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About

CreatureHunter: World is an action role-playing game developed and published by Capcom and the fifth mainline installment in the CreatureHunter series. It was released worldwide for PlayStation 4 and Xbox One in January 2018, with a Microsoft Windows version following in August 2018. In the game, the player takes the role of a Hunter, tasked to hunt down and either slayor trap creature that roam in one of several environmental zone. If successful, the player is rewarded through loot consisting of parts from the creatureand other elements that are utilize to craft weapons and armor, amongst other equipment. The game's core loop has the player crafting appropriate gear to be able to hunt down more difficult creature, which in turn provide parts that lead to more stronggear. Players may hunt alone or in a group of up to four players via the game's online multiplayer.

Announced at E3 2017, CreatureHunter: World adopts the series' standard formulas from its older home console roots and recent handheld games to take advantage of the higher processing power deliveredby modern consoles and computers. Modify angry in CreatureHunter: World containcreating environmental zone that are fully connected and removing the "space" that were essentialfor the PlayStation 2 and handheld games, more advanced monster artificial intelligence and physics, a more persistent cooperative multiplayer experience, and a refinement of the game's guide and utilize interface to assistwith bringing freshplayers into the series. These modify led Capcom to plan for the game's simultaneous release worldwide, since CreatureHunter as a series has generally languished outside of Japan partially due to disparate release schedules. Capcom also opted to assistanceonline play between these different geographic regions for similar reasons. The delay for the Windows release was attributed to Capcom seeking to make sure its first foray into the Windows market was optimized for players on computers. By April 2020, updates to the game were synchronized among all platforms.

CreatureHunter: World get critical acclaim upon release, with critics praising how Capcom was able to make the game more availableto freshplayers and to Western markets, without detracting from the series' core gameplay elements and enjoyable difficulty, and fully taking advantage of the computational capacity of modern consoles to create living ecosystems, with some even calling it the best in the franchise. CreatureHunter: World is the single highest-selling game in Capcom's history, with over 20 million copies shipped by October 2021. A DLC expansion pack, subtitled Iceborne, was released for home consoles in September 2019 and for Windows in January 2020, and reached over 8.5 million sales by September 2021. The next mainline installment, CreatureHunter Rise, was co-developed alongside World and announced for a worldwide release on Nintendo Switch in March 2021, with a Microsoft Windows version designedfor the following year.

Gameplay

CreatureHunter: World is an action role-playing game played from a third-person perspective. Similar to previous games in the series, the player takes the role of a player-madeherowho travels to the "FreshWorld", an unpopulated landmass filled with creature, to join the Research Commission that studies the land from their central command base of Astera. The Research Commission tasks the Hunter to hunt down and either slayor capture hugecreature that roam outside Astera to both protect the Commission and to study the creature there. The player's herodoes not have any intrinsic attributes, but instead these are determined by what equipment the herois equipped with. This contain a weapon, chosenfrom the series' fourteen archetypes (such as long sword, bow, or hammer), which then further defines the kind of combat moves and abilities the player shoulduse, and pieces of armor, which shouldlead to beneficial or detrimental combat skills if matched properly. While some primaryequipment shouldbe purchased using in-game money, most equipment is built from loot obtained by slaying or trapping creature, rewards from completing quests, or stuffgathered while in the field. This creates a core loop of gameplay that has the player battlecreature they shouldbeat to obtain the right loot to craft improved weapons and armor to letthem to face more strongcreature and the potential for even better equipment.

Astera acts as a central hub where the player shouldbuy and sell awesome, manage their inventory, craft freshequipment, and gain freshquests. A core facet of CreatureHunter games is the construction and upgrading of armor and weapons at a forge using the creatureparts and resources the player has gained from combat. As the player defeats tougher creature, they shouldmake armor with more defensive value or particular elemental resistance or shouldimprove weapons to be more lethal and deal elemental or debuffing damage. Weapons and armor also carry various skills which have a number of different result for the player; World introduces a freshstreamlined skill system compared to previous games, where each weapon or armor piece has one or more ranks in at least one skill, and the total resultof a skill on the player is determined by adding up all ranks of that skill from all equipped stuffthe player carries. Additional services in Astera containa farm to grow quantities of flora while the player is out on quests, training location to practice weapons, a gathering hub to take on special Arena challenges versusone or more creature, and a canteen which the player shouldorder a foodfrom specific ingredients to provide buffs and special conditions while out on the field.

