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Monster Hunter (PS2) - Stunlocking Iodrome In Jungle Area 1...
The year is 2024, and we are now 20 years removed from the first release of Monster Hunter.
What would go on to become one of Capcom’s tent-pole IPs in the decade that followed always had humble beginnings and, while the Proof of a Hero was evident in this very first PlayStation 2 release, Monster Hunter suffers from many quirks that could only be associated with first game syndrome.
Now before I go any further, I must confess, my introduction to Monster Hunter came much later than the original game in the series. I started playing on Nintendo Wii, and only really got my bearings with Monster Hunter Tri. Despite this, the core tenants of Monster Hunter’s gameplay are all very recognisable on PlayStation 2: With quests following a similar structure to even the likes of Rise, weapons/armour with unique gimmicks and strengths (depending on what you are fighting), and item combinations that could make your life much less of a drag when on longer hunts. The presentation, especially in animation and sound design, take on a remarkably confident appearance, as would be anticipated of a PS2 era Capcom title. Although, where the skeleton is strong, robust, the bulk of Monster Hunter is flabby and lacking refinement. You could be well into a fight with a Gendrome, a Yian Kut-Ku, or Rathalos, and find yourself still getting harassed by everything else around you: Mosswine, Velociprey, Melynx, you name it! When some actions requires split-frame inputs, your flow is immediately busted by an interrupting attack from something that otherwise has no business getting involved in your fight.
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