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		<title>Monster Hunter Stories 2: Wings of Ruin (Switch) Review</title>
		<link>https://gamesline.net/monster-hunter-stories-2-wings-of-ruin-switch-review/</link>
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		<dc:creator><![CDATA[Rose]]></dc:creator>
		<pubDate>Tue, 03 Aug 2021 23:22:12 +0000</pubDate>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[monster hunter]]></category>
		<category><![CDATA[monster hunter stories]]></category>
		<category><![CDATA[monster hunter stories 2]]></category>
		<category><![CDATA[navirou]]></category>
		<category><![CDATA[wings of ruin]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=24557</guid>

					<description><![CDATA[<p>I am serious I hate the bastard Navirou, I am sorry that I must be so cruel to an anime cat but oh my god.</p>
<p>The post <a href="https://gamesline.net/monster-hunter-stories-2-wings-of-ruin-switch-review/">Monster Hunter Stories 2: Wings of Ruin (Switch) Review</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">While I undoubtedly enjoyed 2019’s </span><i><span style="font-weight: 400;">Pokémon Sword</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">Shield</span></i><span style="font-weight: 400;">, I’ve just as much been left thinking over what more it could have been. The </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;"> series has always been an entry-level sentiment of what a JRPG can be, fostering simplicity first and foremost, but that simplicity has become an all encompassing definition of what the series feels capable of. Despite being the </span><a href="https://en.wikipedia.org/wiki/List_of_highest-grossing_media_franchises"><span style="font-weight: 400;">highest-grossing media franchise of all time</span></a><span style="font-weight: 400;">, the rushed nature of their production schedule, as well as continuingly baffling choices from management over </span><a href="https://www.eurogamer.net/articles/2018-10-12-junichi-masuda-on-pokemon-lets-gos-difficulty-meltans-reveal-and-the-future"><span style="font-weight: 400;">difficulty and depth</span></a><span style="font-weight: 400;">, means that the series never makes any real substantial leaps forward (or even if it does, it takes a big step back in the next installment). </span><i><span style="font-weight: 400;">Monster Hunter Stories 2: Wings of Ruin</span></i><span style="font-weight: 400;"> is an all too rare competitor to </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;">’s creature collecting genre, and while it’s not necessarily the panacea to my </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;"> yearning, its focus on making a more complex and original take on that rock-papers-scissors format that took the world by storm has left me satisfied and hopeful.</span></p>
<p><a href="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Stories.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-large wp-image-24559" src="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Stories-1024x576.jpg" alt="" width="1024" height="576" srcset="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Stories-1024x576.jpg 1024w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Stories-300x169.jpg 300w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Stories-768x432.jpg 768w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Stories-160x90.jpg 160w" sizes="(max-width: 800px) 100vw, 800px" /></a></p>
<p><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> is a love-letter to </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;">, featuring a level of mindfulness and reverence to a series that I haven’t seen in quite some time. Each facet of the game, from the way the monsters attack, scream, and interact with the world around them, to the animations and translations of the ideas behind iconic </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> weaponry and movesets, represent a fascinating methodology to translating what a series means and represents across the different languages and forms a medium can have. Mainline </span><i><span style="font-weight: 400;">Monster Hunter </span></i><span style="font-weight: 400;">games have primarily been real-time endeavors, focused on learning things like animation priority for your character, each of the various monsters’ attacks and behavior, and managing your gear in a tangible and meaningful way. It could never be a 1:1 translation, but </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> manages to bring each and every one of those core concepts that make the series what it is into a completely different format.</span></p>
<p><span style="font-weight: 400;">Taking place in the same world as 2016’s </span><i><span style="font-weight: 400;">Monster Hunter Stories</span></i><span style="font-weight: 400;">, </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> follows a lot of the same setup beats as its predecessor: you’re a friendly Rider who rides the monsters instead of hunting them, and you’re gonna figure out what the heck’s going on to make all the monsters in the world so aggressive. </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> expands upon that conceit ever so slightly by integrating more traditional and basic JRPG iconography and themes into the mix in the form of Ratha, a seemingly legendary Rathalos who propels much of the narrative forward. Along the way, you’ll solve all sorts of problems and take down dozens of familiar (and new!) monsters and make all sorts of new friends just like any other creature collector.</span></p>
