Okay. It seems reasonable to be pensive with a series nostalgia trip like Monster Hunter Generations anyway. Floating thesis vomit of history personal assessment it is, minus many specific examples. Disclaimer: I’ve played probably over a thousand hours of Monster Hunter first in Tri, then Tri Ultimate, followed by Freedom Unite, and then Four Ultimate- and eventually I picked up a desire to play large chunks of the game solo, with multiplayer at this point mostly being generous to online others and farming equipment or achievements. Reliance on a primarily approach diminishes and reshapes a variety of these concerns.
The second generation culminated in a famous gigantic blob of content by collecting piles of monsters with aggravating slow gradation (subspecies don’t change moves for anybody but the mascot duo or the very few introduced at the end, very few monsters or quest moulds are restricted by the content/stat-resets of the ranks). The very deliberate base action + constant camera swinging of the series still holds strong and the numbers are very aggressive (sitting on the three-shot / two-shot damage dynamics in fights that can take five to ten minutes in groups or twenty minutes to an hour solo)- this makes the thorough roster redundancy and glacial stat resets have a clear functional result by permitting mastery through completionism / grinding / cooperation. There’s also plenty of chances to build up environments familiarity and worlbuiling npc charms over the repeated hunting grounds for break times in consumable resource management and equipment crafting and so on.
It’s still painful to return to as anything but satisfying curiousities in differing fights after the fact, but many keep fond memories of the total works.
The third generation reboots content with only a select few call-ups and much clearer content gradation through non-palette-swap subspecies and careful monster / model use. The absence of apes and crabs instead meets full trees of legged serpents and exaggerated larger dinosaurs plus elemental recontextualizing for subspecies, while climactic fights both terrible and exciting (the fortress-assaulting mountains, the titanic crawlers, the gimmicked trio of true dragons) are refined into chasing or swimming alongside leviathans and a few excellent fluid encounters. Locales are made into interconnected webs instead of niche-heavy sprawling environs to aide the hunt, infamous hitbox issues are reduced, damage is much more generous, and monsters die much faster.
With the Wii -> PSP -> 3DS / Wii U platform leaping, the games restructure themselves thrice with each newly introduced content instead of making expansion packs one can lift saves up to, and thus we get some of the strongest pacing of the series by the end of it. Still, older fans miss many of the old repeated bosses and the raw difficulty of antagonistic hitboxes and constantly-high damage numbers- this and struggles of depth perception in the new underwater fighting system leads to many bandying around the second generation as great.
The fourth generation twists itself around in appeasement. Locations swap out occasional water use for a generalized verticality awareness, an overpowered mounting system, and perhaps overly-sprawling overly-repeated specific arena maps. A lot of low-tier and top-tier monsters in the first and second generation get updates as they’re pulled up again, but the lower tier struggles on a less exaggerated and differentiated front and the top tier has tons of picked-and-chosen different monsters. Newer monsters have polarizing qualities of movement and weakpoints (compare the twists and turns of the heads for the combining insects or the six-limbed aberrations versus the transforming shark and constantly shifting snake) while constantly presenting new monster models as if to flee from how many chicken-bowed monsters were just renewed. Difficulty-wise, more of the game picks up the three-shot / two-shot health dynamic again, weird modifier systems arise like the mystical rabies and procedurally-generated personally-owned levelling quests ontop of it, and esoteric endless grinding customization really gets running.
With the series picking up more of a Western audience and the two games sticking to the 3DS the expansion pack nature of the last game around aggravates this divided, arduous arrangement, and the fourth generation becomes the most newcomer-hostile game in the series. The whole multiplayer bit is perhaps self-defeating for those that don’t have the hundreds of hours and piles of spoilers already, as the struggle to refine players away from over-aggression thus chokes- there’s a hell of a lot of quest failures when trying to play online with random others in the very long post-game.
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The series has struggled with skeleton overuse and underuse, with how to pace its echoing contents slow enough to teach and fast enough to intrigue. It’s also been quietly permitting further and further mechanical customization. Now Generations is the nostalgic celebration of this past, an experiment in grinding, and an explosion of player choices?
Generation starts with massive amounts of small monster and gathering quests to introduce its large glut of old altered locales. The roster is reassessed and grabs onto missed valuable mid-tier fights for the second and third generations (so one can actually be practiced for top apes and dinosaurs), though the early game still has quite the presence of cruft (the three upright quadrupeds really outclass the ancient raptors and enlarged charging minions). The struggling variety of subspecies are nearly thrown out altogether to deal with the generation gaps (instead of re-assessing and avoiding older works…), replaced instead with new venerated Deviants that provide the same strengths of moveset design and isolated away in their own grinding sector. It distinctly and deliberately lacks the repetition and difficulty of third and final rank while leaving the game in the lowly six-shot to four-shot sector, and there’s no reasonable way to tack it on without yet more great redundancy (having already gone through the older rosters several times and the specific absence of subspecies). The game already broadens out with the quest structures too, bringing out many multi-monster quests and capture quests and another new modifier system as if to further the lifespan of that series celebration- and grinding is further made rougher with a new material-devouring equipment upgrade system. There is, admittedly, almost something of a dearth of climactic final encounters and a great deal of absent silent tricks to monsters with said left-out rank…
The styles, super moves, and relaxed content pacing probably makes the game much more inviting for the patient newcomer- that select maximalist charm shines even harder with coherency, and the imposing walls against content have been worn down hard. It seems personally unsuiting for Generations to pull out focused nostalgia out of, say, the three old villages and the nearly-final-roster assessment, when the games already ask for absurd amounts of investment and acceptance of repetition, but I never played the first generation and visited the second only after the refinement of the third. If anything, I want to see the realized potential of a fifth generation’s content reset on whatever the NX turns out to be, rather than this eased-up celebratory apology- but spacing and swinging slow weapons against the hierarchy of weighty monsters is still immensely satisfying, so Generations is still tempting. By structure alone it definitely seems to be one of the two best games to pick up the series on, at least (the other’s 3U), if you aren’t caught on the low 3DS resolution.