The world is changing. Geopolitics are fractious and unnerving, environmental catastrophe seems more likely each day, and rampant digitally-disseminated disinformation further erodes our trust in one another. But I'll let lesser reporters tell you about that stuff. I'm here to report that Capcom have made the big bonk feel good again. They’ve heard player feedback on the missing weapon oomph caused by the lack of hitstop in the Monster Hunter Wilds beta, and they’re bringing back the bonk.
Here’s a handy breakdown of the issue by X user Blue Stigma, but briefly: hitstop is the brief pause in an attack animation the moment the weapon connects with an enemy, giving you a real sense of bonkitude and making say, a hammer feel different from a dagger. As the video showed, the hitstop was greatly reduced in Wilds compared to previous Monster Hunters, and many players reported the combat just feeling a bit off as a result.
"Some of the changes in the hitstop were obviously intentional, and some were not implemented due to the settings of the game," director Yuya Tokuda said at a recent press event, via GamesRadar. "When Monster Hunter: World was released, many of the users from overseas commented that the hitstop was way too hard and it made it difficult for them to play. So it's very positive feedback seeing the users who experienced the [Wilds open beta test] this time saying that they missed the hitstop that they were experiencing in past titles."
"It's a very unique Monster Hunter experience being able to experience that hitstop," Tokuda continued. "So it's very positive feedback from my perspective. In the current version that I think you guys had hands-on gameplay with, there was obviously a little bit of adjustment compared to the [open beta]. And for the full product version, there will be adjustments. For example, the finishing moves will have adjustments to hitstop as well."
Very Gary Computing also had a big chat with the Wilds team, in which series producer
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