<p><span style="font-weight: 400;">It’s definitely nice to see an earnest attempt at trying to integrate a genuine story concept into the world of </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;">, but that’s never really been the series’ strong suit, and that’s particularly evident here. When it comes to my qualms with </span><i><span style="font-weight: 400;">Pokémon Sword</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">Shield</span></i><span style="font-weight: 400;">, much of it revolves around their simplistic and lackluster narratives, and general attitude that whoever is engaging with this story is nowhere near smart enough to understand what’s going on. A common thread often brought up when discussing how to create media for younger audiences is this idea of how much they can understand, and then compensating for the lowest common denominator of viewership: </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> unfortunately has a similarly wrong idea of how to handle this. Every scene is punctuated by a paragraph-long explanation of what just happened, and oftentimes that entire explanation is repeated multiple times to every member of the cast in the span of ten minutes to make sure you really understand that Monsters aren’t evil or some other absurdly easy concept. </span></p>
<p><span style="font-weight: 400;">My problems with this simplification stem from a misconception over just how much children understand, or more specifically how much they’ll try to understand. Most children (and unfortunately many adults for that matter) aren’t going to attempt to ingratiate themselves with the theme of this work in a meaningful and compelling way, and will instead fill in the blanks of what they don’t understand about this story’s world with their own imagination and attempts at understanding. When you create a story that’s so unconfident in the ability to convey things through its presentation and general vibes, and instead has to rely on a banal wordiness akin to textbook literature (something kids definitely love), it’s going to fail not only at holding the player’s attention, but also at remaining in their thoughts further down the line. </span></p>
<p><a href="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Navirou.jpg"><img decoding="async" class="aligncenter size-large wp-image-24560" src="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Navirou-1024x576.jpg" alt="" width="1024" height="576" srcset="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Navirou-1024x576.jpg 1024w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Navirou-300x169.jpg 300w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Navirou-768x432.jpg 768w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Navirou-160x90.jpg 160w" sizes="(max-width: 800px) 100vw, 800px" /></a></p>
<p><span style="font-weight: 400;">Even more egregious is the character of Navirou, a mascot-style bastardization of the friendly feline Palicoes that have long become a </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> staple. Similar to Paimon in </span><i><span style="font-weight: 400;">Genshin Impact</span></i><span style="font-weight: 400;">, Navirou acts as a cipher for the player’s customizable main character, and like many cipher characters in games, his actions are treated as yours, and holy shit does Navirou need to stop doing things. Every time you get to a new city and start to interact with a new set of characters, Navirou decides to go off about how he rules super hard and is the coolest of all time and that everyone around you is really stupid. Now normally I can deal with a character doing stupid stuff like this in a JRPG (at times it feels like an unfortunate genre requisite), but instead of being taken to task like </span><i><span style="font-weight: 400;">Tales of Berseria</span></i><span style="font-weight: 400;">’s Bienfu, or </span><i><span style="font-weight: 400;">Persona 4</span></i><span style="font-weight: 400;">’s Teddie, everyone turns to your player character and acts as if literally everything Navirou just said was your doing, and that you need to do whatever menial tasks they require to make up for it. It’s perpetually exhausting, especially when you have to deal with this ongoing plot line about raising Ratha the Rathalos, where every character is questioning how you’re treating and handling Ratha, and much of that drama is driven by Navirou’s shit-talking rather than your character’s genuine actions.</span></p>
<p><span style="font-weight: 400;">Since so much of the story is driven by Navirou’s mistakes, it leaves little in the way of substantial time spent on forwarding the ideas of what Ratha is meant to represent. Ratha is supposed to have the titular “Wings of Ruin” which are prophesied to either bring great destruction or benevolence to the world, and a lot of the story works around this framework in an attempt to get across the timeless argument of how we should engage with and attempt to understand the more naturalistic aspects of our world. When you get to do cute little nuzzle sessions with Ratha, or discuss the nature of the problems behind an organization dedicated to the hunting of monsters inevitably being corrupted and quick on their trigger finger about “solving” problems, the game excels! Unfortunately much of it gets sidelined by a lack of focus, and by the end of the story things felt more like they were going through the motions of JRPG genre staples than actually trying to have fun with their world. </span></p>
