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Capcom, if you’re listening: Monster Hunter Wilds needs its hitstop back


Nothing feels like Monster Hunter. You can fight giant lizards in any number of games, but Monster Hunter makes it look believable. When I take on a hunt to go toe-to-toe with a Deviljho, it doesn’t just feel like I’m whittling away at an arbitrary number of health points. Instead, Capcom’s combat, visual, and sound designers sell the fantasy of a hunter who’s made a lifestyle of trading blows with tyrannosaurs. I’m not just dealing damage; when I find the right opening, I’m landing blows that look and feel like they hit hard enough for an elder dragon to feel it.

The Monster Hunter Wilds beta, however, felt like its recipe for visual impact was a little underseasoned.




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