Monster Hunter Freedom Unite Review
Stalking point.
Version tested: PSP
I've done it. After 70 hours, six weeks, dozens of missions and a great deal of inventive invective I've finally made my mark on Monster Hunter. I'm now Hunter Rank 2. Yes, two. And no, it's not an inverted rank table - two is actually the second level, the first rung on the vertical learning ladder.
It seems pathetic, now I have it in front of me in black and white, but I'm feeling tremendously proud. There have been so many crushing defeats over the last month and a bit, so many unceremonious spankings, roastings and straight-up surprise sexings, that I feel like I've earned that extra tiny star next to my name on the Guild Card with my very own blood, sweat and tears.
It's not been wall-to-wall fun - there have been plenty of fist-clenching moments of pure, frustrated rage - but I've thoroughly enjoyed it. I'm not a patient person but, oddly, the catharsis of Monster Hunter Freedom Unite's insanely sadistic learning curve has granted me a Zen-like calm. Turns out that patience isn't just a virtue, it's a lesson well worth learning.
Even newcomers to the series will have some idea what's going on. On a simplistic level, the title says it all. You're here to hunt monsters: giant, epic, titanic bastard monsters who'll routinely knock seven shades out of you unless you know what you're doing. But the subtleties of the task in hand quickly multiply like some kind of Byzantine, fractal wedding plan.
There's a gruffly narcissistic trainer who'll school new players in the basic arts of grim butchery. The long tutorial process ensues will stand you in good stead if you can endure the repetition. It's basically an extended introduction to each of the 11 weapon classes, giving rookies the chance to familiarise themselves with the specific pros and cons of each.

In ad-hoc, everyone sees the large Wyverns in the same place, but smaller monsters are seen in different positions by each player.
These weapon types essentially take the place of classes, each dictating different tactical approaches and abilities. Pick up a lance, for example, and you'll be in a tanking role - with boosted defensive capabilities coming at the cost of a limited range of attacks. Great Swords and hammers offer the greatest offensive value, but their swings are heavy and cumbersome, with mistimed smashes leaving you extremely vulnerable to punishing counter-attacks. Bows and bowguns offer ranged capabilities and status attacks with specific ammo types, but crowd management and melee vulnerability become important issues. Mastering each class isn't necessary, but a passing skill with each is certainly a great boon - many monsters' tactics will render certain weapons all but unusable.
Heading out into the wilderness for the first time feels like an epic undertaking. Delving into the blue supply box just outside your tent reveals the tip of the complexity iceberg - besides the usual map and health potions are stacked items for sharpening your weapons, drinks to regulate your temperature, rations to maintain stamina, ammo types, arrow coatings, antifreeze solutions, tranquillisers and electrical traps. For the beginner, it's overwhelming, but in actual fact, this is a tiny, tiny sliver of the options available. Over the course of this massive game you could be dealing with over 1500 weapons, 2000 armour sets and god only knows how many different items and crafting materials in 400 different missions.

Yeah, good luck sunshine.
Most missions directly involve killing things. Usually, hunters will be assigned the task of heading out to exterminate a single 'boss' beast, or Wyvern, or a pack of smaller creatures. Planning each excursion is the key to success. Picking the right equipment, preparing yourself to counter the dangers of foes and environment, will be the delineating line between those who succeed and those who rage-quit in surly frustration. Some of the more common items may be bought from village traders, but most materials are gathered from points in the field - from ore veins, dung piles, plants, streams and corpses.
These materials are then combined in pairs, sometimes through several stages, to create increasingly powerful doohickeys. The addition of a farm, on which many non-monster materials can be gathered between quests, takes a lot of the grind out of the experience, but in order to remain prepared you'll be doing a lot of gathering, scouring each area for ingredients during almost every mission. If you're coming home from a mission with room in your inventory, then you're probably wasting your time.
This process of collecting and combining, mirrored in the creation of weapons and armour, is the bread and butter of the monster-hunting experience. There are no XP, so equipment is the only way to improve your stats and increase your chances. Many of the materials required for powerful kit are rare drops, some found as little as four or five per cent of the time when "carving" a dead Wyvern. This means that you'll be fighting the same monsters a lot, repeating quests in search of that elusive shell or scale to compete an armour set.
