I fell in love with Monster Hunter World and I think it needs more from me. So here are 5 More Things I Loved About Monster Hunter World.
Before I even finished the “5 Things I Loved about Monster Hunter World” post, I already had this article in my draft.
I knew by the time I outlined the first article that five were not enough, and I had to make another one quickly after.
However, before we move on, I would like to share this fun little video I saw on YouTube.
It is a quick watch and should entertain even those who have not played Monster Hunter.
This video brought back so many memories of my childhood days playing Monster Hunter Freedom Unite and sucking at it even though I had spent so many hours playing it.
Anyway, no formal or intricate introduction is needed for this one.
Here are 5 More Things I Loved about Monster Hunter World, and 5 more things I hope you’ll love as well.
Sliding

The sliding mechanic in Monster Hunter World is a minor improvement that was not present in previous titles. In the past, players could only run, walk, climb, or jump down from one place to another.
In Monster Hunter World, slopes can now be slid down for a boost in movement or as wind up for creative attacks.
It works seamlessly with the movement and combat system of Monster Hunter World, particularly in creating more opportunities for versatile dodges, repositioning, aerial strikes, and mounting.

While Sliding may be a minor mechanic that others might brush off as insignificant, I truly appreciate its usefulness and simplicity.
Simply put, I love how satisfying and natural sliding is in Monster Hunter World and how it doesn’t feel like a foreign concept to players who experienced not having it in the past.
Mounting

Speaking of opening more attack opportunities, Monster Hunter World now has one of my most beloved game mechanics in video game history: Mounting.
Mounting in Monster Hunter World is an enjoyable and unique feature that adds a little bit more depth, strategy, and variety to the game’s combat system.
Mounting monsters allows players to jump on a monster’s back in an attempt to weaken, take down, or restrict its movements.
Personally, I use the Mounting mechanic to take down, avoid attacks that would kill me in a grounded fight, and distract monsters from weakened allies.
It also has a bit of a mini-game aspect to it where you have to balance stabbing the mounted monster, holding on tight, or avoiding its attacks.

This is because the mounted monster will not let you have a vacation on its back, it will actively try to throw you off by bucking and thrashing around.
All in all, I felt that this mechanic showed the developers’ efforts to push the boundaries of traditional RPG combat systems and the creativity in the Monster Hunter series.
Moving While Drinking

I previously mentioned Sliding as a minor improvement in the franchise’s gameplay mechanics, and this is another one of those minor improvements that is actually a huge deal for me.
Another minor improvement that I appreciate in Monster Hunter World is that you can now move while drinking.
One of the biggest drawbacks of using items in older entries like Monster Hunter Freedom Unite was that it immobilizes and opens you up for enemy attacks.
This seemed counterintuitive since the point of using items is usually to heal or buff yourself up and make the fight easier.
In some ways, I can see it as an extra challenge in the decision-making process of a hunter.
However, I argue that it seemed moot and unnecessary so this improvement is such a lifesaver for me—literally, kind of.
Environmental Effects
One way Monster Hunter immerses players is by implementing environmental factors to gameplay such as Heat or Cold temperatures.

During my PlayStation Portable days, my neighbor Hunters and I used to stock up on Cold and Hot Drinks.
Cold and Hot Drinks were integral when hunting monsters residing in areas with extreme temperatures.
Cold Drinks are needed to comfortably hunt Monoblos and Diablos in the desert, while Hot Drinks are needed for hunting Khezu and Tigrex in the snowy mountaintop areas.
The Environmental Effects remain largely the same in Monster Hunter World albeit with some minor adjustments.
During my hunts in the Wildspire Waste, I noticed that we actually did not need Cold Drinks. As it turns out, Cold Drinks are now required in lava-filled areas like the lower levels of Elder’s Recess.

In some ways, it felt odd, but I can also let it pass as it did not ruin my experience completely.
For Hot Drinks, however, I don’t think I’ve seen any use for them—at least in the base game.
I assume they will be required in the snowy areas of the Iceborne Expansion.
Honestly, I feel disappointed with this particular instance as they basically made Cold Drinks useless unless you buy the expansion.
Regardless, I still appreciate the minor immersion this mechanic continues to bring.
This mechanic even works in both lore and gameplay as it emphasizes the monsters’ way of life and your otherwise unnatural presence in their habitat.
Improved Palico Behavior

Palicos in Monster Hunter World have received a significant upgrade compared to previous titles. They are now more useful and proactive with more abilities and options available to them.
For example, Palicos can now deploy traps, heal teammates, remove crowd controls, and fight alongside hunters more effectively. Outside combat, they harvest materials for you to receive after a quest.

The improvement in Palico behavior is a game-changer for the franchise. Players can now rely on their companions more than ever before, making the gameplay experience much more enjoyable and immersive.

Personally, I think Palicos have now broken out of their shell from being mascots to actual valuable allies.
Note:
I was conflicted between listing down the adjusted Environmental Effects or the Slinger gadget. Ultimately, I placed the Environmental Effects over the Slinger.
I think the Slinger shines best when paired with the Clutch Claw which is in the Iceborne Expansion, not the base game.
Maybe in the next one, I’ll add both of them 🙂




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