Today (September 25), Tencent officially unveiled the first in-game trailer for *Monster Hunter: Traveler* at the TGS gaming expo, lifting the veil on this highly anticipated new installment in the franchise. The game received its publishing license last December and is set to launch its first global beta test this November.
Judging by the first promotional video, *Monster Hunter: World* largely stays true to the original design of the franchise. For instance, the video showcases the series’ signature diverse environments—volcanoes, forests, deserts, and coral reefs—all make an appearance. Iconic weapons such as the katana, bow, dual blades, and greatsword are also featured, and the scene where the greatsword brings a dragon’s charge to a halt is a perfect embodiment of the original game’s spirit.
In addition, elements familiar to longtime fans—such as the Fire Dragon set, Cat Rice, and the mechanics for destroying monster body parts—have all been retained in this title, further confirming that *Monster Hunter: World* is a true successor to the franchise.
Of course, aside from all the familiar elements, the biggest surprise in this PV is actually the new designs never before seen in the original game. For example, the PV frequently showcases gameplay from the building system—in addition to tools that allow for instant catapulting and gliding, there are watchtowers and camps that appear out of nowhere. In one scene, players are even shown chopping down trees multiple times, which seems to be laying the groundwork for a survival gameplay mode.Not to mention the two new companion units that were revealed earlier, which have sparked endless curiosity and speculation among players.
It is worth noting that in July of last year, Capcom officially announced that total sales of the *Monster Hunter* series had surpassed 100 million copies, making it one of the company’s flagship blockbuster IPs.
Interestingly, Tencent and the Monster Hunter franchise have had a “long-standing connection” for quite some time. From their first collaboration on *Monster Hunter Online* in 2016 to the dismal outcome of *Monster Hunter: World*, some players even joked upon the announcement of *Monster Hunter: Traveler* that “Tencent just can’t seem to let go of it.”
Prior to this, Teahouse was invited to a closed-door demo session for *Monster Hunter: World*, where we had the opportunity to try out both the single-player and multiplayer modes and speak with the lead developers.In my view, the collaboration between Tencent TiMi and Capcom is a natural fit, whether in terms of development capabilities, long-term operational expertise, or deep familiarity with the IP. After an in-depth hands-on session with *Monster Hunter: World*, my overall impression can be summed up in one phrase: “Authentic yet innovative.”
01
It really is different
To be honest, for quite some time, mobile games adapted from major IPs have been caught in a kind of indescribable obsession within the industry. Simply put, skin-swapping, patchwork designs, and overly numeric-driven gameplay have been popping up left and right.Before trying it out, I was also very worried that the combat experience in *Monster Hunter: World* would devolve into a simple, crude affair where you just go in and unleash a barrage of skills that fill the screen with visual clutter, then cower in a corner waiting for cooldowns.
But after actually playing it, you can really feel that *Monsters* has been streamlined just the right amount in every aspect to suit mobile devices and user habits, while still preserving the “action-oriented” gameplay that is at the heart of the *Monster Hunter* series in a different form.
The game is set on "Esso Island," and the demo focuses on a specific region known as the Glorious Isles. At first glance, the game's overall visuals are reminiscent of *Monster Hunter: World*, featuring a realistic art style. The Glorious Isles are surrounded by the ocean, and most of the structures on the islands are composed of fungi and algae, creating a magnificent ecosystem that resembles a coral reef.
It’s worth noting that this demo doesn’t allow players to fully explore the entire open-world area; instead, it features two boss battles—one for single-player challenges and another for co-op play—making it primarily a showcase of the game’s combat mechanics and action framework. Players can customize their characters as usual and choose from any of the following weapons: katana, dual blades, bow, great crossbow, or greatsword. Of course, the developers have promised to add more classic Monster Hunter weapons in future updates.
Let’s start with the basics. As a longtime “Great Sword Master,” I naturally chose the Great Sword as my starting weapon. At first glance, the interface in *Monster Hunter: World* seems a bit cluttered and complicated, but once I got the hang of it, I was able to master the core controls almost immediately. Aside from normal attacks, rolling, and sheathing your weapon, the game’s main skills are concentrated on the three buttons surrounding the center.
The basic combat mechanics of the Great Sword can be broken down simply as: building up Blade Gauge, executing a Blade Boost, and dealing damage. The controls in *Monster Hunter: World* largely follow this logic, though they break down the original fluid sequence of actions into separate steps, with each skill targeting a specific combat function.
For example, basic attacks can quickly build up Qi Blade energy, and by rapidly tapping Skill 1, you can unleash a four-hit Qi Blade Slash to upgrade the blade.
Skill 2 allows players to perform a small iaido strike with a normal attack after sheathing their sword, or to perform a large iaido strike by tapping again.
Once the Red Blade gauge is full, Skill 3 allows you to perform the katana’s signature attack, “Dragon Ascension Slash,” which deals multiple hits. Upon landing, you can follow up with a powerful thrust to deal additional damage.
This clearly illustrates the core combat mechanics of *The Traveler*. By adapting the unique combat styles and mechanics of different weapons, the game breaks down the original signature systems and recreates the game’s complex control scheme using the fewest possible skill buttons, delivering a combat experience that rivals the authentic original.