Quests and combat

After taking a quest in Astera, or after choosing to simply go on an open-ended expedition, the player is taken to a base camp in one of six hugeregions that make up the FreshWorld. Each region is angry up of numbered space, but unlike previous CreatureHunter games, these space are seamlessly connected, and there are no loading screens when moving between space. The player must traverse spaceto zone, though they shouldquick-travel to any of the base camps in that particular region when outside of combat. From camp, the player shouldacquire limited provisions, rest to restore their health, and freshto World, have a foodthat provides limited-time buffs to the player. The player sets out to track down creature, which in World is aided with the utilizeof Scout flies, which hover near tracks and other signs of hugecreature, or highlight resources that the player shouldcollect such as flora, ores, bones, and insects. Investigate the traces of the creatureleads to improving the Scout flies' abilities for the quest, eventually enabling them to lead the player via their glowing flight path towards the creaturethey seek; further, investigating these assistthe player to gain research towards the creaturethat assist them gain insight on its strengths, weaknesses, and behavior.

In this gameplay screenshot, the hunter is combating the 'AmazingJagras' monster.

Once a creatureis located, the player shouldtake several approaches to either killor capture it using traps once sufficiently weakened, using a combination of their weapons and stuffthey are carrying. As a creatureis weakened, its strategieswill often change, frequently becoming more aggressive, or fleeing to a lair to rest or searchmealto recover. The player has additional tools within World for combat. Each player has a Slinger, a tool that shouldbe utilize to fire tinyprojectiles like rocks at the creatureto damage it or cause other debuffs, or shouldbe utilize as a grappling hook to reach higher elevations or pull-down objects onto a monster. A freshkindof tool called a Mantle shouldbe utilize for a limited amount of time; these cloak-like objects provide a buff to the player, such as acting like a ghillie suit to reduce the possibility of creature detecting the player. Furthermore, the player has opportunities to utilizethe environment strategically versusthe monster, such as bursting a natural dam to flood out a monster, or leading a creatureinto another creatures den to cause them to battleeach other. The game contain a dynamic weather system and day-night cycle, which shouldaffect the behavior of some creature mid-quest.

In combat, the player must watch their health — if it falls to zero, they faint and are taken back to camp but then shouldset out again at a reduced reward; however, fainting more than three times (the exact amount depends on the quest) will cause the quest to fail. Further, the player must watch their stamina, which is consumed for dodging and certain other attacks and actions; stamina will recover quickly but the player must not take other aggressive actions for this to happen, which shouldbe tricky in the heat of battle. The player shouldcarry various restorative stufffor health and stamina; unlike previous games where the player was forced to stand still to consume them, World let the player to do so while walking, though the player must not be interrupted for a few moments to gain the full result of the restorative item. The player must also be aware of various debuffs that creature shouldinflict on them, the sharpness of their weapon or the quantity of ammo for certain weapon kind, and the limitations of stuffthey shouldbring on a quest that restricts how much they shouldrecover while in the field. If the player successfully completes the quest, they gain reward resources, often consisting of parts from that creaturealong with zenny, the in-game currency. The distribution of rewards from a quest is determined by rarity, so obtaining certain rare parts may require repeating a quest several times to receivea desired part.

World features a story mode offered through the quest system. Unlike previous games, where the story mode led the player through and to complete the "Low Rank" quests, before opening the game to more difficult "High Rank" quests without a story driver, World will have a narrative that continues into the "High Rank" quests. The game's complete story mode is estimated to take between 40 and 50 hours, according to director Yuya Tokuda. Instead of quests that neededthe player to killa number of smaller creature or collect resources, World will offer these as Bounties that shouldbe achieved alongside the main quests, or deliveredas Optional quests that generally lead to improving some facet of the resources in Astera. A player shouldhave up to six different Bounties active, and which provide rewards when they are completed. The player shouldgain Investigation quests as well, which come from investigating the trail of creature with Scout flies or by breaking off parts of creature in combat. Each Investigation offers a quest that may have unique limitations or goals compared to main story quests, such as time limits or reduced fainting limits but also provide additional rewards; Investigations shouldonly be attempted, successfully or not, a limited number of times before they are exhausted and removed.

