Monster Hunter Generations can be a tough game to love. It isn’t going to treat you nice–if you’re having trouble with a battle, no hint screen pops up pointing out the obvious tells you may have missed. The creatures have no large, glowing “hit me here” emblems like in most other action-adventure games.
You learn–sometimes through repetition, often through failure–how to deftly use your weapons. You have to watch your prey carefully, plan out an attack, and when the beast starts to limp, then you go in for the kill. When you fail, it’s almost always because you were too greedy, you rushed headlong into battle instead of being patient, biding your time. This is the flow that Monster Hunter Generations captures so perfectly, and which lies at the heart of why Monster Hunter is such a consistently well-regarded series.
Last year’s Monster Hunter 4 Ultimate added a couple of new weapons, as well as the ability to attack from above and mount your prey. Monster Hunter Generations retains 4 Ultimate’s additions and takes them even further with new Hunting Styles and Hunter Arts. For a newcomer who might just be getting their head around which weapon they should use, there’s an intimidating amount of new info at the outset of the game, but the Hunter Arts in particular open up combos and attack possibilities that make playing the game easier than ever before.
Doling out damage in combat builds up various Hunter Arts meters that have a wide range of helpful effects, from an automatic combo that deals major damage to a stamina boost that can help you escape dangerous situations. The new Hunting Styles determine how many of those Hunting Arts you’re able to equip and also affect the combos you’re able to pull off. The Guild Style is the closest to the standard Monster Hunter experience for people who don’t like change. The Aerial Style lets you jump, making the relatively new mounting mechanic even easier to pull off. Striker Style sacrifices some combos in order to use more Hunter Arts. And the Adept Style is an advanced setup that allows players who are able to dodge and guard with expert timing to hit for additional damage.
The additions don’t decrease the game’s difficulty, but they do provide new ways to approach combat and allow even novices to wreak havoc on the battlefield. Unfortunately, the game does a terrible job of explaining how most things work, including the new Styles and Arts. Tutorials are text heavy affairs and even within tutorial missions, you’re frequently told to consult your Hunter’s Notes (basically an in-game manual) for more information. To get an education on how to play Monster Hunter at the skill level required to tackle the game’s tougher beasts requires finding an experienced friend or going to YouTube videos for practical advice.
But a great way to jump into the game for newcomers, and to breath new life into the experience for veterans, is by playing as the cat-like Prowler. The game’s feline companions have become more and more involved with the main game over the years, but in Generations, you can actively take on the role of a cat you recruit. The rules for cats are different from the regular hunters’. You can’t use items–instead, cats are able to perform actions like fishing and mining without wasting any consumables. You have nine lives, giving you a few more opportunities to fail during a fight. And the cats have a whole slew of different abilities that they can learn by leveling up. The Prowlers aren’t quite as hardy as the main hunter, but the focus on faster action, being able to gather resources without using items, and their unique combat abilities make them a great way to change up both the single- and multiplayer campaigns.
Gameplay-wise, the Prowlers are fairly self-explanatory, but the customization, abilities, and leveling system is very different and much more complicated than the standard hunter. Like with most things in Monster Hunter, either trial-and-error or online guides are a much better way to figure out how things work than wading through the frequently sparse in-game explanations.