Some players might say, "Isn't this just spamming skills? How is it any different from other ARPG mobile games?" But what I want to say is that, compared to other mobile games where you just mindlessly spam skills, *The Traveler* places greater emphasis on the player's skill and mastery of weapons and enemies.
Why is that? Take the Katana as an example: Ki Gauge is the weapon’s most critical resource. Without Ki Gauge, you cannot use Ki Slash, which means you cannot charge your blade. Without a charged blade, you cannot use the Dragon Slash—your highest-damage move—and thus cannot deal damage. Furthermore, skills like Great Iaido not only test the player’s ability to manage Ki Gauge effectively, but also require precise control over enemy attack ranges, as Great Iaido leaves you immobilized after sheathing your weapon and has a very short attack range.
Not to mention, these massive boss monsters aren’t just going to stand there like sitting ducks for you to attack. When they attack, when they roll, and when they raise their blades all depend on the player’s skill level—gained through repeated boss fights. As a result, the core of combat returns to the essence of the Monster Hunter franchise: skill determines victory or defeat.
Of course, aside from the combat, many other details and design elements also demonstrate the developers’ dedication to staying true to the source material.
For example, the game retains the familiar "meat-sticking" feedback during combat, and the design philosophy—which shortens the duration of mid-air meat-sticking to avoid the awkward feeling of being stuck in the air—remains consistent with the previous *Monster Hunter: Rise*. The 20-minute hunt duration and three "cat-cart" rides are also returning features, while destroying specific body parts of boss monsters to obtain special meat types remains a key gameplay challenge.
The combat scenes also feature a variety of interactive elements, such as healing and lightning strikes, which go some way toward compensating for the cumbersome item selection process. What left a particularly strong impression on me was an interactive sequence during the assault on the Fire Dragon, where we pulled a sunken ship from above and dropped it directly onto the boss’s face—the effect of the Fire Dragon “going down on the spot” was absolutely spectacular. In addition, traditional mechanics like monsters going berserk and fleeing mid-battle are all present and accounted for.
Given the limited hands-on experience so far, my overall impression is that the Traveler is incredibly stable when it comes to recreating Monster Hunter's combat, while the various new elements added to the mix have also brought a fresh sense of excitement to the overall combat experience.
02
Adaptation is not fabrication
In addition to capturing the essence of the original, innovation is also a key factor players use to judge the quality of an IP adaptation. Introducing fresh experiences without compromising the core gameplay ultimately tests the development team’s understanding of the original IP and their ability to reimagine it.
Fortunately, *The Traveler* exercised relative restraint in its innovations, focusing more on new combat mechanics and optimizations tailored for mobile gaming; as a result, it ultimately avoided the awkward situation of “claiming to be faithful to the source material while making arbitrary changes.”
On the one hand, in addition to the combat mechanics inherent to the IP series mentioned above, the game introduces two new types of skills. One is the character’s ultimate move: players can build up the ultimate gauge by attacking and then unleash a high-damage finishing move. For example, the katana’s finishing move is the Charged Slash, which deals multiple hits of high damage after a brief charge.
The other is the Co-op Skill. Players also build up a Co-op Skill gauge during combat. In single-player mode, releasing this skill creates an opening that staggers the boss, allowing for a window of opportunity to deal damage. In multiplayer mode, however, one player must designate a specific body part of the monster to target. If all participating players release their skills simultaneously, they achieve a focused attack effect that not only significantly boosts damage but also knocks the monster to the ground, creating an ideal opportunity to deal massive damage.
In addition, the game introduces a unique class called "Adventurers," who can be controlled directly or serve as companions in single-player mode. Simply put, each Adventurer comes equipped with a signature weapon and features a brand-new combat system. For example, the Katana Adventurer Midori's Skill 2 has been reworked into a backstep followed by a rising slash, while Skill 3 allows her to unleash up to three high-damage slashes based on the number of rising slashes performed.
When players choose single-player mode, different companion adventurers take on distinct roles, including offensive types that deal damage, debuff-dealing types that apply debuffs to monsters, and support types that provide buffs and healing.This design philosophy is also applied to the companion pets. Eluna, Ruta, and Medori each fulfill the aforementioned roles. Beyond their distinct appearances, these pets possess unique skills; for example, Ruta the monkey can craft building materials on the spot, while Medori can even pull downed teammates back to their feet from a distance.
When it comes to boss monsters, Traveler has introduced a new mechanic to this game called "Fusion-type." The most noticeable feature is that during the hunt, purple flames will appear on the monster's body, and it will enter a frenzied state while unleashing special abilities.For example, in this demo, the Poisonous Bird will stand still and randomly launch poison projectiles, while the Fire Dragon will soar into the sky and spit fireballs that crash into the ground; if players fail to clear them in time, they will trigger a large-area-of-effect (AOE) attack.
Through these design innovations in characters, mechanics, and companions, *The Traveler* manages to avoid raising the learning curve for players while adding fresh elements to the existing combat system.