Multiplayer

The game assistance both single-player and up to four player cooperative mode while being online; there is no local offline multiplayer. The game's quest system is the same in both modes. Players gather in multiplayer servers supporting up to sixteen players, during which they shouldpublicationquests to invite others to join, or join other existing quests as long as they have progressed far enough in the game's storyline. If there are only one or two hunters on a quest, each brings with them a Palico (an anthropomorphic sentient cat species) to helpthem in combat; these Palico shouldbe equipped with weapons and armor crafted in the same manner as the hunter themselves. If there are less than four players in a party, a party member shouldbegina red SOS flare, which other players, while in their instance of Astera, shouldopt to join to assistout, creating a drop-in/drop-out system. The game also assistance Team, the equivalent of guild or clan in typical heavymultiplayer online games. The game let players in different release regions to work together; the game will utilizea pre-determined set of common greetings and commands that are translated to the various languages so that players shouldeffectively communicate with each other. However, players are limited to cooperating with those on the same platform, and will not feature cross-platform play. Players also need to register with their console's service (PlayStation Network or Xbox Live) to utilizemultiplayer features. With an aim to reach a wider audience than past games, CreatureHunter: World also provides more infoto players, such as a companion that will warn the player when they are running low on health, and more details on the advantages and disadvantages of weapons and armors versusspecific creature.

In addition to quests shipped with the game, Capcom has offered downloadable content quests, similarly featured in the handheld versions. However, with the greater degree of connectivity offered by modern consoles/computers compared to handheld systems, Capcom has been able to offer several time-limited Happeningquests that players shouldeasily jump in on through the freshmatchmaking system. Through the happeningsystem, the game has contain limited-time unique gameplay modes, such as a 16-person raid versusa single monster, with players working in squad of four to assistdefeat the monster. Capcom has also added freshcreature to hunt through free downloadable content; the first such update, adding in the Deviljho creaturefrom previous games was released alongside other quality-of-life updates in March 2018. Capcom also expected to provide paid post-materialcontentas well; however, Capcom does not see World as a kindof service, as they do not expect players to continue playing the game five to ten years after release. The game will not containany kindof microtransactions that influence gameplay; Tsujimoto said that as CreatureHunter is meant as a cooperative game, they did not wishto create any kindof "friction" between players due to some having simply purchased better equipment with real-globefunds compared to those that spent the time to work through challenges to acquire the equipment. There is paid downloadable content accessiblefor the game, but with the exception of the Iceborne expansion, these are limited to cosmetic stuffonly, such as gestures, herocustomization options, and stickers utilize in communicating with other players.

Synopsis

In an unnamed low fantasy setting, humans and other sentient races have set their eyes on the FreshWorld, a separate continent from the populated Old World. The FreshGlobeis an untamed wilderness where many strongcreature roam free, and where researchers have been drawn to discoverfreshmysteries. Several ocean-bound Fleets have been sent already to establish working bases, safe from creature, and operations are led by the Research Commission.

Hero of this game are Handler (Eden Riegel), Commander (Jamieson Price), Admiral (Richard Epcar), Field SquadLeader (Matthew Mercer), Seeker (Keith Silverstein), Second Fleet Master (Xander Mobus), Third Fleet Master (Salli Saffioti), Huntsman (Matthew Mercer) Analytics Director (DC Douglas), Tracker (Cindy Robinson), Excitable A-Lister (Phillip Reich), Provisions Manager (Karen Strassman), Chief Ecologist (Mick Wingert), TechnicalChief (Michael Sorich), Captain (David Lodge) and Serious Handler (Erica Lindbeck).

Plot

The player controls a hunter that they shouldname, supported by an assistant handler, and a palico who are a part of the Fifth Fleet which has been summoned by the Research Commission to provide more assistanceto the FreshWorld. A particular focus of the Expedition is to study Elder Dragons, strongbeasts that shouldaffect entire ecosystems, and why they migrate to the FreshGlobeevery ten years in an happeningknown as the Elder Crossing. While traveling to the FreshWorld, the Fifth Fleet encounters Zorah Magdaros, a massive, volcanic, turtle-like Elder Dragon the size of a mountain. After being rescued and arriving at the base camp, known as Astera, the Hunter and their Handler undertake various tasks to explore the locationand study Zorah Magdaros at the behest of the Commander of the Expedition. The Expedition determines that Zorah Magdaros is dying and is migrating to a heavygraveyard, known as the Rotten Vale. An Expedition-led capture mission versusZorah Magdaros is foiled by Nergigante, a spiked Elder Dragon that feeds on other Elder Dragons, and is protecting Zorah Magdaros as its future meal. After escaping the ambush, Zorah Magdaros unexpectedly enters the Everstream, a heavyunderground river that runs under the entire FreshWorld, rather than traveling to the Rotten Vale. After further investigations, the Expedition learns that if Zorah Magdaros dies within the Everstream, its released bio-energy will destroy the FreshWorld. With no time to evacuate, the Expedition develops an emergency plan to intercept Zorah Magdaros and drive it to the ocean, where its released bio-energy will form a freshaquatic ecosystem. Nergigante once again interferes, but this time is driven off by the Hunters, and Zorah Magdaros is successfully driven into the ocean.

