MAGAZINE

Review: Monster Hunter Freedom Unite

Edge Staff's picture

By Edge Staff

July 2, 2009

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HERE BE DRAGONS
What variety there is almost entirely originates from the creatures themselves, each of which has its own pattern of behaviour that can be observed and tracked. Some can have their dangerous swishing tails cleaved off, or are rendered more vulnerable once their shells have been cracked with a hammer. Others are susceptible to weapons imbued with a particular elemental power, or can be stunned by certain kinds of explosive. Putting together a team with the right arsenal is essential but, with the rare exception, the best solution is not something you could intuit – instead, it’s often a matter of deferring to online knowledge. There’s a library of reading matter in the game itself – if you can be bothered – but access to vital information isn’t always given in a timely fashion.

Format: PSP
Release: Out now
Publisher: Capcom
Developer: In-house

It’s big in Japan, you know. For once, that’s not faint praise: the success of Monster Hunter’s handheld incarnations has singlehandedly revived the once-flagging PSP. Could the local-multiplayer action RPG do the same to Sony’s western sales? Could scores of happy gamers soon be found clustered on tube trains and in cafés, gripping their handhelds as they carve the beak from a fire-breathing bird wyvern? In short: no. Monster Hunter Freedom Unite excels in short half-hour bursts of play with friends – but the west has yet to show any inclination towards ad-hoc multiplayer gatherings. Whatever its charms, Unite is unlikely to spark such a revolution.

The opening hours of the game don’t do it any favours, either: a slovenly fuss of tutorials and lengthy textual explanations; an endurance test made necessary by unintuitive controls and obscure, but vital, interactions. Even starting a multiplayer quest is a peculiarly elaborate process – the secret to which lies buried in reams of NPC dialogue. Thankfully, these complaints are quickly counterbalanced. As Pokke village’s greenest monster hunter, there’s a wealth of customisation immediately open to the player, both cosmetic and material. The dizzying number of weapons available at the start demand different styles of play – but the game is careful not to force the player into over-specialisation early on. Mixing and matching armour and weaponry as the situation demands is important throughout – even in a group of players with ranging talents.

The game’s action is orchestrated from the village – where you buy and sell items, craft weaponry and armour, mine, fish or farm, train yourself in new skills, instruct cats in the ways of cookery, and dress up your pet pig in a fairy-winged leotard. The quests themselves see you leave the crisp Alpine safety of Pokke village for monster-filled hub regions – the icy climes of mountains, baking desert, tropical jungle, ancient woodland, swamps, volcanic planes and ruins. Each of these hubs is made up of a number of small interconnecting arenas, separated by loading screens, which describe a diversity of dramatically realised environments. The jungle area is more than just vines and leafmould, for example: its damp, sub-canopy gloom opens out on to sparkling white beaches, with spits of sand stretching out across the blue sea to crumbling temples. Even the earliest area, the Snowy Mountains, immediately presents the player with the kind of sumptuous vista you’d expect as a reward for hours upon hours of play – and, in its night-time version, an aurora plays across the twinkling stars.

Marvelling too long at the horizon will turn you into a meal, however. Unite’s gorgeous world is a dangerous one, and each arena is filled with predators, the exact quest determining how many and what kind. These missions take a small variety of forms – some simply demand that you gather plants or carve carcasses to retrieve ingredients, others stipulate that you must kill a number of beasts or one particularly formidable monster. While some can surprise – by throwing a toothed terror at you while you are happily plucking flowers – this is pretty much the sum total of variation you can expect from the entire game. But the disappointing homogeny is subsumed by a cascade of smaller motivations, like the need to build ever better, cooler armour, and compensated for by the slow emergence of broader co-op tactics.