This farming becomes a large part of the mid-game, when the limits of your skill are likely to wash up against a cliff of difficulty surmountable only via statistics. It's surprisingly non-repetitive, however. Each monster is unpredictable enough, a formidable enough challenge, to keep each hunt interesting.
There's a great deal of skill involved in the actual fighting; combat is a nuanced and delicate business. Feints and dodges must be combined with attacks of opportunity, monster attack patterns must be studied, memorised and adapted to. Knowing when to turn tail and run is incredibly important.
The first foes I encounter, the raptor-like Velocipreys and their Velocidrome leader, are fast and agile, easily evading the clumsy blows of my slow Great Sword (I only find out later that's it's regarded as a "pro's choice"). Initially I'm frustrated by the seemingly interminable periods when my hunter stands nonplussed in the snow after a chop, seven-foot blade embedded in the permafrost, whilst I'm gently reduced to ribbons by a pack of bright blue dinosaurs.

Working at Capcom has the advantage of always having a hunting party handy.
This is a game of unskippable animation sequences, punishing dead zones and gratingly unnecessary victory poses for actions as routine as drinking a potion. Many of the enemies you'll face are, despite their increasingly vast size, very quick indeed. Trying to heal, eat, or sharpen your weapon in combat means studying attack patterns and finding just the right gap to fit in the action before you're punished.
It's a long process, but when it clicks - realising that you need to dodge more than block, that timing is everything - it quickly becomes incredibly satisfying. Before long I'm nonchalantly cutting swathes through hordes of bipedal lizards, but soon I overreach myself against a mushroom-munching jungle ape and all of the frustration returns. I'm too slow again, both my strategy and tactics are flawed. I'm crushed.
Progress is a repetition of this process. Whilst there's always a healthy selection of missions to choose from, there'll usually be a monster who's a sticking point in each batch as they're unlocked: a particular fiend whose style completely confounds yours, who's just too fast or too powerful. This means going back to the drawing board - rethinking your approach and farming an easier foe to pick up the necessary bits for a new breastplate.

There's your Felyne companion wading in at the front. He'll faint in a minute.
This is how the game stays fresh, despite the fact that you'll be exploring the same areas and fighting the same beasts a lot: it's always you who needs to improve. As important as equipment is, grinding isn't a process of gathering experience points - it's a process of improving your skills.
One of the small concessions that Capcom has made to sanity in this version is the addition of a Felyne companion when soloing. Previously, one big problem with soloing was aggro. Fighting a Wyvern and its cohorts alone meant that all attention was focused on you, and getting respite involved fleeing. Having a Felyne along takes away some of this pressure, distracting monsters long enough to use recovery items or prepare an attack. They're also one of the best examples of the incongruous yet welcome humour to be found in the game - a slightly kooky and off-kilter insouciance which gives the gloom of constant battle just the right dash of levity.
Like Pokemon, Monster Hunter has been a series of incremental improvements. Freedom Unite has polished many aspects of gameplay, smoothing rough edges and easing burdens, but has also failed to address the biggest issues. Weapons have been rebalanced slightly, item boxes now hold 99 of each object in each slot. Load times, should you wish to use the space-hungry data-install option, are greatly reduced and a huge chunk of high-level content has been added. There are new monsters, armour and weapons. But I can't help but feel all this elbow grease would have been better employed working on the single biggest barrier to enjoyment in Monster Hunter: the camera.
On the whole, it's actually pretty good: close-up but generally offering a wide enough range to keep track of the action. Enter a small cave, however, or get too close to a wall (often as a result of being flattened there by a charging beast) and the view can rear up to show nothing but floor, or the inside of a 20-ton dragon. Foliage and scenery often obscure the view as well, and clumsy fingers can all too easily leave you completely disorientated. It's not a game-breaker, but at its worst it made me apoplectic, and it is the biggest flaw in an otherwise wonderfully polished game. Capcom has had more than enough time to perfect it by now.
The other impenetrable decision is the continued absence of an online co-op mode. In case you haven't gathered by now, Monster Hunter is bloody tough, and many of its later missions are absolutely impossible on your own. The best, and most enjoyable, way to take on the harder challenges is to team up with up to three friends and tackle them as a group.

