Ascendance Is Still Treating World’s Difficulty as a Problem
Rurikhan
0:00 / 0:00
Ascendance Is Still Treating World’s Difficulty as a Problem
30 231 просмотр · 9 часов назад
Rurikhan
253 тыс. подписчиков
30 231 просмотр · 9 часов назад
Monster Hunter Wilds: Ascendance director Takuro Hiraoka told PC Gamer at TGS 2026 that Capcom is retuning difficulty for the expansion’s endgame — and that Wilds was built so players wouldn’t bounce off a game they already bought.
#MonsterHunterWilds #Ascendance #MHWilds
Chapters:
00:00 Hiraoka Interview: Capcom Retuning Ascendance Difficulty
02:46 Why 9-Star and 10-Star Don’t Fix Wilds’ Campaign
06:21 Rey Dau Should Have Been a Wall
09:35 Armor Spheres, Crafting, and Forced Progression
13:02 Why Easy Normal Hard Modes Don’t Work in Monster Hunter
17:27 “Players Got Better Than We Expected”
20:30 Rise Village vs Wilds: Which Was Actually Easier
22:26 Why World’s Anjanath Wall Was Good Design
27:30 Ascendance Will Likely Save the Challenge for Endgame
29:51 Players Remember Hunts, Not the Story
32:51 Savage Omega and the Endgame-Only Difficulty Plan
35:50 Boost Bracer Is Not Always On
36:20 Famitsu: High Story Clear Rate Isn’t Proof Wilds Worked
38:22 Why Iceborne Guardian Armor Was a Problem
40:48 Boost Bracer From the Start of Wilds + Final Thoughts