Looking at the message in front of him, Zack then saw the game automatically quit and return to the starting screen.
Zack was completely stunned.
He was having so much fun, and now it's over?
Even though it's a demo, it's way too short!
Zack was speechless. This ending was too sudden!
The story itself was okay.
Honestly, so far, Zack hadn't paid too much attention to the story of "Monster Hunter: World."
Up to now, he only knew a few things: ancient dragons were moving, the hunter organization came to study the secret, and a research team arrived every ten years—it had been 50 years since the main character's team.
The team leader was the grandson of the commander-in-chief who stayed behind on the New World.
As for the rest?
He didn't know anything.
But the main thing was that the first part of this demo was basically teaching players about the game's content and systems.
For example, combat, gathering materials, hunting methods, and weapon introductions.
After the players understood these things, they basically wanted to go hunting themselves.
And the game did exactly that.
Jagras, Kulu-Ya-Ku, Great Jagras—three different battles in a row, even including a BOSS fight.
It could be said that this demo experience was very complete.
But the main problem was that it was too fun!
Especially the combat, the game's difficulty wasn't high. It could be said that every player could handle it easily.
At the same time, because they had just started the game, they didn't know much about the weapon skills and combos.
Many players felt they had a deeper understanding of the weapon they chose after experiencing the Great Jagras BOSS fight.
They really wanted to challenge a new monster and test their skills.
But now!?
The key part was gone!?
Soon, Ben, Hannah, and others started talking in the voice chat.
"What the heck, it's over? I wasn't done yet! I only got to use the Long Sword's rising dragon move a few times!" Ben said, feeling very frustrated in the voice chat.
"Yeah! It's way too short, I haven't even figured out how to use the Hammer yet!" Hannah said, also feeling frustrated.
"Yeah, yeah!" Wells and Joy echoed.
They all felt the same way: they weren't done having fun when it suddenly ended.
......
While Zack and they were talking...
The "Monster Hunter: World" related community forums were already taken over by angry players.
There was no way around it, it was too annoying.
It suddenly ended when the best part was happening.
No one could handle that!
Countless people were tagging Lucas's official blog and Nebula Games' community, all saying the same thing.
They hoped "Monster Hunter: World" could be released early. After all, from the demo, the content was already pretty complete.
And if it wasn't finished, could such a large game really go through a huge change in just one week between the demo and the official release?
So the answer was simple: "Monster Hunter: World" was already finished.
But even though the players were making all sorts of requests, many of them knew that the release date definitely wouldn't change.
They were just venting.
So this wave of excitement about the demo ending came and went quickly.
However, the quality of the "Monster Hunter: World" demo led many players to discuss it.
Many players said the hunting process was very fun and felt real and immersive.
For example, after being injured, the Great Jagras wouldn't stupidly continue fighting the player.
It would run away.
If it managed to escape, and you hadn't gathered enough information before,
Then you would need to continue investigating the clues it left behind to successfully track it.
Also, there were many interactive natural traps in the game.
For example, in the cave where you first hunted the Jagras, there were many shining wingbugs that looked like fireflies.
If you triggered these shining wingbugs, any monster looking directly at them
Would become stunned.
Also, there were many plants in the game.
For example, vines that could trap monsters, allowing players to attack them freely for a few seconds.
In "Monster Hunter: World," every creature has a unique trait.
Just like the game's subtitle, "World."
It gave players a great sense of realism.
It was as if there really was such a world in a parallel universe.
After killing a monster, the body wouldn't disappear immediately, but would remain where it was.
And there was a creature called the Vulture that would come to eat these bodies.
Of course, players could also catch it.
The New World was full of harvestable plants and mineable ores.
The new world view, the unique creatures, and the rich combat system made many players feel very refreshed.
The only thing that players were unhappy with was the difficulty.
Each mission gave a super-long 50-minute time limit and 3 faint chances.
But it felt like you didn't need them at all.
You could basically take down the Great Jagras in 30 minutes.
As for fainting?
Many players felt it was almost impossible.
The Palico attracted attention, you had so many healing items, and there were also some unique environmental supplies in the game.
For example, gathering honey to make mega potions, honey fruits growing on vines, and the Palico would also call honeybees to deliver honey fruits.
It felt hard to even die.
Many players felt like they hadn't even started trying, and it was already over.
For this reason, many players made various suggestions on Lucas's official blog.
"I strongly suggest that Boss Lucas increase the difficulty in 'Monster Hunter: World' later on."
"Yeah! The current difficulty is too easy!"
"Boss Lucas, don't underestimate us. We've been trained by 'Dark Souls,' we're awesome!"
"That's right!"
Some casual players also agreed.
Because even they felt that the game's difficulty seemed to be a bit too low.
Faced with these suggestions from players, Lucas didn't remain silent like he did when players were requesting the game be released sooner.
Instead, he gave a very clear answer.
"Please rest assured, my development team and I have strictly controlled the difficulty balance in 'Monster Hunter: World.' The difficulty will gradually increase, and as the game progresses, players will unlock new difficulties. We're using Nebula Games' latest AI technology for the Tempered Monsters [beings that have experienced hundreds of battles], so whether you're a casual player or looking for a hardcore challenge, I believe you can be satisfied in the New World."
With Lucas's official blog post, many players were very satisfied.
Only Hector, Rachel, and others at Nebula Games looked at Lucas with a slightly different expression.
This statement was completely truthful.
But the Tempered Monsters and the so-called gradual increase were probably a little different from what the players thought.
Watching the happy players online, Hector and the others couldn't help but sigh.
(End of The Chapter)
---
Read +100 advanced chapters on my patre*n
patr eon.com/GustinaKamiya
Free Tier can read 3 advanced chapters
---
