Monday, March 21, 2011

Monster Hunter Test for PSP

Copies of Monster Hunter on PSP, it has seen in recent years on portable consoles, but none managed to dethrone the excellent series from Capcom. With an editor such as Square Enix, we imagined that Lord of Arcana could compete with its illustrious model. Alas, it is not as we explain in this test.
The winning recipe hunting game Monster Hunter is a good mix of action, roleplay, Management and strategy. Alone or in multiplayer up to 4, we evolve in environments replete with exotic and fearsome creatures hostile boss usually require as much dexterity as observation to be defeated. Besides their impressive achievement and life absolutely phenomenal games nomads, PSP episodes that we had in recent years now approaching perfection in terms of gameplay. Mostly anecdotal in the West, the success of the series was huge in Japan. So much so that Monster Hunter is now more than able to compete with huge franchises such as Pokemon or Mario on the archipelago. It is therefore understandable why many Japanese publishers regularly try to reproduce the magic formula that will allow them to ride the wave of virtual hunting. Usually, when we saw the name Square Enix on the cover of a game, you feel immediately at ease. Owner series with drop like Dragon Quest, Final Fantasy, Kingdom Hearts or Star Ocean, the publisher / developer has an excellent reputation in France and abroad. Alas, despite all the a priori favorable than we could have, clone Monster Hunter discussed today is a disaster. Surprising as it may seem, Lord of Arcana appears to have been designed without any passion for a team clearly not appreciating the kind that their app invokes. Propelled into the skin of an amnesiac warrior barely customizable, player note with sadness that the sets he must travel dozens of times is an incredible ugliness and the monsters encountered at every turn as lack of energy than charisma. From the tutorial, it is also understood that Lord of Arcana merely reproduce somehow Monster Hunter mechanisms without providing real added value. Thus, we find the wild environments divided into small areas, combos that change with the weapons used, the raw materials to recover in the decorations, wandering monsters, tracking down boss gigantic, etc.. The interface visible on the screen is virtually identical with the gauge also tired of living below the map at the top right, and so on. Finally, by chance, it will rest between assignments in a small coastal village home to artisans, NPC and obviously a guild.
On second thought, it would have been difficult to imagine more zealous plagiarism. The problem is that everything has been copied with laziness and a lack of talent known. At its completion, first of all, Lord of Arcana is undoubtedly far behind the latest Monster Hunter PSP. The modeling of the creatures is sketchy, the textures are ugly and the village in which we return after each mission is as ugly as depressing. As if that were not enough, we regularly inflicts themes of Japanese rock as horrendous as the soundtrack of a Dynasty Warriors. The fighting then singularly lacking in relief when they could just have given a new breath to the genre. Indeed, although the controls are accessible and that it has both a variety of basic attacks, special techniques, magic and powerful invocation, the many Skirmishes dotting our exploration phases are particularly long and dull. The lack of variety of monsters, endurance surreal, artificial intelligence or mediocre banality of their attacks are likely for many but not all. In Monster Hunter, the fighting is taking place directly in the scenery while here the player is drawn into a separate space and limited when it hits a creature. It is no longer racing through the jungle by Rathalos and no rabid Vespoïd not we just plant the dart in the arm when Plesioth complete a distance. The feeling of immersion and the adrenaline rush are clearly affected.

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