plus” is, again, you’re out of luck, buddy. Go Google it maybe. There’s no explanation of the different difficulty levels, either. And while “Standard” does feel fairly large, even on “Archipelago” it generated maps where more than half of the world is land, so I was really missing Civ 6 options like world age, rainfall, sea level, or any of the neat tweaks I’ve come to expect.

    And even if there were more map types, I don’t know if it’d make a difference with the way things are balanced right now. A farm on flat desert is just as productive as one on flat grassland, so trying to switch things up by making a desert world would be a mostly visual change. It really feels like Firaxis wanted to give us a very specific, narrow experience with almost no room for customization.

    But as I said, that narrow experience is not by any means a terrible one. There is something to be said for a lean, mean, streamlined Civilization game a la Civ Revolution. And once I settled into its awkward, one-size-fits-all throne, I was having a pretty good time for most of it.

    The music and sound design deserve a prominent mention.

    The music and sound design deserve a prominent mention. Christopher Tin only puts out bangers, and “Live Gloriously,” which features lyrics in Ancient Greek taken straight from The Iliad, is no exception. I also enjoyed Gwendoline Christie’s narration, and the sound effects for everything from plopping a new district to opening fire with a rifle company are punchy and satisfying.

    Also, in a first for this series, well-written narrative events pop up to bring a touch of human character to the broad sweep of history, and I particularly liked that there are some impactful ones for specific Civs. Playing as the Shawnee, upon unlocking factories, I got the option to keep true to our people’s old ways, which reduced the production output of my industries but gave me a bonus to culture. For Persia, I got a miniature quest chain that rewarded me for sending one of my Immortals on his own little hero’s journey. And the crises that happen at the Age transitions – which can be anything from barbarians at the gates to a super plague that wrecks tiles – are varied and exciting. I’m pretty sure I haven’t even seen all of them yet.

    The re-imagining of smaller eras as three larger, more distinct Ages with their own mechanics and victory conditions feels a bit too broad, though – particularly the middle one, Exploration. This period stretches from basically the end of the Roman Empire to the beginning of the Industrial Revolution, and it feels like it’s trying to cover too much to have a coherent identity.

    And, peculiarly, Civ 7 only really covers history up to about 1950. You get planes and tanks, but there are no home computers or helicopters in this tech tree at launch. The final science victory condition is launching the first manned spaceflight – quite a step back from setting up an exoplanet colony. Again, it feels like the conceptual space Civilization exists in has been sliced down to the bone for the sake of simplicity. And it leaves us with some awkward edge cases, like the Mughal Empire, which was politically irrelevant by the mid-1700s and completely dead by 1857, being a Modern Age pick. Even just having four ages instead of three, I think, would have made this much less awkward.

    Overall, though, I like the idea of changing which historical culture your civ adopts with each age, an idea that Amplitude introduced in Humankind a few years ago and Firaxis has improved upon by putting semi-realistic restrictions on who you can pick next. I never liked the idea of American tribesmen founding Washington D.C. in the Stone Age, and civ switching shakes up the gameplay and allows you to pivot from military to culture to science without ruining your whole run. But it has its drawbacks, too. Given that Civ 7’s otherwise slick-looking animated leaders don’t change at all visually through the Ages, you end up with some confusing situations like having Ben Franklin declare war on you and then having to look up what civ he’s actually controlling right now. Persia? Ooookay.

    As is tradition, warfare is the most fun way to play.

    As is tradition, warfare is the most fun way to play, and I love the clever solution of army commanders letting several units ride on their backs to move around the map, then deploying to actually fight. That’s a good compromise between stacks of doom and one unit per tile, and having the commanders be the only ones to earn XP cuts down on micromanaging per-unit upgrades. The AI still can’t present much of a challenge to an experienced player who knows how to exploit the terrain and focus fire on priority targets unless they outnumber you three- or four-to-one, but hey, it’s Civ. What else is new?

    Well, for one thing, when you end your turn all enemy units move at once, and your view will never be taken to the site of a battle when your units are being attacked. So if you’re fighting on multiple fronts, or you just happen to be looking somewhere else, the start of each turn becomes a crime scene investigation to figure out what happened. You’ll get notifications if a unit dies, but not if it’s reduced to its last few hitpoints. If the idea here was to make the end turn time faster, the cure is definitely worse than the disease.

    Back in the plus column, the centering of Influence as a base game currency is probably my favorite change from Civ 6 to Civ 7. The highlight is that it can be spent to engage in a tug-of-war for War Support, which penalizes your opponent’s happiness and combat ability when you swing it in your favor. It feels way less annoying to get declared on by surprise when the systems recognize that there are diplomatic and tactical consequences for such naked aggression, and I can press a button to make them worse by denouncing that jerk Isabella. It also effectively forces would-be conquerors to supplement their bloodlust with a good PR team that swings public opinion to your side even when you’re clearly the aggressor, which makes the military path more interesting.

    Rank every Civilization Game

    Rank every Civilization Game

    If conquest isn’t your ambition there is still another “instant” victory condition for winning the space race, but otherwise, the overall winner is determined by these “Legacy Paths” for Military, Economic, Scientific, and Cultural achievements, which have different objectives each Age and don’t penalize you for changing up your strategy in each one. I found that they do, however, encourage generalization over specialization, since being declared the winner by total legacy score at the end often comes down to simply completing as many objectives in as many different categories as possible. Conquering a couple cities as a science player or making a few treasure fleets as a culture player is typically the tie-breaker in a close match. And I wasn’t crazy about having to dabble in everything to avoid falling behind.

    Some paths are better designed than others – I’m looking at you, Culture. Flatly, it’s bad. There’s no tourism anymore, so it’s mostly just about collecting artifacts by racing for a very limited number of dig sites with your explorers or vomiting out so many wonders that your starting cities end up looking ridiculous and the wonders themselves don’t feel so singular or special. Then, the religion-flavored Exploration Age culture objectives suck even more. I hope you like missionary spam and endless whack-a-mole conversions that you can’t guard against. There’s a little bit of strategy to it, like the fact that each settlement can now have a rural and an urban faith that need to be converted separately, but otherwise it’s just spending production to churn out as many Bible-thumpers as you can. I know we all like to make fun of Civ 6’s “theological combat,” but at least it was something, right? It was gameplay. This is a chore.