The most immediate benefit of having multiple players is so that you can split up, scouring different sections of the hub for your prey – before ‘paintballing’ a target so that it shows up on the map for everyone in the party. Creatures can be placed in two categories – minions and bosses. The former spawn in and are limited to a single arena, while the latter roam the entire hub independent of the players’ position – their movement based on conditions like the weather, time of day, where their food is to be found and if they are hurt or not. Apart from these bosses, the locations of minor monsters aren’t replicated across other players’ PSPs – although their health bars are. The result is that you frequently see players hacking and slashing at mid-air while an animal on the other side of the arena crumples, dying. Presumably a shortcut to avoid filling up Wi-Fi bandwidth, this limits the tactical advantage you have as a group over lesser beasts – you can’t, for example, easily save another player from an assailant, because it is often impossible to tell which one is attacking him. But it is perhaps just as well: fighting monsters side by side tends to result in players knocking each other over.

The strange decision not to synchronise all monster behaviour is the major failing of Unite’s otherwise solid combat system. Attacks are based around slow, timed presses rather than button mashing – even the dual swords, supposedly a quick weapon, tie you into a lengthy combo cycle that means its overall effect is little faster than a sluggish hammer blow. Combined with the need to activate buffs, set traps, detonate bombs, heal or position yourself to attack individual parts of a monster, the game lends itself to more methodically-paced play than is initially apparent. All this necessitates companions, as much of this preparation is impossible without allies to divert the attentions of your monstrous quarry.

Unite doesn’t offer the kind of transformation at its higher levels that you might expect – the essential purpose is the same throughout: kill monsters, craft new shin pads out of dino-bladders, and swap your pig’s wings for a magician’s hat. Nonetheless, these simple motivations give way to a huge depth of execution which empowers and requires four players. Without accompaniment by fellow hunters, the reliance on grind becomes conspicuous; the infinitesimal combinations of items, equipment and upgrades seem less like depth and more like unknowable pedantry. But with others to guide you and cajole you on, Unite comes into its own. It might not spark a handheld revolution in the west, but it’ll remain a contender for our lunchtimes. Those pigs won’t dress themselves. [7]

DominicWhite's picture

Gotta agree with Bluecat there. AndyLC covered pretty much everything that the review - and presumably the reviewer - got wrong and/or overlooked. Monster Hunter is a game of tremendous depth, and anyone who has put any decent amount of time into the game can tell when a review is written by someone who just checked out the first couple of quest ranks, or someone who has actually gotten right in there and beaten up some Elder Dragons.

There's some glaring omissions, as mentioned. Most notably no mention of the new Felyne Helper system, one of the big features of Unite. Each player can bring a little AI buddy along with them, who has their own stats/upgrade tree, and really helps make things more viable for ranged-combat players when running solo.

As for what the game is like, as glennsurname29 wants to know? Well, it's a fantasy outdoorsman sim. You're a squishy little human with a pointy stick, and you're trying to kill something that's 20 feet tall, angry, covered in armor plate and can breathe fire. Think of it as Ninja Gaiden for survivalists. It's definitely nowhere near Pokemon.

Also, a demo (currently Japanese only) has been released for MH3, which, yes, is Wii only. It's also a huge improvement over MHFU in almost every respect. Only things I'm worried about are that they're losing some monster and weapon types in the move from second to third-gen monster hunting, and that they may choose to go pay-to-play (it's always been P2P in Japan) for online mode in the western release of it.

glennsurname29's picture

I agree with bluecat!!

glennsurname29's picture

Could some one tell me that i have correctly(or incorrectly) heard that the next monster that was due for PS3 has in fact being canned, and betrothed to Wii?(has in,made exclusive for) What i know about the monster hunter series could be wrote on a postage stamp with a thick felt tip! Could it in any way be described as Pokemon for adults?

AndyLC's picture

Yeah, it's on the Wii now. I figure Wii can get a bigger audience, and already has that "play together" image. Two people can play on one screen. At first I was a little dissapointed but MH3 is shaping up to be the best looking Wii game made yet (seems like Capcom is the only company outside of NIntendo that bothers to make graphically intensive wii games...)

>>Could it in any way be described as Pokemon for adults?
I don't really think so. I've read a description before that said in pkmn you raise monsters, and in MH you kill them so it's a growth in maturity, but I think that is quite wrong.

"pokemon for adults" in terms of theme and story would be Shin Megami Tensei, which is actually older than the pokemon franchise and probably the game that most influenced Pokemon's creation. In that game you literally capture demons, angels and other deities in a struggle to reshape the world in your image.

