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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.

Gaming

Documentary Explores the Making of the Highly Praised Final Fantasy 7 Rebirth for PS5

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Square Enix has launched a captivating documentary series that explores the intricate process behind the creation of the highly praised Final Fantasy 7 Rebirth. In the first episode, titled “Shaping the World,” the developer delves into the process of reimagining the expansive PS1 map of the original game into a vast sandbox for the PS5. The film includes personal stories shared by directors Naoki Hamaguchi and Tetsuya Nomura, as well as other important members of the team.

This reimagining of the all-time PlayStation classic was truly enjoyable. In our review, we praised Final Fantasy 7 Rebirth for its ability to enhance the already impressive combat system of Remake. The game truly shines in its portrayal of an iconic RPG setting. If you have a deep appreciation for the original PS1 game and found enjoyment in Remake, then Rebirth’s character-focused adventure will surely captivate you from start to finish.

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Gran Turismo 7 for the PS5 and PS4 shows continuous improvement

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While Sony may not classify Gran Turismo 7 as a live-service game, the team at Polyphony Digital certainly approaches it with a similar mindset. The game continues to impress with every new update, and although v1.44 may be smaller compared to previous versions, it still manages to enhance the already extensive content of this simulation racer.

The update, now available worldwide, introduces three new cars: the Audi R8 Coupé V10 Plus ’16, the Lamborghini Urus ’18, and the Toyota GT-One (TS020) ’99. Furthermore, it introduces three fresh events to World Circuits, an extra menu to conquer in the GT Café single-player campaign, and a collection of livery stickers inspired by the upcoming Highspeed Étoile anime, set to debut next week in Japan.

If you’re not already acquainted with Highspeed Étoile, you can watch a trailer right here. “Sony has announced that a collection of 26 stickers, consisting of 8 title logos and 18 main character stickers, will be made available for a limited time,” stated Sony on the PS Blog. In addition, Fukushima will be included as a backdrop in the title’s beloved photography mode.

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Gaming

TopSpin 2K25 appears to be a standout title in the recent PS5 and PS4 gameplay showcase

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This author has consistently praised the realistic portrayal of tennis in TopSpin 4. After more than a decade, we are thrilled to witness the release of TopSpin 2K25, which expands upon the success of its renowned predecessor. This gameplay video provides a comprehensive overview of the features discussed in our recent preview while also incorporating relevant footage to enhance understanding.

The series’ swing system sets it apart from arcade-style games like Virtua Tennis, as it requires players to charge up their shots in a different way. In order to succeed, timing is crucial, and fortunately, a new meter above your player will assist you in achieving that. Surfaces have their own distinct characteristics, such as clay, where you’ll experience a noticeable amount of sliding.

The game ensures that every player has a distinct set of animations, adding a touch of individuality to each competitor. The courts, found in all Grand Slams, possess a remarkable amount of individuality and charm. It is mentioned in the video that with each in-game season, players can expect a plethora of additional content, such as animation packs. This indicates that there will be plenty to anticipate even after the game’s initial release.

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