    It’s not a great game right now, but it could be with time.

    Sure, this whole one step forward, two steps back thing is par for the course when it comes to comparing a brand-new Civ to previous ones with years of patches and DLC to refine them. It’s not lost on me that people said the same things about the launch of Civ 5, my all-time favorite of the series. So I have an optimistic outlook on Civ 7, despite all my kvetching – and believe me, there’s a lot more minor grievances I could list. I do think a lot of what bugs me about it could be fixed without redesigning the entire thing. They could add better tooltips and game set-up options in a patch. Civ 6 didn’t let you rename cities at launch either, but that was soon added. And naturally, history teaches us a lot of lacking systems can and probably will be fleshed out in expansions. It’s not a great game right now, but I believe it could be with time.

    At least it comes out of the gate looking slick. One of the only hills – er, mountains – I will die on is that I really don’t like the way mountains look. They kind of remind me of a big pile of rocks, or like a kid’s papier mache volcano project they made for science class. They don’t have the appearance of a nice, realistic range of snow capped peaks like the ones I can see out my window here in Colorado. I’m also really not a fan of the new board-gamey look for undiscovered territory, even though the reveal effect is nice. Give me clouds or an old-timey map over this shiny nonsense any day.

    But the units and cities look incredible, if sometimes a bit cluttered. City-states got a big glow-up, both visually and mechanically. They all have unique 3D dioramas with culturally-specific clothing and props for dozens of miniature “civs” that didn’t make the cut, which is kind of incredible considering how many there are, and each can grant you a unique tile improvement. The way you compete for them, though, has again been streamlined. It’s just a race to fill up the suzerain bar first, and you can no longer “steal” them away from another leader once they’re committed. Not that it mattered that much in single-player, since it seemed like the AI was simply not interested in competing for them the vast majority of the time.

    There’s also some meta progression where you can unlock equippable items for specific leaders or cosmetics like new profile backgrounds for playing the same leader multiple times and completing specific challenges. It’s… whatever. I’m not annoyed by its existence, but it could completely disappear and I probably wouldn’t notice or care.

    But before we wrap up here, where the heck is Gandhi? How are you going to release a Civilization game without Gandhi? To be fair, the quirky leader choices are neat. I like that we’re branching out from exclusively executive-level political figures. But come on. That’s like Halo without Master Chief, or Mario without… well, Mario. The lack of recognizable faves just comes across to me as, “We’re going to sell them to you individually later,” even if the intention was simply to vary things up. If that’s the case, why are there two different Napoleons?



Civilization 7 Review – IGN

The highly anticipated release of Civilization 7 has finally arrived, and fans of the long-running strategy game series are in for a treat. IGN recently got their hands on the game and has put it through its paces to see if it lives up to the hype.

One of the standout features of Civilization 7 is the revamped graphics and animations. The game looks stunning, with detailed environments and character models that bring the world to life. The new art style gives the game a fresh and modern feel while still retaining the classic Civilization charm.

In terms of gameplay, Civilization 7 offers the depth and complexity that fans have come to expect from the series. The game introduces new mechanics and features that add layers of strategy and decision-making to the experience. From managing resources and diplomacy to waging war and exploring the world, there is always something to do in Civilization 7.

One of the most exciting additions to Civilization 7 is the expanded multiplayer mode. Players can now compete against each other in large-scale battles and cooperative missions, adding a new level of strategic depth to the game. The multiplayer experience is smooth and seamless, with no lag or performance issues to speak of.

Overall, Civilization 7 is a worthy addition to the series and a must-play for fans of strategy games. With its stunning graphics, deep gameplay mechanics, and engaging multiplayer mode, it is sure to keep players entertained for hours on end. IGN gives Civilization 7 a solid 9 out of 10, praising its innovation and polish.

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#Civilization #Review #IGN

  • Monster Hunter Wilds: The Final Preview – IGN First


    On day three of my visit to Capcom in Osaka, Japan, I once again sat in a dimly lit conference room. I was playing Monster Hunter Wilds, empty cans of coffee and tea strewn around my station. “You must be tired of being stuck in here playing,” said a friendly employee. All I could think was: “I wish I could play more.”

    This is after I played the first five hours of Monster Hunter Wild’s story and hunted four monsters in the Oilwell Basin in a different play state. I just couldn’t get enough; there are so many nuances to master with the new weapon and gameplay features and I’m the type of person who wants to scrutinize everything and figure out exactly how everything works through repetition and experimentation. I’m a guides writer – it comes with the territory – but because of my limited time, I needed to focus on the main story. That’s fine. After this hands-on, I know I’ll enthusiastically spend hundreds more hours in the game once it’s out.

    Is Monster Hunter Getting Easier, or Are You Just Better?

    I beelined it through the story to make sure I could see every monster there was to see, and in doing so, I didn’t make optimized equipment; instead, I crafted and upgraded what I could as I went. That’s the basic loop of Monster Hunter: Hunt monster, make better equipment, hunt stronger monster, and sometimes, hunt something multiple times to get what you need. With my minimal preparation, I hunted the first seven monsters without much trouble and never once carted* (aka, knocked out): Chatacabra, Quematrice, Congalala, Lala Barina, Balahara, Doshaguma, and finally, a repel quest for the Leviathan Uth Duna. When I played Monster Hunter: World for the very first time, even Tobi-Kadachi gave me trouble, so I was surprised to encounter such little friction while playing Wilds.

    I was actually so surprised that I went back and replayed the story in Monster Hunter: World through Anjanath, the seventh large monster. Well, the answer is that I’ve just gotten a whole lot better since I first played World, even though by that point, I had been playing Monster Hunter since the very first one on PlayStation 2. I easily ripped through everything up to Anjanath, who then made me sweat a bit before I defeated it on my first try.