This Elder Dragon is basically a small planet. Bastard.
Group hunting is not only immensely fun, it also adds tremendous tactical depth. Filling different roles in a hunting party means that something approaching an MMO party balance can be achieved, with tanks, damage dealers and support roles. This collaboration is easily the best way to enjoy the subtleties which the game has to offer, so it's bewildering that it remains an ad-hoc only activity.
It's been a bugbear of all the PSP iterations of the series. Is Capcom trying to force the culture of social gaming so prevalent in Japan by ignoring it? Perhaps, but in all honesty, I don't think that's ever going to happen. As a professional working within the gaming industry, I still struggled to find people to play with. There's no scanning for players on the commute or in the park as you might in Tokyo; the series, and indeed the PSP itself, simply doesn't have the market penetration in Europe.
Perhaps this can be the game to change that, but it's a huge ask, and one which could easily have been avoided. For years there have been third-party software solutions to this problem, allowing disparate online gatherings via a wireless connection, so it's entirely possible. Its absence smacks of tenacity bordering on the obstinate.

It might not look all that pretty here, but in motion it's colourful and bright.
But despite Monster Hunter Freedom Unite's faults and grating omissions I can't remember playing anything recently which has given such an immense satisfaction and sense of achievement. Finally honing your technique to the point where you fell a beast which has been routinely spreading you all over the environment (I'm looking at you, Khezu) is a real moment of triumph, and doing it in the company of friends is even better. For the sheer volume of content here alone, Capcom deserves massive recognition. We're talking about MMO levels of time to be happily sunk; it's completely unparalleled on the system, and indeed almost unheard of full-stop.
Fans of the series will be thrilled with the little touches, and there's certainly enough new content to justify a purchase if you've already devoured Freedom 2 and want more. What this is not, however, is a game for everyone. It requires enormous quantities of patience, planning and persistence. If you're up to the challenge, prepare yourself for one of the most rewarding opportunities in gaming.
8 / 10
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Comments (53) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It's just a bonus if you do find someone.
Is a good game and am tempted to get this new version but dunno if i have the time to invest again...
Am interested to see what the wii version turns out like.
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All the way through it beats ten shades out of you, but at the end of it your relishing in the damn brutality of it all. What is it about this that has excited Japan so much...something in the water?
I think this is definitly a "try before buy". Not due to the quality, of which it certainly seems to impress, but more down to the fact that I like to enjoy my games and not come out the other end covered in bruises and walking like a cowboy....*cough*
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I wonder if they'll offer it as a download on PSN for prospective PSP Go customers?
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http://ww w.capcom-europe.com/forum/showt...
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Q: What's this "Ad Hoc Party" you speak of?
A: An application you download from the PS3 PS Store.
It let's the PS3 function as a gateway turning Local Wi-fi Only PSP games into true online games.
Basically it fools the PSP into believing there are other PSP gamers around you, the info being sent across the internet between the PS3's.
It's a tunneling service. And you can also use a Bluetooth headset to speak with your opponents.
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Ooh, I might have to pop down to that. Cheers mate!
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Which way round did the social play thing happen in Japan? Was it that people played handheld games together already, or did they start doing it because of Monster Hunter? If it's the latter, then could the same happen here given a decent marketing push?
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I've never played multiplayer and I am HR5 now, and theres solo players a lot higher level than me.
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Capcom have had a load of chances to fix it - and thats what it is, its a fix that needs implementing. Its not a fun and intuitive design decision that was implemented for a reason, its something thats broken and needs fixing - but they never have, and I aint falling for another Monster Hunter game until they do.
I had loads of fun grinding through Phantasy Star Portable - which had nice and intuitive controls (with lock-on, thanks Sega) so I guess I'm up for a game in a similar vein, but fighting controls is not fun. Never was, never will be.
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I played Phantasy Star Portable as well but thats a nothing game compared to the might of Monster Hunter.
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Sad I know but, I know when I'm beat and this game beat me like a naughty schoolboy who just broke the headmasters prize ming vase!
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Also, there are so many targets on some of the monsters, it would take too long to cycle to the right aim point in the heat of combat, no?
