Like spinning and tossing your PokeBall, it’s all done with your index finger: swipe to left or right to dodge, swipe up or down to advance or retreat, tap to attack, hold to charge, or block. Good.īut how you go about doing that, how you make your hunter slide and roll and hop and cut and carve, that’s the impressive thing here. Monster Hunter Now doesn’t interfere with the formula that’s sold 22 million games. Break its horns or slice off its tail and get better drops, level up quicker. Find a monster, kill it, hammer its body parts into your gear, and get back in the field. The core loop – hunt, carve, upgrade, repeat – is intact, wholesale. But shrunk down and presented on your iPhone or Android… it’s such a good fit, it’s simply astonishing something like this hasn’t happened before. Pokemon on (or in) your phone made sense: explore, collect them, enjoy quick 10 seconds-or-less encounters, and team up with your friends to catch ‘em all! Monster Hunter – though also a very social game, at its core – feels far more console-y. Yet, somehow, Monster Hunter Now manages it. It simply shouldn’t there’s too much to crunch down, to minimise and make understandable with swipes and taps and presses. Monster Hunter – a tactile game all about dodging with split-second reflexes, aiming with precision at delicate weak spots, and pulling off complex combos with plenty of button-presses – should not work on mobile.
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