    It’s funny, because I felt the same as when I played Monster Hunter Rise. I thought to myself, “This feels so much easier,” and in some ways, this could be because of the fun, zippy Wirebug mechanic and other factors, but that feeling was largely due to my increased skill as a player after 600 hours in World and Iceborne. That’s not to say I’m now some pro-level Monster Hunter–I’m certainly no speedrunner–but I’ve improved enough to notice. I’m bringing this up because I often see this lamentation in the community, questioning, “Perhaps, is Monster Hunter simply getting easier?” I would suggest that we may just be growing into better hunters.

    The developers’ goals don’t suggest they intend to make Monster Hunter easier.

    Things are certainly becoming more streamlined and accessible (see: Optimal Health and Status Recovery that removes the need to choose exactly how to heal, and the Focus Mode that makes it easier to aim) but the developers’ goals don’t suggest they intend to make Monster Hunter easier. Art director and executive director of Wilds, Kaname Fujioka, said the difficulty in Wilds generally follows suit from World. Series producer Ryozo Tsujimoto added: “We’ve been incredibly careful in Wilds to guide players to the fun of Monster Hunter without changing the core of the series,” and I very much feel that.

    Wilds immediately directs players into the meat of what Monster Hunter really is: hunting large monsters that could be set-piece bosses in other games. he main missions smoothly integrate mini small monster hunts and gathering as part of the story, which is a wonderful way to teach players about these necessary activities without them feeling like a roadblock. I’m conflicted about all of these…upgrades. I find myself always wanting to pull a “Back in my day…” and describe some archaic, ludicrous thing we used to have to do just to get by to be able to enjoy the game…like delivering explosive Powderstones from the top of a volcano while avoiding Gravios and Ioprey…and then doing it three more times because the quest didn’t count as cleared unless you were the one who posted it, and your whole party of four needed to clear it to join the next quest.

    I suppose I’m trying to say Monster Hunter has come a long way, and making it less convoluted and stripping away its “nonessential” bits and pieces has made it more palatable to a much larger crowd. Now, it’s largely just delectable meat with the occasional bone and dessert: there are no bitter vegetables to power through to be able to enjoy everyone’s favorite parts (except, maybe, grinding for a specific material.) And while on one hand I’m overjoyed that so many people have grown to truly enjoy something I love, there was something about being one of the few who prided themselves on eating their vegetables with a smile on their face.

    Even so, the evolution of Monster Hunter has continued to impress me. The nostalgia I have for how things used to be doesn’t cloud my judgment enough to make me misremember how I actually felt about needing to gather dozens of mushrooms and herbs and Wyvern eggs before I could finally hunt: “This is boring and tedious and my god please just let me kill a monster.”

    Wilds delivers the thrill of hunting a monster extroadinarily fast. The main story immediately spits you into the thick of things, and you’ll have hunted your first large monster in the first twenty minutes after customizing your character and Palico. There are no Kestodon Kerfuffles to contend with–you are one of the chosen hunters to protect your fleet from the big bads, and so that’s what you do.

    The action of these monster-hunting quests is seamlessly woven together with narrative tasks that drive the story and exciting cutscenes that drop you right into the fray. Travel is often accompanied by NPCs who progress the story with dialogue, so little time is wasted. The entire experience feels full and is structured like a more traditional RPG, as you aren’t posting quests from a board and loading into a map like in previous Monster Hunters. At the same time, you still have robust freedom to explore and discover things on your own without having your hand held too tightly. I’ll need to play more to discover exactly how the new decoration system and ingredient farming work, but it does appear you’ll still need to keep up on eating and inventory management yourself to be the best hunter you can be. I do hope there are challenges ahead that will require adequate preparation to succeed, as that’s where I think Monster Hunter shines brightest, but I do believe I may have encountered at least one of those in the Oilwell Basin.

    Alone in the Depths

    We discuss the Oilwell Basin and the four monsters I hunted there at length in our interview with the developers. Rompopolo, Ajarakan, Gravios, and the area’s apex, The Black Flame, Nu Udra inhabit the Oilwell Basin, which is designed to be more vertically connected, rather than the more horizontally laid out Windward Plains and Scarlet Forest. Though it’s a rocky, cave-like locale filled with lava and mucky oilsilt, it’s inspired by the deep sea and the inhabitants of the ocean floor. This is much more apparent during the Plenty, where deep into the Oilwell Basin takes on an ethereal blue hue to contrast its muddy palette during the Fallow and bright, burning red-oranges of the Firespring.

    The change in climate sometimes made me feel like I was in entirely different places, and this was even more pronounced in the Oilwell Basin. The changes in these three-mode cycles, plus the drastic visual changes between day and night, add even more variety to these vast, large, diverse maps— meant to be two to two-and-a-half times the size of the maps in World. And we’ve only seen three, but I’m sure there must be more. I feel like I barely got a handle on the layout of the Oilwell Basin while hunting, and will likely need to make a concerted effort to learn its flow and remember where things are, like the very helpful environmental traps, including a perfectly placed Sleeptoad beneath precariously placed stalactites in the ceiling of a cave.

    When I beat it down enough, it deflated–a hilariously sad sight I was delighted to experience.

    As for the monsters I faced there, they were a unique and impressive bunch. Rompopolo is absolutely grotesque, using its needle-like mouth to spew poison and the sharp appendage on its tail to inject gas into the ground, making use of the flammable oilsilt to cause large AOE explosions. It made great, unique use of its environment. When I beat it down enough, it deflated–a hilariously sad sight I was delighted to experience.

    I can see Ajarakan giving some players a bit of trouble. It’s an ape-like fanged beast that’s aggressive, fast, and strong. It also just looks cool–how its body glows when it gets ramped up is magnificent, as is one of its strongest attacks, where it spins in the air and crashes down, like a fiery Sonic the Hedgehog homing attack. If you let it grab you, it will roar in your face before brutally dragging you across the ground and tossing you like a rag-doll.

    Though Gravios, a returning monster, has been a pain in the ass to fight in previous games, with its hardy HP pool and super tough defenses, I found fighting it in Wilds much more enjoyable. Its hitboxes are more finely tuned, and the developers were able to gradate the toughness of its body more specifically, so it was easier to land hits on the points I actually wanted to get at. I also didn’t get hit by seemingly unfair hip-checks, which was a welcome change. Gravios has a new attack the developers were happy to be able to implement, too: a beam focused on the ground that turns the immediate surroundings into molten rock that persists for a few seconds with a fiery effect.

