In large monsters, the camera can become an additional enemy in action RPGs. After all, the complete overview can quickly go if, for example, we get under a large beast.
Some games find clever solutions on how the camera deals with such tricky situations, with other titles it can happen that for a moment we don't even know where our character is.
There are even differences between the individual Monster Hunter games as a fan demonstrates with a comparison video. Surprisingly, the older offshoot is better.
This is how the camera goes around in Rise and Wilds with large monsters
Reddit user Yurimasterrace shows a fight with an Anjanath in a comparison video in a comparison videoand in. Here you can first see which differences you notice:
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It is particularly striking that theSilhouette of the Hunters in Rise is constantly highlighted, while she can disappear from time to time. This leads to a much better overview of the game in the older title. Yurimasterrace lists even more differences:
Summary what Rise had:
-E a consistent comrade distance, even if you are under the monster
-Kein dithering effect on the monster [Dithering in this case ensures that a transparent image object is dissolved into a chessboard pattern so that only half of all pixels have to be rendered. Transparency is much more difficult to render than opaque image elements, so the step saves many render resources, editor's note.]
-Power the monster does not invisible (some parts of the body still remain visible if the camera clipped under the monster)
While the wild camera:...
-May and zoomed out when the camera runs over the monster
-Mast the monster into a blurry with the dithering
Fans discuss the reasons
One person notices in the comments: "Thank you for posting that. I fought so much with the camera and was frustrated after I had zero problems with the camera in World and Rise. Feels a bit like in the old days."
Other community members discuss how this changes could occur. A fan speculates: "You have changed a bit at one point in development, presumably to prevent 'you could see in Monster' as in Rise"Another user thinks that it was a bad decision and some voices.
Many fans wonder what leads to individual problems with the camera, for example to the irritating changes to the zoom. Some players are wondering whether this is on the walls, Yurimasterrace rather believes that there is a mistake in which the camera "im Monster" meets a surrounding hit box and reacts accordingly.
In addition, fans exchange ideas about whether a change in the field of vision could help, but there is no solution for some users.
What do you think of the comparison video, or what differences or problems with the camera in person in Monster Hunter Wilds? Or can't you complain?