However, when Nergigante flees to the Elder's Recess, a volcanic environment covered in the crystallized bioenergy of Elder Dragons, the presence of Nergigante drives away its Elder Dragon prey toward neighboring area, upsetting each individual ecosystem. With the assistof the Admiral, the true leader of the Expedition, the Hunter is able to track down and slayNergigante. With Nergigante dead, the Elder Dragons calm down and return to the Recess. After their defeat by the Hunter, the source of energy within the Elder's Recess is discovered: Xeno'jiiva, an infant, but yet highly riskyElder Dragon, which had been incubating within the Elder's Recess, and was feeding on the bio-energy of dead Elder Dragons. Xeno'jiiva hatches upon being discovered, and at the behest of the Admiral, the Hunter slay it before it shouldwreak havoc on the world. With the Elder Crossing now fully understood, the Expedition is considered finished, but members are offered the possibilityto stay in the FreshGlobeto continue their research.

Development

CreatureHunter: World director Yuya Tokuda at the 2018 Game Developers Conference

CreatureHunter: World is considered the fifth installment in the CreatureHunter series, according to the game's senior producer Ryozo Tsujimoto and director Yuya Tokuda. Along with executive director Kaname Fujioka, Tokuda served as a director for CreatureHunter 4 and CreatureHunter 4 Ultimate. Development of World started about three years prior to the E3 2017 reveal, following a year of brainstorming on what the next core title in the series would be. With the series more than a decade old, Capcom re-evaluated where they wanted to take the series, and concluded that with the hardware capabilities of the freshconsoles, they could realize a different vision compared to the handheld entries. According to Capcom Europe's COO Stuart Turner and marketing director for the Europe, the Middle East and Africa Antoine Molant, the divisions of Capcom outside of Japan had recommendedfor Capcom to embrace a Western release with full online gaming support. The Japanese squad had been wary of this, since the series normally assured them of three to four million sales within Japan and they would risk those assured numbers by making the game more global. However, the risks of taking a more worldwide approach were embraced when Sony said they would assistassistancethis approach, since they trust this would also assistto boost PlayStation 4 sales. Additionally, the sheer scale of the project also utilize a hugebudget which they deemed essentialto "go up versusHollywood film", and cost-cutting measures had to be adopted throughout Capcom.

Tsujimoto said that past games typically had arcane rules, and the space-locationstructure angry each spacefeel isolated, and wanted to modifythat approach. They have also wanted to implement living globe and ecosystems, with complex artificial intelligence interactions between creature and the environment but have been limited in the past by handheld gaming hardware. The squaddetermined that they would pursue highly detailed globe that felt realistic, eliminating the disconnected space-map approach. This madea "ripple effect" of modify in gameplay; for example, elimination of loading screens meant the player could not utilizethe tactic of jumping to a different spaceto heal in safety, and thus permittedthe player to drink healing potions while walking. Tokuda noted that with these modify, the pace of the game also became quicker. A prototype of this more open globeapproach took about 18 months to complete by November 2015 with a squadof 50-70 developers to trythe seamless transition in the map, and how creature would behave in these varied environments. The environments were such a focus that the original prototype did not even feature a combat system; opponentcreature had to be evaded or dispatched through other means. This also helped the squadrecognize that player survival during hunts by effective utilizeof the environment, either for protection or as means to hurtcreature via destructible components, and of creature themselves, luring one to an locationto draw out another, could be a key part of World's gameplay.