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When I started playing MH I did think why is there no lock on option by now a 150 odd hours in I wouldnt have it any other way.
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Something as effete as a lock-on system would just be completely out of step with the rest of the game. Everything is measured, including lining up a beast for a good thwack with a Great Sword. You soon learn to appreciate and then utterly love this quality that pervades the game.
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This review really made me happy and does the game a lot of justice it didn't receive in the past. I remember the disappointing 6/10 it was given and how most gamers fleed the franchise as a result.
This is truly not a game for everyone, but please try the game at least and I can guarantee that if you stick to it and like the Action RPG style, you'll love Monster Hunter.
Friends are a plus, they make the game less tedious and add social dimension to it, but they're in no way necessary to enjoy the full content as a solo player with the right skills can go all the way to the end. (Fatalis is a bitch, keep in mind if you try solo.
Thank you Eurogamer, you finally tested this game properly.
-Dekyriel
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I'm calling Stockholm syndrome on anybody that claims otherwise
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But at the same time, I can see why they've never performed well outside of Japan. The series has potiential but the games just have so many problems. In all fairness, I haven't played this version, but it doesn't seem to be addressing any of the serious problems. The bottom line is that it's just very inaccessable to new players. Slow loading when you're constantly switching between areas, bad tutorials, slow and clunky menu's, bad interfaces, difficult combat system, etc, etc.
With games like Pokemon and even things like Phantasy Star Online, there's a lot of depth, but the core gameplay is easy to pick up and play, very easy to get into it, and you'll begin to understand the more complex elements as you go. That's not the case with Monster Hunter.
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Thanks! Will pre-order it. Love a challenge once in a while
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Wished that my copy would arrive soon. It's been posted a little over 2 weeks ago from Hong Kong. Normally, it would have been here by now. Hope it didn't get lost. Though that's happened only once so far.
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Lock on feature would ruin this game, its all about skill. Ive knocked up about 60 hours now on MHF2, so ill be importing my saves into Unite once I buy it.
Cant wait.
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EG usergroup for MH fans
A thread on how to download and setup Adhoc party from the Japanese store
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The demo lets you play in advanced armour/weaponry against enemies that show up later in the game (from what I've seen). The fun arises where you start from zero and work your way up through the missions, being able to create/buy more powerful items and discover new and tough monsters that are a challenge to bring down - and very rewarding once accomplished.
You need a lot of patience to get through the first couple of hours but then there's a point where you're either hopelessly addicted or realise it's not for you. Multiplayer is supposed to be amazing if you have enough friends/use the infrastructure workaround. Haven't used it myself as I'm still in the early stages of freedom 2, after putting at least 20 hours into it.
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The first few hours are spent doing the tuturials. Resist the urge to think of them as busywork or filler, and see them for what they are - a chance to try out the 11 radically different weapon classes, and pick the one(s) that appeal to you. Yes, the game starts somewhat slowly, but on the other hand, you can become totally immersed in this world during the initial push.
Next up is the complexity of combat. Easy fix - I recommend starting the game with the Sword&Shield weapon - stick with it for the next 8 to 10 hours. You'll learn the fundamentals of blocking, attacking, and evasion - which will serve you well. Also, this weapon doesn't have the low mobility and recovery speed of the other types, so you'll learn to stick and move - a skill that will pay off in spades once you move to a bigger, slower weapon.
Afraid to play it alone? Don't be. I've got 215 hours in on Monster Hunter 2, and probably 85% of that was solo play. 2- to 4-player co-op IS awesome, but I've completed a massive chunk of the game alone and had a lot of fun doing it. Also, as others have mentioned, you can play online with other people using Ad-Hoc Party if you have access to a Playstation 3.
Finally - and this will be the make-or-break for a lot of people - the camera. Let me jump to the end and tell you this: once you get the hang of it, you will appreciate the camera in this game above any other. It just takes getting your brain around its unique approach. The fact is, no, there's no lock-on. The Left Trigger snaps the camera to your character's facing direction. Now, if this was the only control for the camera, that would be a huge problem - it's not ideal in all cases. Fortunately, there's another method to control the camera, and once you master it, you'll never want to go back: full manual control using the D-Pad.