For myself, the game MH reminds me the most is Secret of Mana on the SNES, which was an awesome action-rpg party game where up to 3 players with a variety of weapons (swords, axes, whips, arrows) team up and fight gigantic screen filling bosses

AndyLC's picture

Unite doesn’t offer the kind of transformation at its higher levels that you might expect – the essential purpose is the same throughout: kill monsters, craft new shin pads out of dino-bladders, and swap your pig’s wings for a magician’s hat.

could you elaborate on what you expected to change?
Say in an RPG, you get better armor, better weapons.
Say in a FPS, from lvl 1 to the end, it's "point your gun and shoot that guy!!" Halo does it, Killzone does it, Gears does it.
Would you say a penalty to Halo 3 is that a gun is a gun and shooting is shooting throughout the game?

Let me tell you my experience in MH from low to high lvl.
Getting right in, I was pounced on by raptors and if a boar was in there too, I'd be hauling ass out to chug potions. The Yian Kutku kicked my ass with its tail swipes and beak jabs.
I then learned to time my swings and be patient, it's better to land in one blow and roll out than try to squeeze in a 2nd and wind up rolling across the cavern from a tail swipe.

I got pass the Kutku and other wyverns, now the Rathalos was the big threat. The Rathalos whooped my ass, so I came back with bombs, flares, and traps traps traps. After a desperate struggle I killed it.
Eventually I fought two at a time, got whooped, but learned, came back and triumphed.

When I went back to fight a Kutku, I demolished it, its movements were sluggish and predictable. Raptors just die when they see me, and I can split a boar's skull in mid charge.

A transformation occured, the transformation was in ME. Through experience I learned the nuances of the game, what was once a mountain was now a molehill.

... and then I had to shoot ballista bolts at a 100ft crab attacking a fortresss. That is a pretty different experience from tracking down a wyvern in the jungle.

What's ahead for me? Climbing an ancient tower and fighting a giant squiddy beast that launches balls of sentient lightning. That is quite different from fighting a boar.

AndyLC's picture

Did you play this game with a group of other people or by yourself?

The strange decision not to synchronise all monster behaviour is the major failing of Unite’s otherwise solid combat system.

It would be a major failing if it was a major part of the game, but it isn't. Though they provide a good challenge for people just getting into the game and a crash course in how to swing your 10ft long sword, they are ultimately filler on the road to dragon slaying.

as much of this preparation is impossible without allies to divert the attentions of your monstrous quarry.
...which is why Monster Hunter provides you with a cat buddy in solo mode. He throws bombs, taunts monsters, and even lays traps.

Did you miss this part of the game?

the game lends itself to more methodically-paced play than is initially apparent.
But the intro to the game literally shows hunters luring a wyvern into a trap, it's Monster Hunter, sometimes hunters use traps. Without them it'd just be Monster Hurter

supposedly a quick weapon, tie you into a lengthy combo cycle that means its overall effect is little faster than a sluggish hammer blow

I figure you're referring to it's berserk form with a long combo string?
Well, you don't have to use that particular move all the time, in fact it's recommended you only use it in specific situations, such as when the monster has fallen over prone, is alseep, generally situations where its not going to clobber you with a bodycheck or tailswing as you execute a long attack string.

The dual sword has attacks that are faster and slower than the hammer, because weapons in monster hunter have variance in attacks. If you think the double swords combo isn't helpful, then STOP HITTING THE BUTTON OVER AND OVER! It's entirely possible that you can hit it once, then roll away!

Monster Hunter is a Capcom game, these people made Street Fighter. You don't use the Shoryuken every move, right? It's not Ryu's fault if somebody keeps on getting clobbered when their Shoryuken fails, it's the player.
The mechanics are fine, they're just doing exactly what you're telling them to do.

bluecat's picture

Wow. Edgestaff just got owned... very politely and articulately!

This is why I love visiting this site, you guys spark very good discussions. Sometimes the posts in the comments section are actually more insightful than the actual articles.