<p><span style="font-weight: 400;">Which is in stark contrast to literally everything else about </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;">! While I’ve spent a long time complaining about narrative failings, when it comes to actually interacting with the game’s world and systems things are much more consistent. Earlier I mentioned that the way things are translated from the mainline series is incredibly well-done and that’s instantly apparent through the game’s combat system. The first </span><i><span style="font-weight: 400;">Stories</span></i><span style="font-weight: 400;"> game took the Rock-Paper-Scissors underpinnings of </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;">’s type advantage system down to its most basic and rudimentary form with a system of three types: Power, Technical, and Speed. The player character can choose what type of move they want to use from these three at any given time, but their ai-controlled party member Monsters will tend to favor a specific type in their moves. Opposing monsters will generally favor a type as well, and you’ll want to use a Power monster against a monster using Technical Moves, and so on and so forth. The wrinkle that makes this a </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> game is that most monsters change the type of move they do depending on what specific powers they’re tapping into, or if they’re particularly riled up right now, translating the concept of learning a specific monster’s animations and patterns intrinsic to </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;">. With the ability to switch between any of the six monsters in your party at any given time, this means you’re able to force your AI party members into more or less doing exactly what the situation requires, perfectly reflecting the idea that you’re wrangling these monsters as a rider and gradually syncing up your techniques as partners. </span></p>
<p><a href="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Anjanath.jpg"><img decoding="async" class="aligncenter size-large wp-image-24561" src="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Anjanath-1024x576.jpg" alt="" width="1024" height="576" srcset="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Anjanath-1024x576.jpg 1024w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Anjanath-300x169.jpg 300w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Anjanath-768x432.jpg 768w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Anjanath-160x90.jpg 160w" sizes="(max-width: 800px) 100vw, 800px" /></a></p>
<p><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> expanded upon this already impressive ludonarrative assonant system by iterating upon the weapon system inherent to </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;">. Now every single Monster has a specific secondary weakness (copied directly from their main series tendencies) tied to weapons you can switch around as frequently as your monsters, as well as a tertiary weakness (again, specific to them and taken directly from the main series) that you can leverage for bonus damage and effects like breaking body parts faster (wow like in </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;">!) Also new to </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> are additional party members, both Rider and Hunter, each with their own mechanics and abilities. Both of these changes make this interesting translation of </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> into more than a one-off gimmick game, and instead creates a compelling system where you’re rewarded for learning exactly what each monster you face can do, and what you should do about it.</span></p>
<p><span style="font-weight: 400;">Furthermore, </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> also gives you full access to the gene splicing aspect of the first game that was mostly relegated to the postgame of </span><i><span style="font-weight: 400;">Stories </span></i><span style="font-weight: 400;">right from the get-go. This system, called “The Rite of Channeling,” lets you sacrifice older monsters that you might no longer be using (or never have intended to use, sorry Diablos I will never respect you), and put their abilities or skills onto another one. If you really go for it, this system lets you create ridiculous game breaking creatures, like the early-game herbivore Aptonoth becoming a chain-stunning machine, or even something as simple as a Tigrex shooting a laser beam. This system is interesting, and it’s nice to have better access to it right away, but I didn’t find myself using it all too often. While the post-game areas present a modicum of challenge, the amount of time and luck needed to farm the Monster Eggs with the right genes to do anything super crazy felt like a waste when I could just bash my head against a fight a few times with my chosen squad of besties.</span></p>