    An Impressive, Fiery New Foe

    When it comes to the apex, Nu Udra: wow. That thing is awesome, and it also really threatened to kick my ass. It’s the only monster that carted me during my playtime with Wilds, and I had the hardest time getting a read on its movements and intentions. Nu Udra is an octopus-like cephalopod that uses a skeleton (in game-design terms) entirely new to the Monster Hunter series, so of course I wouldn’t have any familiarity to rely on. Its tentacles can all move independently of each other, it moves with a graceful slickness, and it hits hard with its body and flame attacks. Its unpredictable, multi-directional attack patterns seem to encourage teaming up with friends, or at least NPC Support Hunters, too.

    Nu Udra is also uniquely beautiful–the sensory organs on the tips of its tentacles glow when it intends to use them in an attack, and occasionally covers itself in oilsilt and engulfs itself in flames–another cool use of the environment by an Oilwell Basin inhabitant. One of its attacks even resembles a dangerous fireworks display. Truly, Nu Udra is an impressive sight to behold: a slithering, octopus-like, menacing creature engulfed in flame, hellbent on your destruction. How exciting! I’m really looking forward to how this creature is incorporated into Monster Hunter Wilds’ story, too.

    I had no real context around the monster hunts in my time in the Oilwell Basin, as I could only really experience the hunts themselves after the Quest Start and before the Quest Complete screen, so all I can really tell you is that the monsters I fought in this build were in high rank, as was my equipment.

    The builds I played (in graphics mode on the PS5) also performed significantly better than the Open Beta Test. The monsters and environments acted as they were meant to, for the most part, and I didn’t experience any jarring graphical issues or bugs. This comes with the caveats that I was offline playing in single-player and that I, personally, probably wouldn’t notice if there was a small graphical stutter while fighting for my life. But if you’re in it for the gameplay, I can confidently say that Monster Hunter Wilds works well and looks good–in my opinion. I’m especially impressed by the fire and lava effects I saw in the Oilwell Basin– for example, the compressed fire beams from Gravios and Nu Udra engulfing itself in fire in real time.

    One of my biggest curiosities is how Wilds’ story progression will work in multiplayer, as it’s one of the best parts about Monster Hunter, and something I haven’t been able to experience in Wilds outside of the Open Beta Test. But, I’m told you’ll be able to play through the story with friends without the roadblocks encountered in World, which is the most important factor for me.

    The impressive variety of monsters in Monster Hunter Wilds, both in appearance and behavior, and the environments I’ve seen have so much attention to detail that it’s clear how much care the developers put into the series. This is especially so after speaking with them about it. Wilds developers implemented ideas they had been working on since back in World after players responded positively to it in the Witcher 3 collaboration, and they took advice from Final Fantasy XIV’s producer Naoki Yoshida while working with him on the FFXIV collab–which you can read more about here. Truthfully, I could yap about Monster Hunter for days, but I’ll leave it at this–I can’t wait to sink another 300 hours into a new Monster Hunter.



    Monster Hunter Wilds: The Final Preview – IGN First

    Exciting news for all Monster Hunter fans! IGN has been given exclusive access to the highly anticipated game, Monster Hunter Wilds, for one final preview before its official release.

    In this final preview, IGN dives deep into the vast and lush world of Monster Hunter Wilds, showcasing new gameplay footage, stunning visuals, and thrilling monster encounters. From towering beasts to intricate ecosystems, players can expect to be fully immersed in a world teeming with life and danger.

    The preview also highlights the game’s dynamic combat system, where players can utilize a variety of weapons and strategies to take down fearsome monsters. Additionally, IGN provides insight into the game’s multiplayer features, allowing players to team up with friends and take on even greater challenges together.

    With its visually stunning graphics, immersive gameplay, and challenging monster hunts, Monster Hunter Wilds is shaping up to be a must-play for fans of the series and newcomers alike. Stay tuned for IGN’s final preview of Monster Hunter Wilds, coming soon!

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  • GTA: Vice City Mod Released Despite Take-Two Takedown – IGN Daily Fix


    In today’s Daily Fix:

    Take-Two has issued another takedown order on a Grand Theft Auto mod. This time, the target is a mod for GTA 4 that brings GTA: Vice City into the game. The modders have released the game anyway, and now without the need for a legitimate copy of GTA 4. In other news, Baldur’s Gate 3’s new Patch 8 accidentally dropped before developer Larian was ready. The new patch hasn’t been stress-tested yet, and Larian isn’t sure how it went live for PS5. And finally, the Nvidia RTX 5090 and 5080 cards will be on sale very soon, and gamers and tech enthusiasts are already camping out for one. Retailer Micro Center has issued a warning to NOT do that, as the January weather can be very cold.



    A new mod for Grand Theft Auto: Vice City has been released, despite Take-Two Interactive issuing a takedown notice. The mod, titled “Vice City: Remastered,” aims to improve the graphics and gameplay of the classic 2002 game.

    Despite the takedown notice, the modders behind the project have decided to release it anyway, citing their love for the game and their desire to share their work with the community. The mod features updated textures, improved character models, and enhanced lighting effects, giving Vice City a fresh new look.

    Fans of the game have been eagerly anticipating the release of Vice City: Remastered, and many are excited to see the improvements made to the beloved classic. However, Take-Two Interactive has not yet commented on the release of the mod or their plans to address it.

    For now, fans can download Vice City: Remastered and experience the updated version of the game for themselves. Whether or not Take-Two will take further action against the mod remains to be seen, but for now, players can enjoy the enhanced version of Vice City and relive the nostalgia of one of the most iconic games in the Grand Theft Auto series.

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    GTA: Vice City Mod, Take-Two Takedown, IGN Daily Fix, GTA Mod news, Vice City Mod release, Grand Theft Auto news, gaming news, modding community, Rockstar Games, GTA controversy

    #GTA #Vice #City #Mod #Released #TakeTwo #Takedown #IGN #Daily #Fix

  • Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First


    From dry deserts, bustling forests, blazing volcanos to even frozen tundra, a variety of environments appear throughout the Monster Hunter series, each with its own unique ecosystem created by a diverse cast of monsters. The experience of adventuring through an unknown world, walking across its lands as you hunt, is one of the great joys when playing Monster Hunter.