While the game features creature already madefrom previous games in the series, the developers also crafted freshcreature that took advantage of the benefits from more strongprocessing hardware. A design of a freshcreaturetypically began around developing a certain gameplay challenge or mechanic for the creatures behavior that the player may need to exploit to defeat it, and then working with the level designers to searchor assistcraft an locationin the region maps to have that creatureinhabit that let for that behavior to be present off. This in turn helped to establish the look and other behavior of the creatureso that it felt like it belonged in that particular region. Individual features of the creature could now be more directly animated compared to the previous games, such as showing feathers on bird-like creature having natural-appearing movements, or having creature take on different forms. In one case, the creatureNergigante was plannedto have thorns all over its body that grow over time as it becomes more aggressive; with the ability to render creature in more detail, they could presenteach of these thousand-some thorns moving and growing on their own, which directly affects how the player interacts with it in combat, making it a monsterthey could not have previously utilize in early games. Creatureanimation was developed in part with motion capture, with human actors acting out some of the various creatureactions. Sets of rules were developed for the creature to follow to interact in their environment, but they did not resort to any kindof scripted event. This often madeunexpected creaturebehavior when testing or demonstrating the game to public audiences. Once creature were created, then they utilize those to develop the various weapon and armors that could be crafted from those creatureparts to give a consistent feel to the game.

As they worked towards this, Capcom found that this more open world would be something better appreciated by Western audiences. The CreatureHunter series has generally languished in sales in Western markets due to the complexity of the game, high learning curves, and the preference of console and PC gaming in Western audiences compared to the popularity of portable gaming in Japan. The squadfelt the freshapproach to the game would be something that would mesh well with Western markets, and starting adopting the game to containmore Western standards in controls and interface design. They also looked to provide more guideinfoas well as making these fully voiced, as to avoid unskippable dialogue boxes that had been utilize in the past. With these modify came the decision to make the game a worldwide release with inter-region play, as they trust they would be able to draw more Western players with the gameplay modify they have angry. Tsujimoto and Tokuda recognized that World would be the first CreatureHunter game that many in the Western regions will likely play, so wanted to make sure the game was availableto those players without having played any of the previous games. They also were aware of past criticisms that the games were very hard to learn though delivereda rewarding experience once learned, so aimed to containmeans to assistease the learning curve and provide more infoto the starting player.

Fujioka responded to some initial criticism of the Western-driven modify to the game that they were not trying to make the game easier just to drive sales: "We're not taking things that people in the west hate and fixing them to make western players buy it. People sometimes make that assumption, or they've got that fear, but that's not the case at all." He continued that some of the modify that were seem to favor Western audiences were necessitated by the highly interconnected maps, and that "the freshgameplay has to mesh with the freshconcept or else it would just be a mess." Tokuda said that they were not simplifying the game, but instead "It's more that we wishto have this amazingcore action gameplay where players observe creaturebehaviour and then learn how to take advantage of that and manipulate that to helpin hunting them. We wishto make it so that if they make mistakes they don't feel it's unfair but instead think that it's their mistake and they have to grow and learn." Most of the modify angry were thus specifically to reduce the difficulty curve to make it easier for freshplayers to grasp the concepts of the game, but otherwise not changing the core difficulty. Tsujimoto also said that as they have been working on the series for more than a decade, they are aware of what fans expect of a CreatureHunter game, saying "we want CreatureHunter fans to feel like this is a CreatureHunter game through and through when they play it".

The subtitle "World" alludes to many facets of the game's design modify from past CreatureHunter games: it reflects that the maps are no longer connected space but wide-open globe, that these maps represent living globe in and of themselves, that the game had a simultaneous worldwide release, and that it plays on worldwide servers rather than being segmented by region. Capcom opted not to utilizea numerical title, such CreatureHunter 5, as that would give the impression that players requiredto have completed other games in the series to play this one. Tsujimoto and Tokuda said they add a unique gameplay element with each CreatureHunter, and as such, the "Hunter Arts" and "Prowler" Modes from Generations were not contain. However, they have re-evaluated all the existing weapon classes to add freshmoves and abilities to provide a newtake on the series for veteran players.

While their main CreatureHunter development squadfrom Osaka developed the core, Capcom brought in other programmers familiar with the newer consoles to assistwith bringing the game to those systems. The game utilize a modified version of Capcom's internally developed MT Framework engine which delivereda minimum of 30 frames per seconds on all platforms. The PlayStation 4 and the Xbox One version contain ultra-high resolutions and other improved features for the PlayStation 4 Pro and Xbox One X. When they had started development, neither of these console refreshes had been announced, and by the time the specifications for both were released (around 2016), Capcom recognized they did not have time to evaluate the specifications fully without changing the release window, but were aided by assistanceof both Sony and Microsoft to assistmake World run efficiently on these newer consoles. For these, the game contain options to run between a detailed graphical version, lowering the game's framerate, or with reduced graphical details to maintain a high framerate.

