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acsonic.bsky.social
pfp: Pieberry retired gbf player, gfl 2 & mh:wi gaming 20s dude that loves rock climbing(v3-5?) souls, rpgs, & roguelikes are my main squeeze i'm just vomiting my game reviews here, and posting w/e.
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Max might cuz it's easy to maintain, adrenaline rush + counterstrike, since you can do both easily, and the obligatory quick sheathe.
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The recognizable part isn't really the character design, but rather the art style that created the art. Big fan of the body proportions you use in your art, as well as your colors and overall shapes, plus I love legs.
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I think my rating would increase, if only I got a little luckier and found, and subsequently knew, about one of those specific rooms that I required for further progression.
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Overall, I'd give it a solid 7/10. Very thought provoking, as there are a lot of considerations to make and things to do, but the endgame feels like it requires a guide to finish without some luck or excessive thinking.
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Learning about the game, and internalizing all of the drafting rules(and reading about them through in-game hints) is quite enjoyable, as it's progression that involves the player becoming more proficient in their game, as opposed to raw resource increases.
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The light ambiance and SFX are quite nice, albeit minimal, and the visuals are also clean. Puzzle design in general is pretty good. Meta puzzles require lots of note-taking(recommended), and the isolated, fixed puzzles are good introductory puzzles to the overall difficulty of the game.
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In the latter half of the game, I feel like some of the puzzles are actually RNG reliant, since you need to draft specific rooms to get to specific objectives, in order to progress. This felt bad, causing me to end up giving up on the game.
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That being said, I got very stuck trying to get to the titular Room 46. I never got the Foundation room even offered to me, and forgot about draining the Fountain, so I eventually gave up and had to look up where exactly to use the Basement Key.
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Overall, a solid 7/10. Very fun, very fast paced, and very much a banger game, but the late-game mechanics get in the way of this being a top pick for me. Things might change if the devs decide to put out some sorta patch, but for now...
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The story is the "it exists" type of gameplay. It's there, yeah, but it's not super fleshed out. Granted, it definitely doesn't need to be. It's basically completely skippable, but gives players something to do when unwinding a smidge between all the fast-paced action.
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This is fine, but I feel like this game should either be all-in on items or not at all. Either the items should reflect gameplay changes(such as aiming for more close calls/grazes, but most items either are or aren't in this type of category), or shouldn't exist in the first place.
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The items are... okay. IMO, they could definitely use some work. Item rarity doesn't really indicate final strength; rather, higher rarity items tend to have stricter use cases/requirements for larger boosts.
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That being said, the music is an absolute 10/10, would put in my playlists if it were on Spotify, and the gameplay itself, for the most part, is peak. The skeleton framework of a fun game is all there, with the gamefeel and mechanics being top-notch.
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Some may say that it's just a get gud angle, but personally, I didn't pick up this game for the get gud aspect. Of course, skill is a significant aspect of the game, but the other aspects are the feel-good and go-fast parts of the game, which the later stages actively inhibit.
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There's just so much in the way, for both boss fights and regular stages, that it becomes soul-sucking to try and ram your head against the wall that is the RNG generation of obstacles.
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Like, a normal 60$ RPG usually can take like 70+ hours, and that's a fantastic experience. But noooo, suddenly sinking 100+ hours into MH means that game's lacking content. Like what 😂
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So, overall, 9/10. It gets -1 point for being extremely restrictive in the aspect of how strong your computer is, but it's a top recommend from me. We have real food, we have Poogie, and we have a majestic world to explore. Get the game, give it a spin, and immerse yourself in the world.
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The SFX and music are impeccable, but honestly that's like the standard for MH. It's good, real REAL good. The food animations, while not as absolutely peak as World, are still top-class. Them animations make me real hungry.
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This creates another layer of decisions, as which weapons you want to use will vary, and the offensive + defensive capabilities of your armor are split, requiring more decision making on what you value more.
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Instead, in the peak of High Rank, There is still a lot of decision making on how to make your armor set, what you want, and what you can afford to not have. Also, uniquely, skills are now split between weapon skills and armor skills.
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This is the first time that I've been able to front-line a Monster Hunter game. This has been a very different experience from Rise/Sunbreak, where I was able to create fully decked-out end-game builds with every armor skill I could ever want.
