
A whole new world awaits
Lush, breathtaking, complicated, trying. If you weren’t a fan of Monster Hunter as a franchise until you played Monster Hunter: World, consider yourself missing out on something wondrous. Monster Hunter: World is as close to perfection as an action RPG can be.
Everything begins with you. You begin your adventure as a hunter joining the Fifth Fleet
on an expedition to the New World. You are tasked with exploring the vast wild in search of information and science. You’re supported with an assistant — Palicoes — and other officers of the Fifth Fleet, who help with hunting the flora and fauna in the wide unknown so that you may inform the Research Commission of your findings and possibly stop the extinction of vital dragons. The story is engrossing, well-written and easily digestible with hints of more to come as you explore every nook of the new land.
And explore you will because that’s the name of the game here: Hunting. You, the
hunter, go into the world to hunt monsters of all sizes. During your hunts, you’re using your wits and the environment to your advantage, careful not to faint too many times while working to take down a creature so that you may get new parts to craft gear and weapons. The crafting aspect is fantastic. The variety of gear and equipment that can be generated is off the charts, and there is nothing more satisfying than taking down a new enemy and obtaining new, more powerful gear. Capcom knew the essence of the high that comes from winning a hard-fought battle, loot, craft better gear and repeat. And they’ve captured that essence masterfully here with increasing incentives and nuanced pacing. Fighting never feels weird, and it quickly becomes second nature to swing your sword and make waves in battle. My only gripe here is that there is so much to learn with the battle mechanics and item crafting and usage that sometimes it gets overwhelming. Taking your time to read the tutorials and work through scenarios in training is the way to combat that. I’m pleased with this setup because I’d rather get too much information than not enough.
While on your expeditions or even at the hub, stop a moment when you can and admire the beauty that Capcom has created. The game is one of the most beautiful I have ever seen. I frequently stop to watch the scenery and take in the detail of the surroundings.
And, I want to especially highlight the impressive character creation suite. If I can create my own character in a game, I want bold and accurate tools to do so. Monster Hunter: World gave me that and more. I spent two hours with it alone and I still wanted to spend more time there. The wealth of options is outstanding, and I’m extremely impressed with the diversity found within. I can make a character that accurately looks like me with gorgeous options for hairstyles … or not. But I love the options given, and I can’t praise that feature enough.
The soundtrack is another standout in the presentation. It’s fun, fast-paced and engaging. No track is out of place and it’s well-scored with so many different instruments that it puts almost every other adventure title to shame. This is big-budget music and it shows in every situation you’ll find yourself in every environment. Also, the Palicoes’ sound effects are some of the most adorable cat representations I’ve ever heard. If you love cats like I do, you’re going to be saying “Aww, how adorable!” every five seconds and it’s not going to ever get old. That’s the mark of good audio, honestly.
Monster Hunter: World is a masterpiece in adventure. No shortage of things to do, a wealth of options and story and great mechanics come together in a majestic magnum opus of crafting and survival. The hunt for perfection is over with Monster Hunter: World.

backward in storyline to tell the story of the future. Street Fighter
roster, even the lower-tier characters.
Also adding value is the soundtrack, one of Capcom’s masterpieces. The game is set in the mid-to-late 1980s and it sounds appropriate to that era. Beyond the bangers for multiple characters — Sagat, Balrog and Juli/Juni instantly come to mind — even the narration deserves praise. It’s over the top but it fits perfectly. The soundtrack also works well with the graphics. The sprites are big and colorful as are the detailed and stunning stages. It’s one of Capcom’s better-looking games and is a massive improvement from the rest of the Alpha series. It almost looks like it belongs in an entirely different game series.


for its time, is good. The backgrounds are gorgeous in some stages, and the polygons are super blocky and polygonal. However, this was 1997, so it’s acceptable given what everything else polygon-based looked like at the time. Again, as Rival Schools was around at the same time, it’s comparable to that game but it doesn’t look quite as good. The soundtrack is passable, much like the graphics. It wasn’t impressive but it wasn’t terrible, either. It’s reminiscent of other Capcom fighters at the time, despite this not being developed by Capcom.


characters in the Ratio System is questionable and their movesets being pressed between
Capcom vs. 
new 
a precision genre, should be easy to control. ModNation Racers is not easy to race in, considering there’s something assigned to every button on the controller and then some. On top of that, the controls feel imprecise, loose, and sloppy. Also, the speed levels, while customizable, are not tuned properly. What should have been the easiest and slowest speed for a newcomer still felt like the equivalent of
Also, some of the racing mechanics are questionable at best. The drifting feature is terrible; at no point was completing a drift possible going as fast as I was going. And, the AI’s consistent ability to prevent weapon pickup even on the easiest level was grating as was the constant bumping into objects and barriers. It’s obnoxious also that there is no weapons display beyond words and a meter. Explaining what the weapons are and their effects would have contributed to more playing.
the touchscreen controls an issue, and it’s easy to quickly switch among them on the fly.
My only bone of contention is small but a big part of the game: The Vibe meter. While a nice mechanic as far as gameplay goes, there was something about it that bothered me that I couldn’t articulate when the game was released in 2006, but I can now. I’m not overly fond of the concept that Peach is led around by manipulating her emotions. It’s the concept that women are emotion-driven creatures that jumps out at me as a little more than offensive. If we’re capable of saving our beau — which we wholly are, and it only took from 1985 to 2006 to show this — then we can do it without it implied that we’re wildly mood-swinging weirdos who are giddy at one moment and raging or crying at the next. It’s a little more than stereotypical misogynistic nonsense that quite frankly wasn’t necessary to attach to an already damsel-in-distress archetype trying to change the status quo. The game, on its technical merits, is strong enough to stand on its own, honestly.
book company. Your team and the
The depth of the puzzle engine is also surprising. It’s not uncommon to strategize moves, matches and board setup to maximize potential damage in a fight. The 
need no introduction and you’re allowed to have repeat praise heaped on your shoulders.