Another aspect of this innovation is the significant reduction in the learning curve for players through mobile optimization and adaptation. For example, the modular skill design mentioned earlier is a particularly notable feature, aimed at preserving the original combat feel and mechanics while ensuring that players aren’t overwhelmed by complex button combinations.
But many more optimizations lie in the details—such as the introduction of a precise dodge mechanic. That’s right: rolling just before an attack triggers a precise dodge, which greatly enhances the satisfying, responsive feel of combat.
In addition, when a player’s health is low or they are under the effect of a debuff, the system will proactively prompt them and highlight the items they need to use. Compared to the previous cumbersome process of having to press a combination of keys to select items, this feature is truly outstanding.
One of the most highly praised features is the addition of a fixed-target locking system for monsters. Players can now use the lock-on button to target specific body parts—such as the head, tail, or left and right wings—allowing for flexible adjustments during hunts or focused fire. This is a godsend for players who struggle with precision, especially when tackling quests that require destroying specific body parts.
Those are my general impressions of this demo. To be honest, I was actually quite surprised that the development team went to such great lengths to refine and faithfully recreate Monster Hunter’s combat system.As we all know, action games—especially those with complex button combinations—are notoriously difficult to recreate on mobile devices. However, *Monster Hunter: Traveler* has truly shown me that it is possible to enjoy this kind of console-quality game on mobile. As for the innovative adaptations of the IP, it’s hard to say whether they’re good or bad, but the fact that they’ve dared to explore new territory without compromising the original experience is, in my view, an approach and direction that deserves recognition.
03
From Niche to Mainstream
At the end of the demo event, I also spoke with the lead developers from TiMi Studio, the game’s development team, and asked them about some of the issues that players have been most concerned about.
According to available information, many key members of the development team are longtime fans of the Monster Hunter series, most of whom started with Monster Hunter 2 and 3 on the PSP. In fact, quite a few of them hold speedrun records for various titles in the series. As a result, Monster Hunter has long been a major IP that the entire team has been eager to collaborate on. In particular, the release of *Monster Hunter: World* convinced the team that this IP had the potential to evolve from a niche genre into a mainstream one.
With the goal of creating a mobile *Monster Hunter* title that would appeal to a wider audience, TiMi Studio reached out to Capcom with a proposal for collaboration, which ultimately led to this partnership.
In terms of specific responsibilities, based on its past experience in development and long-term operations, TiMi Studios is primarily responsible for the game’s development, operation, and production. Capcom, drawing on its experience developing previous titles in the series, provides comprehensive and in-depth support in key areas such as gameplay, art, and sound design.
In addition, the development team highlighted two very important points. First, players can use the building feature to reach higher or farther locations, aiding in the exploration of the vast open world. For example, many of the structures shown in the trailer—such as the wind towers, catapults, and zip lines—can be actively constructed. Combined with the footage of tree-chopping, it’s reasonable to speculate that the game may incorporate building mechanics similar to those found in sandbox games. This could lead to unexpected applications in both hunting combat and player interactions.
Second, following the game’s initial overseas reveal, the development team has been working on it for a year. During this process, the team conducted a thorough evaluation of two approaches: a “seamless open world” and a “zoned open world.” Ultimately, after considering factors such as mobile device performance and other aspects, they decided to focus their efforts on combat mechanics and visual quality, as this approach clearly offers a simpler and more direct way to enhance the player experience.
Therefore, while ensuring the map offers ample exploration, the development team has divided it into several large zones based on different terrain features, each with its own unique characteristics and rich content and interactions. To put it simply, there’s plenty of content to keep you entertained—it just means there’s an extra loading screen between map zones.
Based on the information currently available, it’s safe to assume that in-game purchases will be kept to a minimum, and it’s highly unlikely that they’ll reach the level of the “hand-washing meme.” Most purchases will likely be limited to characters and companions, without affecting core game mechanics, to ensure balance. As for long-term operations, the development team will likely design a wide variety of endgame content and events to ensure that players won’t run out of things to do once they’ve completed the main campaign.
In my view, the core strength of *Monster Hunter: World* lies in its ability to leverage the portability of mobile gaming to fill the gap left by the lack of new releases on mobile platforms, while also lowering the barrier to entry. This allows it to reach a much wider audience of potential users who were previously interested in the franchise but had not yet played the mobile version.
The significant investment in action design and visual assets not only ensures that the game’s quality rivals that of the original PC version, but also makes for an intuitive and welcoming experience for both new and veteran players alike. Particularly in terms of its unique combat mechanics and action style, *Monster Hunter: World* has virtually no direct competitors.
Finally, the game’s cooperative multiplayer features align perfectly with Tencent’s expertise in social gaming, and when combined with the Monster Hunter series’ track record of long-term success, this is sure to further strengthen the game’s market competitiveness.
Of course, I must point out that while Tencent has long relied on the "big IP + big-budget production" model and has indeed developed and launched several blockbuster titles, *Monster Hunter* is a rare heavyweight IP originating from the single-player and console gaming sectors. Given that there aren’t many successful precedents to draw upon, we’ll just have to wait and see how *Monster Hunter: World* ultimately performs.
原创文章,作者:游茶妹儿,禁止转载:https://youxichaguan.com/en/archives/194574