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The gear, new and returning, are also super cool, and I'm loving the various fits in the game. Getting layered armor unlocked in High Rank is also a very, very nice change. A shame the same isn't available for layered weapons, but what can you do.
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The new monsters are all also very good. I feel like they have very fair patterns, but require pretty good knowledge to not get steamrolled on. The environmental factors that you can use in combat have also increased, rewarding the player for having good knowledge/awareness of the area they're in.
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The camp mechanic is also actually quite interesting. It's a little more intuitive to look for potential safe-spots on the map, monsters being able to destroy certain camps is interesting, and the animations involved in the camp are super good and fun to watch.
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This is balanced by the fact that every saved investigation has a limit on how many times you can complete the quest. Saving investigations with rare or specific drops is always a good idea for future-proofing your grinds(or saving them for friends).
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The way that hunting is set up in Wild is also far more engaging. In Wild, investigations are launched and saved purely by what is *currently* in the area. Keeping track of what you want, and what is spawning, gives a big boon to farming for mats.
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As for gameplay mechanics, I LOVE how the Longsword is changed. In World, it just felt like a Helmbreaker Simulator, in Rise it felt like a Counter Simulator, and now in Wild it feels like a fast, flexible weapon that combines speed with burst windows. We're getting the best of both worlds here.
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Speaking of the world, MAN it's SUUUPER pretty. The environments are far more detailed than in World, and vastly more so than Rise. The shifts in environmental effects(heavy rain v.s. clear skies) and environmental effects(lightning, wind, water) are absolute top-class.
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That part of the story was interesting enough, that I'd personally give a story a pass. If you skip the story, the environmental shifts & tempered monsters just become a gameplay mechanic, which is also totally fine.
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That being said, the story is what also introduces most of the worldbuilding, and the worldbuilding in Wilds is very good. Explanations for how the environmental effects take place, how/why they loop so quickly and drastically, and even how monsters show up in places are very interesting to see.
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Perhaps, part of it is the fact that I have quite a few hours of hunting monsters under my belt, but I never felt any story impact. The first time I fainted to something was the supernova attack of Low Rank's final boss, simply because I didn't see how to dodge it the first time.
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The story is... a mixed bag. On one hand, the story itself is kind of mid. The conversations between characters are extremely forgettable, and a lot of the time just not very impactful.
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Firstly, it's true that the performance of the game suffers heavily based on how bad your pc specs are. For reference, I have an RTX 3060, Ryzen 9 5700, and 16gb DDR4. On about medium settings, I can get a pretty stable 75-95 fps with AMD FSR(AI Frame Gen).
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For new players, I noticed: In the settings, under game settings, iirc the third tab has an option to show the full moveset in the top right(like you see in the training room) instead of the shortened list. It's really helpful when you're learning any weapon, would recommend.
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Pro-tip for anyone on a 30-series card, since no nvidia framegen: AMD FSR Frame Gen is your friend here. 3090 and I can get 85-100fps on almost max settings with full raytracing. Without FSR I was getting between 45-80fps depending on the scene. Friend on a 3080 had similar results -20 fps ish.
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i think so too... kinda. Depends on what kind of game longevity youre looking for. this game has way less grinding than gfl1 or any of the other gachas, and the level cap isn't very high, so most of the game's longevity comes from its story. i like said story, so for me, it's a good time.
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Hey, tbf, gfl2 does have a pc client that... Also spikes my pc temp. It do work good tho. That proprietary stocking rendering algorithm ain't gonna render itself, after all.
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I'd almost liken it to a dlc, where the context helps clarify the base game's lore & world, while introducing new aspects at the same time.
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I will say, WA-2k and Springfield especially did seem a bit more well-adjusted than the motley crew of the Elmo, that's for sure.
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How do I have exactly 20 less than them??? I think it does just have to do with when you did your dailies, and if it coincided with the guild level up, maybe?
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playing solo does that... it becomes much more of a reactionary bullet hell, while with teammates it becomes moreso coordination and fast pattern reading hope you get the chance to play with people! its kinda alive, so finding randoms during peak hours isn't nail-bitingly bad