
This is fine as it is.
I haven’t seen a thread about Hawaii that isn’t the usual images in a while.
Mom, give me an umbrella over there too!
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I dream every day of Wild Hearts 2 being announced.
It was a game that resonated quite a bit, so in the Musou survey, I indicated that I hope for a sequel or a spiritual sequel in the section for games I hope the developers will consider.
I really love anger portrayal and stuff like that.
The ability to customize the map conveniently is truly unique.
>>9
It’s really fun to be able to place zip lines anywhere.
It’s great that you can visit other people’s homes and get inspiration.
Each weapon that can only be used here has its own unique flavor.
At the first mouse moment, I was like “What!?” due to the extravagance of the music and the anger portrayal!!?
Isn’t it a bit too locked down that there’s no guard function for any weapon type at this point?
>>13
Because many invincible evades and tricks share common specifications.
I think the mace is the ideal form of hammer-type weapon.
>>14
The high power of normal deployment.
High mobility combat with a hammer.
Whichever one you take, the balance is good.
If you use the hammer thinking of it as the Monster Hunter hammer, it gets confusing because it’s totally different.
Optimization, high difficulty, and lack of tutorials.
The initial feeling of the beast quickly escaping.
There were many elements that I couldn’t fully endorse.
Map customization for entering someone’s home.
Synergy between mechanisms and each type of weapon.
The parts that are carefully thought out and refined truly deserve admiration.
The behavior is slow, but there probably aren’t many places where the processing can be reduced.
The only thing that seems like it could be cut is the EA app.
The feel of using the no-dachi is just a bit too one-of-a-kind.
I can’t think of any similar games.
Including the reckless use of fire.
>>21
This game is full of weapons like that!
The Hien knife looks like a dual sword at first glance, but in reality, it’s a transformed chain sickle.
I guess it was disappointing that it was different from what Ainrad expected.
I thought it would have more of a sense of speed.
Nodachi feels like a combination of a sword and a hammer, right?
I really don’t see umbrellas…
A weapon that is completely focused on perfect parrying is strange if you think about it carefully.
The single-horned horse is like a stopgap until the flying vine network is completed.
Instead of having countermeasure skills for weapons, there is a compromise with the presence of thread walls.
The way you set up your base and install the zip really shows people’s personalities, doesn’t it?
But the customizations for Winter Island are generally similar for everyone.
I wanted this game to allow me to pull the camera back more.
>>30
Is it better than the camera settings after the update?
If you want to craft weapons for the update group, make sure to keep farming me!
The hammer was sealed away because it was too lawless.
This hammer is just ridiculously strong even when used normally…
I want something like G in Monster Hunter…
The camera distance during combat feels a bit close, but it’s not too much of a problem for now…
The camera outside of combat is somehow really close.
I like the mechanic of avoiding tricks, but I also really like how rolling has a pretty long invincibility time.
The feeling of something different about the transforming baton was amazing.
It was fun, but is that how you operate!?
The BGM of Onitosaka is so cool!
>>38
I didn’t know the composer, so I looked it up and found out they are an amazing person who does a lot of work and is really good at traditional Japanese orchestration.
It’s almost all this person, like Samurem.
You can easily dodge most attacks with just basic evasion, except for some charges and projectiles.
It was balanced in a way that you couldn’t normally avoid Yamaugachi.
In the movie, they were evenly matched in a flashy way, but…
In actual battles, there is a difference in strength between the two bodies…
Sliding evasion should become more popular.
Including the false behavior of climbing the slope.
Whether it’s a charge attack or a tail spin, the type of attacks with hitboxes that move in a slippery manner can make regular dodging difficult.
It’s definitely a snack from the thread wall.
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Climb as long as your feet can touch any slope.
The beast hunter’s leg strength is amazing.
There are companies that have no sense of cutting this off!!!
The sword was a good weapon that could be used widely by beginners to advanced users.
Stacking boxes and splitting them with a sword feels great.
Yamauchi is initially scared by the size.
It’s like an event monster level!
I recently found out that jumping while sliding restores stamina.
Suzu-suzu pyonn suzu-suzu pyonn… allows for continuous high-speed movement.
A rare game where both attributes and physical elements are fun.
It seems there are some unscrupulous companies suddenly starting to pull the rug out from under the advertising side.
It was a game that almost drove my brain crazy with discomfort when I played it.
There was a time when sitting by a box and repeatedly jumping while shooting arrows was surprisingly powerful.
Aragane is really big, but Ugachi was even bigger…
By the way, on the first floor of the winter castle, there is a corpse of a much larger Shirogachi.
You think the bow is a weapon that switches stance and charges up when you see an opening, right?
You can eliminate all that effort with a mechanism.
Every time, please sell me meat, Kōgyoku-san.
A game where you can learn the time and effort of preparing preserved foods.
Sell me spring, Kōgyoku-san.
I remember being taught that instead of maneuvering, I should mainly rely on frame avoidance, but even after that, I couldn’t get used to it at all and was beaten up.
Seeing the behavior of Anthem, 2042, and in Hawaii makes it easy to become a solid EA anti.
However, since Waiha has Koeteku, I still have hopes for a sequel.
Rasetsuzan is fun.
The tension when jumping up is incredible.
>>63
The expression recreating Fujiyama from Waiha Dog was so perfect that my brain was overwhelmed in various ways.
It would be such a waste to throw away the gameplay, world-building, beasts, and mechanisms all in one go…!!
I was stuck punching a monkey for a long time because the inspiration for the recovery incense just wouldn’t come.
It’s impressive that the sign monster is properly cool and fun…
If you think of it as a debut work, it has a miraculous balance.
It’s natural to compare it to Monster Hunter, but when it comes to comparing the volume of Iceborne and Sunbreak, you have to pause for a moment.