The player takes the role of a Hunter, slaying or trapping large monsters across various landscapes as part of quests given to them by locals, with some quests involving the gathering of a certain item or items, which may put the Hunter at risk of facing various monsters. The early games in the series...
The player takes the role of a Hunter, slaying or trapping large monsters across various landscapes as part of quests given to them by locals, with some quests involving the gathering of a certain item or items, which may put the Hunter at risk of facing various monsters. The early games in the series principally sold well in Japan and other Asian countries, popularized by the series' use of ad hoc multiplayer features on portable consoles. In the setting's less populated regions, monsters roam the landscape and threaten small villages or research bases that have been established to study the ruins and these monsters. Players take the role of a Hunter that serves to help protect the villages and bases from these monsters, typically aiding in researching these. The core feature of Monster Hunter is its compulsion loop. The player can equip weapons, armor, and items most beneficial towards completing a given mission, and if successful, the Hunter is awarded in both in-game money and loot representing parts from the monster. Weapons and armor have intrinsic bonuses or penalties towards certain types of elemental or physical damages, and may provide special skills which can be fine-tuned through the mix-and-matching of equipment pieces. The games feature a variety of different weapon classes, ranging from swords, hammers, and bows, with the most recent titles having a total of fourteen classes. Each weapon class has a unique set of combat maneuvers and reflect a number of different play styles based on speed of attack, damage strength, range and the application of buffs and debuffs to monsters and allies. Monster Hunter games use an "animation priority" combat, committing the player to a move until the animation is completed and leaving them potentially vulnerable to a monster's attack. Losing all health will force a retreat to a base camp, and after three such retreats, the mission is deemed a failure. Combat is centered around watching for a monster's tells prior to an attack to be able to dodge it and/or make a counterattack, and looking for openings to unleash strings of attack combos, depending on the Hunter's current weapon.