The D-Pad, you say? What good is that? How could you possibly make use of it during a complex fight? You can. Here's how.
Monster Hunter pros still use their left thumb on the Analog Nub. That part is obvious. But here's what you do, once you work up to it: forget all about the existence of that Left Trigger... move your left index finger to the front of the PSP... and lay it across the left/right controls on the D-pad.
It's that simple - you now have full camera control. Even while against a wall. Even while rolling. Once you get comfortable with this, you will literally never use that Left Trigger again.
This technique is surprisingly easy to use, because 49 times out of 50, you'll never need to adjust the camera vertically (using up and down on the D-pad). Most of the tracking you do will be side-to-side, which is very acheivable using that index finger. With practice, you will find that you can control both the analog stick and the D-pad without even thinking about it, seamlessly modifying the camera's position even during evasive rolls or after being swept to the side by a monstrous tail. You won't pick it up in ten minutes, but once you do, you will literally hate the stifling lack of camera freedom in any other game. (I've reached the point where I can control both camera axes in realtime using this trick; it's no more difficult than practicing a children's piano song over and over until you can do it without thinking. It just takes a little practice.) Your finger will hurt a bit in the new position for about a day, and then you'll never notice it again.
Again, if you're afraid of this solution, don't be. You don't have to jump right into using it, it's not necessary. In reality, here's what the evolution looks like for most players: you'll start out the game using the Left Trigger to constantly recenter your view. It won't be perfect, but it'll get you through the first 20 or so hours with some complaints. The monsters in this phase are generally smaller, so you won't get into too many disorienting positions for now. Once you've gotten the hang of using the Left Shoulder to actively control your view, you'll find it's not too hard to remap the controls in your brain to using your pointer finger on the D-pad. You'll start trying it once in a while, in extreme circumstances where you've been knocked fifty feet and lost sight of the monster. And it'll work. You will start relying on it more, until eventually you're just unconsciously keeping that monster in view all the time, without even thinking about it. And it's glorious.
Alternatively, if you're the adventurous type, you can start using this method right from the start, and avoid the whole "hating the camera" thing altogether.
Three more free tips:
1) Start each mission by adjusting the camera one click down. The default view shows you too much sky; it's unnecessary, and getting a better view of your position on the ground (and that giant monster's legs) will help you a lot.
2) If you're an inverted camera guy like me, you can reverse the Y (or even the X) axis in the options menu. You can even change it independently for camera control and 1st-person weapon aiming.
3) This game was made for the Sleep feature. Seriously. Stop anytime, start right back up anytime - it's a perfect portable game.
Long story short: don't skip this game out of fear of its complexity (or the camera comments). You will miss out on one of the coolest game series ever made. One year ago, I had never heard of Monster Hunter... I picked up MH2 Freedom on sale for $20 US on a total whim, popped it in, and literally put over 200 hours into it without ever removing the UMD. This series is now permanently anchored in my top three favorite game series of all time. It's that fantastic. It takes commitment, but it's satisfying in a way that few games are.
As for other improvements, I just transferred my MH2 character to Unite, and I'm loving all the little interface clean-ups and item storage/combining/farming shortcuts. Barring the supposedly "broken" camera, the devs have really sanded the rough edges off of the most commonly-used stuff.
Sorry for the length of this post! I’m just trying to adequately address the common complaints that may scare people off. Give the game a shot... you may find a long and happy relationship, just like I did.
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@pootz - thanks for the d-pad tip, defo give that a go later.
and @ whoever '-1' my comment on thanking somebody for a link.. way to go knob head.
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Did someone say X-link Kai. The perfect piece to the monstewr hunter puzzle!
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I used to be one of those people,having tried and pitched the previous versions, but decided to pick this one up anyway, at least to see if the felynes helped out at all in combat.
They do. If you tried the earlier ones and threw them away in frustration, but see that the game was great looking and had potential, you owe it to yourself to try out this version. The cats make life a lot easier, allowing you the opportunity to watch the beasts get attacked by the baddies, and learn the attack patterns. Still not "easy", but at least a whole lot less frustrating than before, for those of us who didn't have the patience for the MH Way.
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Played through all the tutorials... no problem.
But now out in the real world i find i cand do a single hunter quest!!