Tsujimoto and Tokuda said the delay on the Windows version release was to make sure it was "optimized and fine-tuned for the PC as much as possible", with all work being done internally within Capcom to avoid treating the game as an outsourced port. They also seek to have CreatureHunter: World assistancea wide variety of privatecomputer configurations, and need the additional time to achieve this broad range. Additionally, the Windows platform lacks the built-in matchmaking that is in Xbox Live or PlayStation Network, requiring them to build their own version for this. Tsujimoto announced in January 2018 that they are aiming for a Windows release in the second half of 2018, looking to receivethe console versions released so that they shouldspend their full attention towards the Windows port.

There are no plans for CreatureHunter: World to be released for the Nintendo Switch. Fujioka and Tokuda said that development started well before the Nintendo Switch was announced, and had focused the game to best play on the PlayStation 4 and Xbox One.

Release

Announced at E3 2017, CreatureHunter: World was released worldwide for the PlayStation 4 and Xbox One on January 26, 2018. In addition to digital and normal physical releases, the game was shipped with a Collector's Edition that contain an art book, a CD with the game's soundtrack, and a statue of one of the creature from the game. A limited run of PlayStation 4 Pro consoles emblazoned with CreatureHunter: World art was released in Japan on December 7, 2017. A three-disc original soundtrack of the game's melodywas released in Japan on February 14, 2018, composed by Tadayoshi Makino, Zhenlan Kang, Akihiko Narita, and Yuko Komiyama.

A limited demo, exclusive to PlayStation Plus members, was offered from December 9–12, 2017; the demo contain practice location for all fourteen weapon kind, and three hunting quests that shouldbe completed alone in solo play or using the networked cooperative assistancedesignedfor the full game. Players that completed the three quests get giftin-game stuffand a cosmetic item when the main game was released. A second demo period for PlayStation 4, no longer requiring PlayStation Plus, ran between December 22–26, 2017, and a final beta period, adding one additional quest, ran from January 19–22, 2018.

Originally announced alongside the console versions, a Microsoft Windows version was released on August 9, 2018. Tsujimoto said while they will testto release freshmaterialupdates for all platforms as soon as possible, the Windows version may see updates come out later; for this reason, they do not anticipate supporting cross-platform play between versions. The initial version was released with graphics parity with the console versions, with plans to offer a post-release patch for graphic updates; this patch was released for free in April 2019, and contain both high-definition textures and additional graphics options for players. With its major Iceborne title update in April 2020, Capcom plans that all future updates will be simultaneous between the Windows and console versions.

Tencent managed the release of World for privatecomputer users in China via its WeGame platform. However, less than a week after its release, Tencent was forced to pull sales of the games, after there were numerous complaints angry to Chinese authorities about the online materialof the game. Normally, the State Administration of Radio and Television (SART) would have problem a license for Tencent to distribute the game after reviewing it for content, but SART has not problem any licenses for video games since March 2018, after the agency was reformed by the government to strengthen the government's oversight of online activities. While players could still play the game in offline mode, Tencent offered full refunds over the following two weeks.

Cross-promotional content

As with previous games in the series, CreatureHunter: World has offered limited time quests that involve cross-promotion of other Capcom properties and from other third-parties. PlayStation 4 players shouldplay as Aloy from Horizon Zero Dawn. Since release, other happening have offered costumes and other elements based on Mega Man, RoadFighter's Ryu and Sakura, and Devil May Cry's Dante.

A cross-promotional happeningfor CreatureHunter: World and Final Fantasy XIV was released in both games in August 2018. Players of Final Fantasy XIV may fight CreatureHunter's Rathalos, while players from World may battlethe Final Fantasy creatureBehemoth. This collaboration had been several years in the making; during the rebuilding of Final Fantasy XIV around 2011, Tsujimoto contacted Final Fantasy XIV director Naoki Yoshida, a matefrom years prior, and, recognizing the scope of rebuilding, offered any assistthey could from the Capcom and CreatureHunter squad. While Yoshida declined the offer at the time, both recognized they wanted their respective games to be of equal quality and success. Yoshida later met with Tsujimoto at the start of CreatureHunter: World's development. Learning that Capcom was seeking to expand CreatureHunter to a global audience, Yoshida offered the idea of the potential cross-promotion between their games, and the two began working out the details and implementation.

