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Monster Hunter: World’s Mechanics Clash with the Concept of Loot Boxes

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Loot boxes are quickly becoming far too common in games. Sure, they might be (somewhat) acceptable in free-to-play games, but many argue that including loot boxes in games you have to pay for, especially when the boxes give players tangible advantages over players who don’t buy loot boxes, goes too far. Well, Monster Hunter fans don’t have to worry about loot boxes in Monster Hunter: World, since they are at odds with the game’s mechanics.

During an interview with Gamespot, series producer Ryozo Tsujimoto stated the following when asked about loot boxes in Monster Hunter: World:

“I think that Monster Hunter has already built that kind of randomized, item reward into the gameplay. Whenever you carve a monster after a hunt, you don’t know what you’re gonna get within a certain range. You’ve got certain rare parts that you almost never get. You’ve got some of the ones you don’t need that you get a lot of. And then there are the rewards for the quest as well. There are some [rewards] that are standard, there are some that are randomized, and a big bigger or smaller chance of getting them. You’ve already kind of got loot as a core gameplay aspect without having to shove a microtransaction version of it in.”

As a Monster Hunter veteran, I know all to well the frustration of hunting a monster over and over again for the one item I need to craft a new weapon or piece of armor yet never getting it, forcing me to hunt the monster numerous times (I think the most I ever hunted one monster for a specific reward is around twenty) until I finally carve out that long-awaited rare item. Yet, I never had to pay a dime for these items, and more importantly, I enjoyed these hunts. Sure, it counts as grinding, but you know a game is good if it makes grinding for loot enjoyable, and not out of a “one more time” mentality. If Monster Hunter: World implemented microtransaction loot boxes, Tsujimoto feels it would ruin the experience, as the point of the game is to hunt monsters, not pay money for the option to skip the experience. Either way, there’s no guarantee a player will even get the item he or she wants, so why bother paying for a roll of the dice when you can just roll them for free?

Game director Yuuya Tokuda shared Tsujimoto’s sentiments in a separate interview:

“I wouldn’t see a paid loot box or paid system for getting random items as fitting Monster Hunter because it isn’t a game where the strength of the items is the key aspect of how you proceed. The idea is that the time you spend hunting and the action part of the game is how you brush up on your skills. And then of course you get rewards of better items; but by skipping out on the part where you get better and hunt — if you’re simply getting more items — I don’t think that’ll be a very satisfying experience for players because it wouldn’t even necessarily make it that much more of a time saver if you haven’t got the skill to use the items you’ve gotten.”

Likewise, game director Kaname Fujioka (in yet another interview) echoed Tokuda’s argument that Monster Hunter is built around the concept of getting better at hunting monsters, receiving items as a reward, using those items to make better armor and weapons to hunt even stronger monsters, and then rinsing and repeating in perpetuity. TL;DR version: the developers behind Monster Hunter: World will never put loot boxes in the game because it defeats the purpose of the game, which is to essentially “git gud.” If only more game developers thought like that.

All you have to do to get my attention is talk about video games, technology, anime, and/or Dungeons & Dragons - also people in spandex fighting rubber suited monsters.

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The cast of the Sonic the Hedgehog 3 film has added an exciting new addition with the inclusion of Shadow, who will be voiced by the talented Keanu Reeves

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After a long wait, it appears that the search for a capable Hollywood actor to bring the brooding Shadow the Hedgehog to life has come to an end. Keanu Reeves, a renowned actor known for his iconic roles in film franchises such as The Matrix and John Wick, as well as his involvement in the highly anticipated game Cyberpunk 2077, has officially been cast for the role.

Speculation has been running wild lately, but The Hollywood Reporter has officially confirmed the casting, citing reliable sources in the know. News of Sonic the Hedgehog 3 being showcased at Cinemacon has quickly spread. Reeves is sure to bring his own special touch to the role, but it’s uncertain how well he will mesh with the mustachioed Dr. Robotnik, as Jim Carrey is set to reprise the character.

What are your thoughts on Keanu Reeves being cast as Shadow the Hedgehog in Sonic the Hedgehog 3? Please avoid sharing fan art in the comments section below.

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Get ready for a metaphorical rollercoaster ride with ReFantazio Livestreams!

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ATLUS has just announced their latest event, the “ATLUS Exclusive: Metaphor: ReFantazio” broadcast. Fans can look forward to an exciting 30-minute showcase of never-before-seen gameplay from the publisher/developer. How exciting is that to anticipate?

According to Gematsu, director Katsura Hashino will serve as the host of the broadcast, which will debut on YouTube on April 22. The English version will include dubbed audio and English subtitles, and we have also expanded the list of timezones available.

  • North America: 3 pm PDT, 4 pm MDT, 5 pm CDT, and 6 pm EDT.
  • UK/Ire: 11pm BST
  • Europe: 12am CEST / 1am EEST
  • Asia/Oceania: 7am JST, 6am AWST, 8am AEST.

Additionally, there is a scheduled stream for the next day, April 23rd, with the specific times listed below. Get ready for the “ATLUS Exclusive Debut Commemoration Special—Metaphor: Stalkers Club Final,” where fans can indulge in the captivating presence of hosts Mafia Kajita and Tomomi Isomura. They will thoroughly analyze and delve into all the information disclosed during the initial broadcast. Sayawaka, a visitor who is the author of the associated manga’s story, will be with them.

  • North America: 7 am PDT, 8 am MDT, 9 am CDT, and 10 am EDT.
  • UK/Ire: 3pm BST
  • Europe: 4pm CEST / 5pm EEST
  • Asia/Oceania: 11pm JST, 10pm AWST, 1am AEDT

What are your thoughts on the influx of information about Metaphor: ReFantazio? Are you planning to watch any of the upcoming broadcasts? Share your authentic thoughts in the comments section below.

 

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Final Fantasy 7 Rebirth’s Retry Wording Has Been Updated in a Subtle Manner

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Despite the numerous praises players have showered upon Final Fantasy 7 Rebirth, there is one particular aspect of the game that has garnered nothing but criticism: the perplexing wording of its retry screen, which players encounter when facing a Game Over. Fortunately, the developers have discreetly resolved this issue in the game’s latest patch. They have fixed the Platinum Trophy progression, resulting in a slightly less confusing experience for players.

If you don’t possess exceptional combat abilities, chances are you’ve come across the game’s notorious four options: “Retry from Current Battle, Retry from This Battle, Retry from Before Battle, or Resume.”. As an avid gamer, I must admit that I’ve experienced the frustration of losing precious time due to my own foolish mistake. In this particular instance, I found myself engrossed in fine-tuning my matrix and equipping my party, only to have it all go to waste when I encountered a formidable enemy. To compound my error, I made the ill-advised decision to retry the battle, resulting in an hour of agonizing repetition. Lesson learned!

The “Retry from This Battle” option has become a source of frustration for players who are struggling with the game’s final boss encounter, leading to a significant number of rage-quits. Without giving away any surprises, opting for that choice after being defeated would result in players being sent back to the beginning of the final boss encounter, needlessly forcing them to forfeit approximately an hour’s worth of hard-earned progress in battle.

After the update, players now have the option to select “Retry from the Current Phase” instead of “Retry from Before the Current Battle.”. It’s worth noting that this change is only slightly improved. It’s rather disappointing that the screen is overly convoluted, which may lead to players feeling frustrated. While it’s better late than never, we can’t help but wonder if this issue will persist in the future.

 

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