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Chapter 236 - Chapter 237: It Makes Sense, But It Just Feels Wrong! 

It wasn't just Hector; everyone else, including Rachel and Anna, looked at Lucas with the same expression.

After all, the feeling of déjà vu was just too strong!

Everyone knows that Nebula Games has only released two big games so far: "Dark Souls" and "Dark Souls: Age of Fire."

Although "Minecraft" continues to set sales records every day, it's clearly not a large-scale game in terms of scope.

But this game called "Monster Hunter: World," just look at the cold weapon setting, and then look at the giant dragons.

You should know that in "Dark Souls," the bosses are usually very large.

This is to give the player a feeling of being overwhelmed.

Plus the so-called unique combat system.

The more they looked, the more they thought it was like a "Souls-like" game.

"Don't talk nonsense, how could this be a 'Souls-like' game?" Lucas shook his head, denying it.

"This is a very special game. Players will quickly get used to the gameplay. You could say that 'Monster Hunter: World' will be much easier to get into than 'Dark Souls'."

"Also, in 'Monster Hunter: World,' players have a variety of weapons to choose from, and they can create stronger armor and equipment. This armor and equipment can also be upgraded."

"Unlike the 'Dark Souls' series, where armor is useless against bosses, in 'Monster Hunter: World,' players can strengthen and build better defensive armor and use the armor's properties to deal with monsters. They can even continue to strengthen the armor."

"In the game, players can also use all kinds of items to make hunting easier. Players even have a race of cat companions called Palicoes to help them in battle," Lucas explained in detail.

"In addition, the game has a rather special setting, which is the sharpness of flesh and the judgment of cutting and hitting parts," Lucas said, introducing the relevant settings of "Monster Hunter: World" to everyone.

In simple terms, the so-called "sharpness of flesh" refers to weak points. Different types of attacks are needed for different weak points.

The same is true for parts. Players can attack different parts of the BOSS to achieve things like breaking horns or cutting off tails, and then get the corresponding materials.

"Another thing is the use of the AI system. In the game, we need to create a complete ecosystem, not just a background image, but a world that truly has interactions."

"The paralyzing frogs, healing honeybees, flash bugs... all kinds of creatures, plants, and the environment in the forest will affect the hunt. It is a real fantasy world." Lucas gave everyone a brief explanation of some of the concepts.

Everyone was filled with excitement and anticipation.

In terms of game size, "Monster Hunter: World" will clearly be the biggest game they have ever developed.

Listening to Lucas's detailed explanation of the game system, Hector and the others finally understood why Lucas said "Monster Hunter: World" was easier to get into than "Dark Souls."

Because it really seems to have very little mean content!

From what Lucas has introduced so far, it can be said that "Monster Hunter: World" is completely different from "Souls-like" games.

Because the difficulty of "Souls-like" games lies not only in the bosses, but also largely in the maps and various small monsters.

All kinds of traps, all kinds of map kills, and combinations of small monsters drive players crazy.

But in "Monster Hunter: World," there are not so many mean traps on the map.

What players have to do is use their wits and courage to fight the BOSS.

Even the traps on the map will become tools for players to deal with BOSS.

At the same time, in order to improve the player experience, the hunters in "Monster Hunter: World," no matter how high they fall from.

They will not be hurt. This is much cooler than the undead.

At the same time, the use of AI technology makes the BOSS in the game more flexible and vivid.

This means that the location of each player's battle may be a different geographical environment.

More importantly, you need to figure out the attack methods of the monsters, and then use your own skills and intelligence to solve them.

Listening to Lucas's words, everyone showed a suddenly enlightened expression.

In this way, "Monster Hunter: World" is indeed much more user-friendly than the previous Dark Souls.

However, as Lucas began to explain further, everyone's expressions slowly changed.

At first, Lucas simply introduced the monsters in the game: herbivores that are mild and will not attack, as well as Great Jagras and Kulu-Ya-Ku that carry stones like ostriches.

There's nothing special about these, but what's going on later?

Flying Wyverns with the power of electricity, Anjanaths who are huge and very ferocious, and Odogarons who are extremely agile and poisonous.

The style suddenly feels wrong!

Not to mention the later Diablos, Rathalos, Rathians, and Nergigantes.

Although they didn't see the corresponding numbers, just looking at the introduction was enough to make people feel scared.

By the time Lucas finished explaining the concept design, everyone in the meeting room fell silent.

Now everyone understands the characteristics of "Monster Hunter: World."

Indeed, this game is really completely different from "Dark Souls."

"Dark Souls" is like going to a foot massage place where the server brings you a basin of boiling water, and you stick your foot in.

Ouch! It's so hot! I won't wash it!

"Monster Hunter: World," on the other hand, is a basin of warm water, and you stick your foot in.

Ah, it's so comfortable! I'll take technician number 13. It's a good number! Give me a good massage. Where's the QR code? Scan it!

But as the players come across Anjanath, see Odogaron, and face off against Diablos.

The difficulty of the whole game suddenly takes a big jump up, which is the same as adding boiling water to warm water.

The water temperature becomes hot without you even realizing it.

And then later, when you face Rathian, the first encounter with Nergigante, and Teostra and all the other elder dragons.

All the boiling water has already been poured in. It burns your feet! At the same time, technician number 13 also comes in. She's completely different from the young lady you imagined. Instead, she's a big, strong man.

You want a foot massage? Close your eyes and feel it!

"Lucas, isn't this too hard?" Hector suggested tactfully.

"How could it be? The difficulty curve is very reasonable. Besides, haven't 'Dark Souls' players been saying that they want something more gradual? Look, I've learned from my mistakes. Look at the monster arrangement, from the initial herbivores and Great Jagras to the later Anjanath and Diablos. This is all gradual."

"Besides, players have three chances in the game. You only fail the hunt if you get carted three times. There's even the Palico companion. What a friendly setting!"

"It's all for the players!" Lucas said with great emotion.

"Also, if you encounter a monster you can't beat, you can call friends to help you take on the monster together. Doesn't that reduce the difficulty at once?"

Listening to Lucas's words, everyone was silent.

What he said makes so much sense, they don't know how to argue.

(End of The Chapter)

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