    This holds true for Monster Hunter Wilds, the newest game in the franchise. After the Windward Plains and Scarlet Forest, hunters will take their next step into the harsh lands of the Oilwell Basin, a place covered in flames and oilsilt. Once there, they’ll find their path blocked by dripping, viscous oil and all-blazing magma. While it may seem to be a sterile, lifeless place, one can see the sluggish movements of small creatures wriggling around in the mire. And here and there in the Oilwell Basin sits what looks like the remains of some ancient civilization.

    Yuya Tokuda, director of both Monster Hunter: World and Monster Hunter Wilds, describes the Oilwell Basin to us.

    “During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring comes, it burns away that oilsilt, and at times during the Plenty the burned-away oil and soot vanishes, revealing the minerals, microorganisms and the original color of the manmade artifacts hidden underneath,” he says.

    Down in the Muck

    What kind of concept did the development team have in mind when constructing the Oilwell Basin? We ask Kaname Fujioka, director of the first Monster Hunter as well as executive director and art director for Wilds.

    “We had two horizontally broad locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically connected place,” he says. “The environment there changes slightly when you travel between the top, middle and bottom strata. Sunlight reaches the top strata, where oil gathers like mud, and the lower you go, the hotter the place becomes, with lava and other substances.”

    Tokuda continues: “From the middle to bottom strata, you’ll find creatures not unlike aquatic life that may remind you of the deep seas or underwater volcanoes. In World, we created the ecosystem of the Coral Highlands using the idea of what it would look like if aquatic creatures lived on the surface, and we’ve used the knowledge we gained in the process to create the Oilwell Basin’s creatures and ecosystem.

    It’s a blazing and barren wasteland that becomes filled with vitality once the Plenty comes. Fujioka says he wants players to enjoy this contrast.

    “During the Fallow and Inclemency, smoke comes out of everywhere in the Oilwell Basin like it’s some sort of volcano or hot spring,” he explains. “But during the Plenty, it takes on a clear, marine-like tone as we just mentioned. Look closely at the environmental biology and you’ll find that it’s even a region inhabited by the kinds of creatures you’d expect to find on the ocean bed.”

    The Oilwell Basin’s environment is made in a way that differentiates it from other locales. While it may look lifeless when covered in oilsilt, not only do shellfish like shrimp and crabs live under it, so do small monsters that provide raw meat. Large monsters eat small monsters, small monsters filter out and consume microorganisms from the environment and oilsilt, and microorganisms derive energy from the heat of the earth. If the Windward Plains and Scarlet Forest are ecosystems built upon sunlight and vegetation, the Oilwell Basin is an environment belonging to creatures that live by way of geothermal energy.

    The large monsters that live in the Oilwell Basin are distinct from those found in other locales as well. One such monster is Rompopolo, a globular and noxious creature with a mouth resembling thin needles. What ideas could have led the developers to Rompopolo’s bizarre design? Fujioka explains

    “We designed it as a tricky monster that lives in swamps and creates chaos for players by using its stored up toxic gas,” he says. “The idea of a mad scientist came up often when we were trying to depict this trickiness. We were inspired by this concept when giving it a slightly chemical purple color and glowing red eyes. The equipment you can craft from it is surprisingly cute, though. So is its Palico equipment.”

    While Tokuda categorizes the Rompopolo Palico equipment as “amusing,” I could see exactly what they both meant when I got to play with it myself. I hope you’ll craft the equipment and check it out, too.

    Flames of Ajarakan

    Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.

    Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.

    While we saw many scenes of Rompopolo and Ajarakan fighting for turf in this video, we actually see it grab Rompopolo’s body with both arms to give it a bear hug. Its martial arts-inspired movements make frequent use of its fists, giving it a charm unlike that of fanged beasts we’ve seen before.

    “Normally when we design fanged beasts, their hips are low to the ground, putting their heads at about eye level with the hunter,” says Tokuda. “We thought that this can make it harder to sense the threat that the monster poses. That’s why we were conscious of giving this monster a more top-heavy and towering silhouette. We then added flame elements that are at home in the Oilwell Basin, as well as grabbing attacks reminiscent of a wrestler that highlight its physical strength. It’s a monster that combines strength, physical attacks and flames, like its attack where it melts something and tosses it at you.”

    Fujioka also comments on Ajarakan’s design: “With one unique monster after the next making an appearance, we thought that this might be a good time to add a monster whose strengths are easy to understand. That’s how we got Ajarakan. It just punches or slams its fists on the ground to make flames shoot up, making it the kind of monster that’s strong by way of all its super-straightforward attacks.”

    Ajarakan occupies a fairly high position in Oilwell Basins’s ecosystem. Compared to Rompopolo, which makes full use of poison gas and oilsilt, Ajarakan really does stand out with its flashy appearance, with flames and magma accompanying each one of its attacks, making you very conscious of the area’s pecking order.

    “At first it was just kind of a physically powerful monster,” says Fujioka. “That’s why I talked quite a bit with our artists and designers about giving it more personality in some way. It’s a monster in a fiery location, so I wanted to make use of flames and heat. That said, I didn’t want it to simply breathe fire or create flames. That’s how we ended up with a design where the monster seems to be wearing flames on its back, similar to the Buddhist deity Acala. From there we got the idea of Ajarakan’s rising internal temperature giving it enough heat and power to melt anything in front of it, which seemed to give it so much more personality. Ajarakan will grab the hunter or hug Rompopolo, and we wanted to make players think about how much they’d want to avoid getting hugged by an absurdly hot creature. We decided to make it seem scary by making it so hot that it’ll melt anything and everything around.”

    Unlike the tricky Rompopolo, Ajarakan’s design focuses on straightforward power. As there’s the risk of its concept of depicting simple strength leading to no-frills movements, Fujioka says the team kept giving it flashier and flashier moves as they reached the end of development.

    “We kept adding lots of different interesting techniques, like it jumping into the air, balling itself up and falling to the ground,” he says.