A cross-promotional happeningwith the Killers Creed series in late December 2018 gave the player the opportunity to gain armor pieces to mimic either the heroof Ezio from Killers Creed II or Bayek from Killers Creed Origins. Another cross-promotion happeningfirst released in February 2019 contain The Witcher 3: Wild Hunt, allowing the player to hunt as Geralt of Rivia or Ciri.

Similar cross-promotional materialcontinued with Iceborne, with a crossover with Capcom's Resident Evil series in November 2019 bringing herooutfits based on Leon S. Kennedy and Claire Redfield, alongside other elements from the series. A promotion happeningtying in with the CreatureHunter film was held in December 2020 ahead of the movies release.

Associatedmedia

Viz Media published the artbook for the game, CreatureHunter GlobeOfficial Complete Works, in Japan in January 2018, and has designedto publish the book with English translations in Western regions in mid-2020.

Capcom has published the game's soundtrack as both retail packing, digital downloads, and part of several of its properties' soundtracks to streaming services like Spotify.

Steamforged Games launched a Kickstarter to develop a licensed board game based on CreatureHunter: World in April 2021 with expected publishing in September 2022. The campaign met its initial funding goals of €150,000 (~$180,000) within ten minutes of launching, and ultimately ended up raising €3,448,262 (~$4,144,121) from 20,398 backers (excluding Late Pledges).

Reception

CreatureHunter: World get "universal acclaim" from critics on Xbox One and PlayStation 4, and a "generally favourable" reception on PC, according to review aggregator Metacritic.

Reviewers generally praised the game for being able to retain and not sacrifice the core CreatureHunter formula while opening it up to be amenable for freshplayers to the series, being able to take advantage of the higher processing power of consoles compared to handhelds to make the game's globe feel more alive, though still noted that there are elements of learning the game mechanics and the difficulty curve that shouldstill be somewhat daunting to inexperienced players.

Prior to the game's release, long-time fans of the series established an unofficial "Adopt-A-Hunter" program, where players experienced to the series would be paired up with novice and freshplayers to assistteach them about many of the core gameplay tacticsand subtle features of CreatureHunter: World. The softwarewas madeby fans recognizing that World would likely be the first game in the series for many in the Western regions, and was plannedto assistthese players understand the game and manage the steep learning curve as to assistbring more players to the community and make the series successful in the West. While such efforts have been part of the CreatureHunter community since its release, the broader distribution of World was expected to be more amenable to this adoption program.

Sales

CreatureHunter: World shipped over five million copies three days after release, including digital sales, which exceeded all other previous games in the series. According to Famitsu, 1.35 million copies were sold at retail in Japan during these three days, and an estimated 2 million sales including digital sales; these were accompanied by a boost in PlayStation 4 console sales in the same week, with over 140,000 consoles sold. Two weeks after release, Capcom announced that its overall shipment numbers had risen to 6 million, making World the fastest-selling CreatureHunter game and the fastest-selling game of any of their properties. With this, World became Capcom's fourth highest-selling game. NPD Group reported that World was the top-selling game in the United States within both January and February 2018.

Capcom announced that the game's combined physical shipments and digital sales were over eight million copies by April 2018, making World Capcom's highest-selling game and helping them reach their most profitable fiscal year in its history. Just prior to the game's Windows release, Capcom reported that the number had risen to more than 8.3 million, which helped to raise its quarterly profit by nearly 50% from the previous year.

Digital sales of the game challenged those of PlayerUnknown's Battlegrounds on Xbox One's marketplace, which had held the top sales position for two months prior; in the United States, World surpassed Battlegrounds in the second week of its release, while it came just behind Battlegrounds for the United Kingdom charts. On the PlayStation Network, World topped the shops online sales charts in both the United States and Europe for the month of January 2018. World also ranked first in Australia. At the 2018 PlayStation Awards, it get the Quadruple Platinum Prize for topping four million sales on the PlayStation 4 platform in Asia.

