Monster Hunter Wilds Hitstops in the Final Game Will Be “Closer to What People Are Looking Forward To”
[summaraize]
For those who played the first Monster Hunter Wilds open beta, chances are, you’ve noticed changes to the hitstop. It was such a big deal that we even made an article out of it.
That shouldn’t be an issue in the final version of the game, according to Capcom.
Monster Hunter Wilds’ Hitstop Changes Were Made Intentionally, So It Wouldn’t Interfere With the Gaming Experience
Speaking to MP1st, Producer Ryozo Tsujimoto and Director Yuya Tokuda talked about a good number of things, and one of these were the hitstops. The devs explained (via a translator) what happened with it and why it shouldn’t be an issue in the final version of the game.
If you’re not familiar with hitstops, the short explanation of it is that it’s the pause your weapon makes as it makes a connection with its attack, adding a bit of a dramatic effect. Every Monster Hunter game has featured it, and though Monster Hunter Wilds also has it, it appears to have been severely reduced to the point that it’s almost gone in some cases.
We asked Capcom: Weapon hitstops — why was it weakened in the first place? Was the dev team surprised at the community’s reaction to it being changed?
The duo answered, “So when we released Monster Hunter World, there were many comments and requests from the audience that hitstop was too strong and it interfered with their gaming experience. When we had the open-beta test for Monster Hunter Wilds, because we have such seamless gameplay, we made it intentionally just a little bit lighter so that it wouldn’t interfere with the gaming experience, and there were some elements that didn’t make it into the OBT, so it was released as is. It ended up feeling a little bit lighter than what was intended, but after releasing the OBT, we heard that everybody wanted to have a harder hit stop, and that was honestly something we werehappy to hear that people were looking into the actual hitting, the feeling of the weapons hitting the monster. They (the studio) prioritized that, so, in the final product version, we will have hit stops and additional sound effects that make it feel like you are hitting the actual monsters. It will be closer to what people are looking forward to.”
That’s a relief to hear, right? We’ve asked a few more hard-hitting questions to Capcom, so stay tuned here on MP1st for our full interview.
Monster Hunter Wilds will be released February 28 for the PS5, Xbox Series X|S and PC.
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I didn’t play the beta, but i’d expect the gameplay mechanics are simmer in comparison with MH Rise.
Rise had smooth gameplay unlike MH World,
MH World the gameplay felt clunky, the charecter was very sluggish it felt like controlling a tank.