    A monster generations in the making

    Ruling over the Oilwell Basin’s ecosystem as its apex predator with octopus-like tentacles is the “Black Flame,” which we can finally name for the first time: Nu Udra. With its slimy body covered with the flammable oil it secretes, it stretches and wriggles around the Oilwell Basin in every direction. Just as the Windward Plains’ Rey Dau controls lightning and the Scarlet Forest’s Uth Duna envelops itself in water, Nu Udra coats itself in flames. The two developers say that apex predators in Wilds are designed with the element of their region strongly in mind. Of course, finding an octopus in a scorching hot area is odd. Was this really the animal that inspired the monster?

    “Yes, it was octopuses,” says Fujioka. “We also wanted its silhouette to be striking when it rises up and gave it what look like demonic horns, but we also tried designing it in a way where you can’t tell where its face is.”

    Tokuda explains that even the music that plays when fighting Nu Udra is based on demonic imagery.

    “We had the composers include phrases and musical instruments reminiscent of black magic,” he says. “I think it ended up being a unique and good piece of music.”

    The squirming movements of Nu Udra’s tentacles apparently follow in the footsteps of monsters like Lagiacrus, which appeared in Monster Hunter Tri. A tentacled monster like this is a concept that both Tokuda and Fujioka have long wanted to make a reality.

    “One of the concepts in Tri was underwater combat, so I did write a proposal for an octopus-shaped monster at the time, emphasizing its distinctive underwater movements,” says Tokuda. “I had fun coming up with all kinds of ideas, like ‘It has lots of legs, which means lots of parts you can sever!’ There were challenges keeping us from making that a reality, though, including technical ones. But even so, I’ve been holding onto that proposal for all this time.”

    We’ve seen monsters in the past such as Yama Tsukami and Nakarkos that wriggle around as they use appendages like their tentacles. I ask Fujioka if they took the movements of these past monsters into consideration when developing Nu Udra.

    “We’re always interested in using monsters who move like that in moments where they’d stand out, as their silhouette and the impression they give are nothing like standard monsters with limbs and wings,” he says. “While including too many unique monsters will cause players to get tired of seeing them, dropping one in at just the right moment leaves such a strong impression. That’s why we had Yama Tsukami appear in the game the way it did,” he says, referring to the scene in Monster Hunter 2 (Dos) where you encounter Yama Tsukami floating over the mountains in a deep forest. “You glance up, see it flying above you, and think, ‘What the heck is that?’ I think there’s a kind of adventurous feeling you get from seeing something a bit odd, similar to cryptids.”

    Hearing this, Tokuda adds with a nostalgic tone, “You know, I’m the one who put that (Yama Tsukami) there.” While they weren’t able to create the same kind of actions for Yama Tsukami as they have for Nu Udra due to the technology at the time, they say they wanted to find some way for it to leave an impression.

    A constant feeling I get throughout this interview is one of just how sincere Monster Hunter’s team is throughout the development process about creating monsters, and that they make use of so many techniques in the process. Even if it can’t be done with current technology, these creators have countless ideas in their heads about how they want to use a monster. Then when they develop a new title, they draw on this stockpile when creating new monsters. In that sense, you could call the realization of a monster that makes full use of its tentacles like Nu Udra a major accomplishment for both Tokuda and Fujioka.

    “While Yama Tsukami and Nakarkos were monsters that attacked you with their tentacles while fixed there in a stage, Nu Udra makes use of its physical traits as a cephalopod to freely move around the area. In that way, the gameplay it enables could be seen as something we’re trying for the very first time here.”

    Fujioka continues: “Monsters with tentacles like that pose a lot of technical challenges, like controlling it with respect to the terrain and its target. When we began development on Wilds, the technical department’s tests went incredibly well, and so we felt like we could really make it happen this time.”

    “When we saw the tests, we also thought to make it the apex predator of the Oilwell Basin,” adds Tokuda. “That’s just how much of an impact this monster has.”

    “While there are countless proposals that I’ve had rejected due to technical reasons, it feels like I’m finally getting to attempt one of those this time around.”

    Even outside of hunting, I get the sense that fine attention was placed on Nu Udra’s animations. After you deal it enough damage, it wraps itself around what looks like an ancient ruined pipe in order to wriggle its way around the area. It even enters into small holes in the terrain without any trouble at all. Every one of Nu Udra’s movements posed a challenge to the art team led by Fujioka.

    “We did quite a lot of work on depicting flexible bodies this time with Nu Udra,” he says. “At the start of development, we try coming up with pretty unreasonable ideas, whether or not we can actually achieve them. It’s a challenge to ourselves in a way, and while it does cause a lot of challenges for our artists, the final product looks so amazing if we’re able to actually make it take shape.”

    The team uses new technologies to make possible the ideal expressions they’ve accumulated as the series progresses. They give it a try even if they aren’t sure they can make it happen. I even get a sense of what it feels like to be on the Monster Hunter development floor when I hear these two talk.

    “When we first implemented the movement of it going inside a hole, an animator told me, ‘When you weaken it and it starts heading back to its nest, please wait here for a moment!’,” says Tokuda. “Apparently they wanted me to see it going into its little hole, and I still remember replying, ‘Oh, that really is amazing!’ The animator looked so satisfied as well.”

    “It might not be easy to get the chance to see it, but the way it squirms around while wrapped around a pipe is so well made too,” says Fujioka. “I do hope you check it out. Only games are able to depict things like that in real-time instead of as some premade scene. I’m incredibly proud of it as a crystallization of the staff’s efforts.”

    Fujioka’s tone of voice gives me a strong sense of just how satisfied he is with the level of detail of Wilds’ monsters and how proud he is of the team who created this game.

    Once I actually try taking on Nu Udra, I have significant trouble finding an opening on its flexible and ever-changing body. If I let my guard down and stick too close to it, it uses its head to launch a powerful counterattack. While I struggle, I somehow manage to focus enough of my attacks to successfully break a tentacle part, only for its severed tip to thrash around on the ground. Is it possible to destroy all of its many legs?