<p><span style="font-weight: 400;">Monster Eggs in general represent the only other real failing of </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> as a game, which I suppose in a sense continues its faithfulness to both </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> and the genre it&#8217;s chosen. Every time you want to get a new monster, you’ll have to roll the dice by going through the randomly generated Monster Dens throughout the world, which always contain an egg nest to poach. There are Rare Dens that guarantee an opportunity at getting a monster with really good genes, and there’s a method to guarantee a specific kind of monster egg at a den through traditional </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;"> methodology (only with paintballs instead of pokéballs), but no way to do both at the same time. The process of going through each basic and procedurally generated den can get extremely tedious at times, and takes away from the general loop of the game in an incredibly distracting way that made me actively try to ignore the system in every way. It’s almost impressive that in mirroring the idea of what an egg means in the </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> world, they perfectly translated the frustration and pace-breaking that egg quests brought to the series.</span></p>
<p><span style="font-weight: 400;">The eggs weren’t enough to stop me from enjoying the core gameplay loop of </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> however, and there was more than enough about the monsters themselves to push myself through the acquisition process in order to get my most favorite monsters all set up to be as cool as they’ve always been. Just as with everything else about the gameplay, the translation of every monster’s animations and techniques into the turn-based framework of the game is incredibly spot-on. Every monster replicates their funny animation quirks that help characterize them flawlessly, with monsters like Zinogre gradually buffing itself and gaining its iconic electric blue mane, or Velkhana covering its tail with ice to create a deadly attack while increasing its own defense. There’s just so much love and attention on display, even when it comes to the player’s attacks, with certain weapons having different sound effects (like the more guitar-looking hunting horns sounding like they should), and the signature movesets of each weapon being translated into moves that retain the animations </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> players have seen thousands of times while making them work for what this game is.</span></p>
<p><a href="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Nerscylla.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-24562" src="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Nerscylla-1024x576.jpg" alt="" width="1024" height="576" srcset="https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Nerscylla-1024x576.jpg 1024w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Nerscylla-300x169.jpg 300w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Nerscylla-768x432.jpg 768w, https://gamesline.net/wp-content/uploads/2021/08/Monster-Hunter-Nerscylla-160x90.jpg 160w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></p>
<p><span style="font-weight: 400;">There’s all sorts of other cool ideas on display, like the addition of multiplayer modes like Co-Op or Versus Battles, and the really fun super attack every monster has, each with a unique bombastic animation, and they all help push </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> past its failings into a genuinely fun and engaging experience. The level of respect and detail paid to </span><i><span style="font-weight: 400;">Monster Hunter</span></i><span style="font-weight: 400;"> and its world is something that I think a lot of people found lacking in several </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;"> games like </span><i><span style="font-weight: 400;">Sword</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">Shield</span></i><span style="font-weight: 400;">, where most of </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;">’s battle animations are often basic and barebones. Obviously </span><i><span style="font-weight: 400;">Pokémon</span></i><span style="font-weight: 400;"> is working with a slew of hundreds and hundreds of creatures, but the fact that Capcom was able to do as much as they did for the hundred or so monsters present in </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> is still genuinely impressive, and I think games like </span><i><span style="font-weight: 400;">New Pokémon Snap</span></i><span style="font-weight: 400;"> have shown that the series could stand to learn from its quality over quantity theology.</span></p>
<p><span style="font-weight: 400;">Despite my frustrations, I ultimately had a lot of fun with </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> in the thirty or so hours it took me to beat the main story. I’ve only dabbled a bit into the post-game, but I could definitely see myself continuing to fight my way through High Rank to keep on seeing my favorite (or even my least favorite!) monsters show up in new and exciting ways (like their adorable baby forms you get to see for a split second when they hatch), and puzzle out how they translated their unique gameplay ideas to this entirely different format. </span><i><span style="font-weight: 400;">Wings of Ruin</span></i><span style="font-weight: 400;"> might not accomplish everything it sets out to do, but what it does, feels like the type of celebration every game deserves.</span></p>
<p>The post <a href="https://gamesline.net/monster-hunter-stories-2-wings-of-ruin-switch-review/">Monster Hunter Stories 2: Wings of Ruin (Switch) Review</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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