Monster Hunter Wilds has an absolutely terrible spider – a spider, which, passing through a preview of meetings and a trailer, strives for a point in the Venna diagram between Malenia in Elden Ring and demonic Pajęcznice from Hunt: Showdown. Monster Spider is called Lala Barina. If I saw “Lala Barina” outside the context, I would have assumed that I read about the sub -charter of the Suzuki car about Holden Barin, whose brave and solid outline on the road of Oceania. I would not imagine a gigantic, greasy rose flower with jet jaws. I would not imagine the nests of the crimson silk and the effects of the status literally Wazoo.
The good news is that Lala Barina is not only an absolute spider bastard. He is a teacher. This is the impression resulting from the producer Wilds Ryozo Tsujimoto and director Yuya Tokuda, who talked Polygon About the newly warm game. “Looking back at Monster Hunter: World and Monster Hunter Rise, we focused on where they will give up the game for the first time,” said Tsujimoto. “From there, we analyzed the player’s data and looked at how much we can do – it was our home work for Monster Hunter Wilds.”
The fruits of this analysis appear in adding handles such as Seikret, a lizard that will lead you towards the victim. But they are particularly observable in the first few hours of the game, which are a kind of great tutorial. By learning the ropes, you will pour with the toads chatacabra, cattle doshagum (unfortunately! We beloved), brutal Kanthatrice Wyvern, Rompopolo – T -rex crossed with a commercial – and our charming friend Barina’s doll.
If you think that these terrifying creatures, you can enjoy the awareness that they are subtly instilled in the basics of hunting for monsters. “At the beginning of the game, you first fight Chatacabra, who teaches players how to avoid large attacks,” explained to Tokuda Polygon. “For Quematrice, the next monster you fight, he uses a long tail. It has a very wide area attack, so it teaches you to avoid. Then Lala Barina, who uses many difficult moves; It falls out of the field of players’ view, so he teaches them how to control the camera. “Lala Barina contains other lessons for novel players: her many status effects are due to the luxurious diet of forest mushrooms. Perhaps you will learn about these mushrooms when you kick your ass.
You know, everything reminds me of how Halo: the fight has evolved, taught us the basics of camera control. Halo did it with a guy who holds a flashlight, which you can look at, at the same time he lived safely in Kriopode. For comparison, it seems a bit dainty. Perhaps Capcom could raise the association, he tells Lala Barina uses some GLOWSTICS. This would also prevent some limbs to be used to murder.
I am also reminded of Bloodborne, who will certainly free one of those days on PC: in this game there is a boss, Father Gascoigne, who has a terrifying starting attack, which opens when he drags the blade in the area in Cakophonia Sparks. This movement is always accustomed to paralyzing me until I realized that the theatrical show exists to teach you how to evaporate. Yes, it seems closer to the experience of Wilds.
I am writing this article partly because Wilds makes a enormous part of simulated ecology with elements of “players”, and I really like the idea that some of the boss’s anatomas and behavior are complicated pedagogical devices. Perhaps based on my review for animals from last year, I think there is a lot to say about how digital interfaces can become bestial and how beasts can resemble HUD elements and how everything that combines with older traditions symbolism of animals and heraldry. If you are less delighted with such topics, you do not worry about the need to fight the Tarantula teacher, I think, I think, I think Monster Hunter Wilds has arachophobia mode.