    “You can cut off so many tentacles,” Tokuda explains. “While I suppose it depends on how you count them, all of the parts that resemble legs that touch the ground can be severed. While the tentacles do move right after they’ve been cut off, they begin to rot after some time passes. If you try to carve a part that’s rotten and no longer moving, you won’t get good materials from it. The same also applies for breakable parts of other monsters, like tails.”

    “Nu Udra uses its tentacles to launch attack after attack on its target. We were conscious to give its attacks a unique tempo through a combination of focused attacks, and area-of-effect attacks using its head and flames. We wanted to make it a massive monster that still seemed to launch a barrage of attacks. With all of its tentacles, though, it’s possible that it becomes difficult to tell who it’s targeting in situations like multiplayer hunts. That’s why we’ve made it so that it has sensory organs at the tips of its tentacles that use light to indicate when and who it’s going to attack.”

    At times, Nu Udra will hold its tentacles in the air and slam them into the ground as an attack. Like Tokuda says, its area that would correspond to the palm of a human hand gives off light when it does this. This light-emitting section of its body is Nu Udra’s sensory organ. But as it doesn’t use vision to understand the world around it, Flash Bombs don’t affect it.

    Nu Udra poses a significant challenge. I ask Tokuda what players can do to start working toward defeating it.

    “Its body itself is fairly soft, and it has lots of breakable parts,” he replies. “I think hunters should think about how to determine where to attack. Cutting off a tentacle will also shorten its area of effect attacks, making it much easier to move around. You could also call it a monster made for multiplayer, as that means its targets will be split up. You may be able to enjoy it even more by using SOS flares, Support Hunters included.”

    Fujioka expands further. “As we designed this monster, I thought it’s one that can be tackled in a way that’s very much like an action game in the sense that destroying its parts can help you get closer to defeating it. Gravios is another monster where you discover a way to defeat it as you destroy its tough armor, right? The ability to carefully watch a monster’s movements and use that to make a decision fits perfectly with Monster Hunter’s overall approach.”

    A welcome reunion

    In his answer, Fujioka brings up the name Gravios. That’s right, players can reunite with Gravios, who hasn’t been seen since Monster Hunter Generations Ultimate, in the Oilwell Basin. As a monster covered in what looks like a rocky carapace and which emits hot gas, Gravios really is a perfect monster for the area.

    I ask Tokuda what led them to decide to have Gravios make another appearance (for more details, check out this Gravios interview as well).

    “When we were thinking of monsters that match the Oilwell Basin’s environment, make sense in the game’s overall progression and don’t play too similarly to any other monsters, we thought that we could make Gravios seem like a fresh challenge and decided that it would reappear,” he says.

    As Tokuda says, the reappearing Gravios had become a monster with an even harder body than I remembered. Its massive presence is overwhelming when compared to the other monsters in the Oilwell Basin. When I somehow figure out a way to attack its rocky carapace, I’m able to form red wounds on its body like any other monster and unleash a Focus Strike.

    “When bringing Gravios over to this game from previous titles, above all else, we wanted to make sure it still had its distinguishing features like its hardness,” says Tokuda. “From a game design perspective, we also wanted it to be a monster that appeared after you’ve progressed a good bit and had gone through everything the game’s design has to offer. That’s why I came up with the idea of it being a monster where it’s difficult to figure out a way to defeat its hard body at first, only for hunters to find more and more clues as they make good use of the wound system and part breaking.”

    If Gravios is making an appearance, does that mean we’ll also be seeing its juvenile form, Basarios? I ask the question, only for Fujioka to simply reply, “Sorry, but Basarios will be taking this one off.” It seems like the time isn’t quite right yet, and we’ll have to wait longer before we see Basarios again.

    As the two explained during our interview about monster selection, the Monster Hunter team is careful to not make offhanded decisions about having monsters reappear, only doing so if they can be used to their fullest in a game. That means that the team must have decided to not include Basarios in this game after multiple discussions. Though a bit unfortunate, many other monsters not touched on in this article will also make an appearance in the Oilwell Basin. I can’t wait for the day when I get to go hunting there, Cool Drink in hand.

    Monster Hunter Wilds is scheduled for release on PlayStation 5, Xbox Series X|S and PC on February 28. For more, check out our exclusive 4K gameplay videos hunting Ajarakan and Rompopolo in the new Oilwell Basin area, our interview with the development team on how Monster Hunter has evolved over the years, and details on the game’s delicious food system. And look out for more monstrous exclusives throughout January as part of IGN First!

    Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom.



    Interviewer: Welcome, Monster Hunter fans! Today, we have a special treat for you as we sit down with Nu Udra, the Apex monster of the Oilwell Basin in Monster Hunter Wilds.

    Nu Udra, thank you for joining us today. Can you tell us a bit about yourself and what makes you stand out as an Apex monster in the game?

    Nu Udra: Thank you for having me. I am Nu Udra, the ruler of the Oilwell Basin. I am a fierce and powerful monster, known for my sharp claws and ability to manipulate the earth around me. What sets me apart is my intelligence and cunning, which make me a formidable opponent for any hunter brave enough to face me.

    Interviewer: That sounds both intimidating and exciting! Can you give us a sneak peek into what players can expect when they encounter you in Monster Hunter Wilds?

    Nu Udra: When players face me in the Oilwell Basin, they can expect a challenging battle that will test their skills and strategy. I am not to be underestimated, as I will use all of my abilities to defend my territory and emerge victorious. Hunters will need to be prepared for a tough fight if they want to claim victory over me.

    Interviewer: It sounds like players will have their work cut out for them when they come face to face with you. Are there any tips or strategies you can share with players to help them in their hunt for you?

    Nu Udra: My advice to players facing me is to study my movements and patterns carefully. I am a smart and adaptive monster, so hunters will need to be quick on their feet and ready to react to my attacks. Using the environment to their advantage and coordinating with their teammates will also be key to taking me down.

    Interviewer: Thank you for those insights, Nu Udra. Before we wrap up, is there anything else you would like to share with our readers about your role in Monster Hunter Wilds?

    Nu Udra: I just want to say that I am thrilled to be a part of Monster Hunter Wilds and to challenge players in the Oilwell Basin. I hope to provide a memorable and exciting experience for all who face me in battle. Remember, hunters, prepare well and come ready for a true test of your skills.