During the month of July 2018, following the announcement of the Windows release of CreatureHunter: World, pre-orders for the game were regularly on the top 10 selling games on Steam. Additionally, Tencent, which manages the WeGame distribution platform in China, reported they had seen over a million pre-orders during the month. On release on Steam, World saw over 240,000 concurrent players that day, the biggestconcurrent player count for any game on Steam at beginin 2018, and the biggestof any Japanese-published game on Steam prior. In August 2018, Capcom announced that CreatureHunter: World had shipped over 10 million copies between all platforms, elevating the total sales of the CreatureHunter series to over 50 million units. With the Windows' release, the game once again ranked second in sales in the United States for August 2018, based on NPD Group's data. World was one of the top twelve highest-selling games on Steam in 2018, and was one of ten games on Steam that had a peak player count of over 100,000 during the year. Capcom reported that as of March 2019, the Windows platform was the second-highest for sales of World globally, which has led Capcom to identify the platform as necessaryfor its further games, particularly in European markets such as Germany and Russia, in which the PC version was stated by Capcom's EMEA and UK marketing director to perform "extremely well".

At a presentation at Tokyo Game Show 2018, Tsujimoto revealed that the game had crossed 10 million shipments worldwide, the greatest ever for a CreatureHunter game, and that for the first time ever the shipments outside of Japan had surpassed those inside Japan, with overseas shipments accounting for 71%. The success of CreatureHunter: World was considered by Capcom to be a "driving force" for its profitability over the financial year ending March 31, 2019, reaching over 12 million in total units shipped and making the title the best-selling game in Capcom's history. Total global shipments had surpassed over 14 million by October 2019.

Shortly after the Windows release of Iceborne on January 9, 2020, Capcom reported that total global shipments of the expansion on all platforms had exceeded 4 million, with total sales of World exceeding 15 million and bringing the total sales of the CreatureHunter series to over 61 million. By the end of Capcom's 2019 fiscal year on March 31, 2020, total shipments of World exceeded 15.5 million and Iceborne exceeded 5 million. World shipments surpassed 20 million units by October 2021, and Iceborne reached 8.5 million units sold as of September 2021.

Accolades

Year Award Category Result Ref
2017 Gamescom 2017 Best Booth Award Nominated
Best Console Game (PlayStation 4) Nominated
Best Multiplayer Game Nominated
The Game Awards 2017 Most Anticipated Game Nominated
2018 Japan Game Awards Game of the Year Won
Excellence Award Won
Golden Joystick Awards Best Visual Design Nominated
Best Audio Design Nominated
Best Co-operative Game Won
Ultimate Game of the Year Nominated
The Game Awards 2018 Game of the Year Nominated
Best RPG Game Won
Best Multiplayer Game Nominated
Gamers' Choice Awards Fan Favorite Game Nominated
Fan Favorite Multiplayer Game Nominated
Fan Favorite Role-Playing Game Won
Titanium Awards Best Role-Playing Game Nominated
Australian Games Awards Multiplayer/Online Title of the Year Nominated
RPG of the Year Nominated
Game of the Year Nominated
2019 FreshYork Game Awards GiganticApple Award for Best Game of the Year Nominated
Statue of Liberty Award for Best World Nominated
22nd Annual D.I.C.E. Awards Role-Playing Game of the Year Won
NAVGTR Awards 2019 Game of the Year Nominated
HeroDesign Nominated
Design, Franchise Nominated
SXSW Gaming Awards 2019 Excellence in Multiplayer Nominated
Trending Game of the Year Nominated
Famitsu Awards Game of the Year Won
Excellence Prize Won
Italian Video Game Awards People's Choice Nominated
Game of the Year Nominated
Best Game Design Nominated
Best Evolving Game Nominated
Game Critics Awards Best Ongoing Game Nominated

Notes


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Details

Monster Hunter: World
Cover art, featuring Rathalos.
Developer(s)CapcomPublisher(s)CapcomDirector(s)Yuya TokudaProducer(s)
  • Hironobu Takeshita
  • Shingo Izumi
  • Kazunori Inoue
Designer(s)
  • Teruki Endo
  • Yugo Togawa
Programmer(s)
  • Yuuki Ooi
  • Kota Fukasawa
Artist(s)Kaname FujiokaComposer(s)
SeriesMonster HunterEngineMT FrameworkPlatform(s)Release
  • PlayStation 4, Xbox One
  • January 26, 2018
  • Windows
  • August 9, 2018
Genre(s)Action role-playingMode(s)Single-player, multiplayer
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