    Interviewer: Thank you, Nu Udra, for taking the time to speak with us today. We can’t wait to see you in action in Monster Hunter Wilds. And to all our readers, stay tuned for more exclusive interviews and updates on the game. Happy hunting!

    Tags:

    Monster Hunter Wilds, Nu Udra, Apex of the Oilwell Basin, IGN First, Monster Hunter interview, Monster Hunter Wilds interview, Nu Udra interview, Oilwell Basin, Monster Hunter Wilds gameplay, IGN exclusive interview

    #Monster #Hunter #Wilds #Interview #Meet #Udra #Apex #Oilwell #Basin #IGN

  • Monster Hunter Wilds: Gravios Returns in This Exclusive Gameplay – IGN First


    Gravios is a hard-shelled monster that’s been deflecting our attacks since the original Monster Hunter, and it’s back in Monster Hunter Wilds’ Oilwell Basin. A few things about this foreboding, unexpected Flying Wyvern have changed, which you can see for yourself in the exclusive Gravios gameplay videos in this article.

    Gravios is the sixth returning monster revealed for Monster Hunter Wilds, after Congalala, Yian Kut-Ku, Gypceros, and the quintessential Rathalos and Rathian. You can read all about how the Monster Hunter developers select monsters for each game in our in-depth interview.

    As for Gravios, Monster Hunter Wilds director Yuya Tokuda said: “When we were thinking about a monster that would fit the Oilwell Basin environment and would not overlap in gameplay terms when looking at the overall ecosystem hierarchy, we realized we could reintroduce Gravios in a way that felt fresh to play, so we decided to bring it back this time.”

    Historically, Gravios appears in volcanic areas in the Monster Hunter series. The Oilwell Basin fits that trope, especially during the Firespring inclemency, where burning lava can be seen in much of the area. The heat sure doesn’t bother this durable monster.

    We last saw Gravios in Monster Hunter Generations Ultimate, which you can see in action in the comparison video above. It’s definitely changed a bit, both visually and mechanically.

    The monster now feels like it is actually there in that terrain.

    “Of course, the details, textures, and other aspects of Gravios’ design have been greatly improved compared with previous titles,” explained Kaname Fujioka, executive director and art director for Monster Hunter Wilds. “While we maintained the hardness of its outer shell, we also had the team work hard on things like the depiction of the impact of Gravios’ laser-like attack when it hits the ground, which has been difficult to do up until now. The monster now feels like it is actually there in that terrain. We were able to express how the actions of the monster have a reaction on the terrain, and we worked very carefully on those elements.”

    One of Gravios’ new attacks, where it shoots a laser directly down into the ground, creating an area of burning terrain, perfectly demonstrates the upgrade Fujioka refers to. Gravios has also adapted another “new” move: a poison gas attack, previously exclusive to its juvenile form, Basarios. The Monster Hunter developers did confirm that Basarios will not be joining Gravios in Wilds.

    Gravios has other tricks up its sleeve, but we’ll let you discover those on your own. We did experience a potential softer side to Gravios – meaning, it was slightly easier to get through its tough hide, and we deflected less often than in previous versions.

    Tokuda explains the technical reasons why this may have felt different to us: “In the past, we could only assign rough data to specify the consistency of the monster’s flesh, so if you didn’t hit the soft spots with weapons such as the Lance, you wouldn’t be able to deal damage. With the Great Sword, the hit detection is also large, so you could hit the hard parts of the flesh and end up bouncing right off. With Gravios in Wilds, attacks against its hard shell will still bounce off, but if you position yourself properly and aim for its backside you can more effectively deal damage. Weapons and monster flesh can now be gradated in a more granular way than in previous games, while Focus Mode makes it easier to aim, so advances in technology have helped us to refine many aspects of the gameplay experience while fighting Gravios.”

    He continued: “In the past, there were technical issues that prevented us from assigning different skin hardness or toughness values to many different parts of a monster’s body. Because hit detection models were made using shapes like spheres and cylinders, the shape of the hit box did not always match the actual design of the monster’s body. But modern technology has allowed us to add hit detection in a way that matches the monster’s body. Including the Focus Mode, we felt that we finally had the technology to create a game where you could carefully watch a monster’s movements, find its weak points and then aim for them, so we took on the challenge this time.”

    Do you welcome or shun the return of Gravios? Personally, I don’t know if I’ll ever recover from the trauma it inflicted while I tried to deliver Powderstones in the original Monster Hunter, but fighting it in Monster Hunter Wilds sure felt great.

    This Gravios reveal is part of this month’s IGN First for Monster Hunter Wilds! Don’t miss our other new, in-depth interview on monster selection and our other exclusive gameplay and interviews:

    Casey DeFreitas is deputy guides editor at IGN and has been hunting monsters since the PS2 era. Catch her on X / Bluesky @ShinyCaseyD. Shuka Yamada is a freelance writer for IGN Japan.



    Attention Monster Hunter fans! Get ready to dive back into the wilds with the return of the fearsome Gravios in this exclusive gameplay footage, courtesy of IGN First.

    In this thrilling sneak peek, you’ll get a first look at the iconic monster Gravios as it wreaks havoc in the untamed lands of Monster Hunter Wilds. With its powerful fire breath and impenetrable armor, Gravios is sure to pose a formidable challenge for even the most seasoned hunters.

    Watch as our skilled players face off against this behemoth in an intense battle for survival. Will they emerge victorious, or will Gravios prove to be too much to handle?

    Stay tuned for more exclusive gameplay reveals and updates on Monster Hunter Wilds, coming soon to a console near you. Don’t miss out on the action – join the hunt today!

    Tags:

    Monster Hunter Wilds, Gravios Returns, Exclusive Gameplay, IGN First, Monster Hunter Wilds gameplay, Gravios monster, Monster Hunter Wilds Gravios, IGN gameplay, video game exclusive gameplay, Monster Hunter Wilds update, Gravios boss battle, Monster Hunter Wilds IGN First, Monster Hunter Wilds Gravios gameplay, Monster Hunter Wilds new content

    #Monster #Hunter #Wilds #Gravios #Returns #Exclusive #Gameplay #IGN

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