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00:00:00 – 00:10:43
The video critically examines the shift in content monetization from previous installments, such as "Monster Hunter World," to the current "Monster Hunter Rise: Sunbreak." The speaker, Ratatosker, highlights the introduction of paid DLC layered weapons, a first for the series, which has sparked controversy among the community. They compare how "Monster Hunter World" offered rich, free content through event quests and elaborate seasonal festivals, while "Monster Hunter Rise" now monetizes similar content, with less substantial free updates. The discussion underscores concerns about the declining quality and quantity of free content, questioning whether paid DLC truly justifies this trend and warning of potential implications for future titles, such as "Monster Hunter 6." The speaker emphasizes the role of consumer purchasing behavior in influencing these industry practices.
00:00:00
In this part of the video, Ratatosker discusses the reaction to the announcement made during a recent Capcom showcase regarding the second title update for Monster Hunter Rise: Sunbreak. The main focus is on the introduction of high-quality paid DLC layered weapons for all 14 weapon types called Lost Code layered weapons, which feature special sheath and unsheath animations. This marks the first time layered weapons are offered as paid DLC, causing a controversy among the community. While some defend the practice by arguing that these items are purely cosmetic and support free content development, others are unhappy since such content was previously free. Ratatosker acknowledges the validity of both sides but notes a decline in the amount of free content provided compared to previous installments, such as Monster Hunter World.
00:03:00
In this part of the video, the speaker discusses the differences between how layered armor was handled in Monster Hunter World versus Monster Hunter Rise. In Monster Hunter World, layered armor was not purchasable; it had to be earned through event quests. In contrast, Monster Hunter Rise sells these items individually, making a full set cost around $7.30. Additionally, other items such as gesture packs and sticker sets further raise the cost. The speaker notes that while Monster Hunter World provided layered armor for free as event rewards, Monster Hunter Rise monetizes similar content. This monetization extends to layered weapons, which were never sold in previous games. The speaker criticizes Capcom for charging for content that was previously free, questioning the justification that such DLC funds additional content, especially when the game offers less content than before. They also reminisce about the elaborate seasonal festivals in Monster Hunter World, which included extensive decorations for Gathering hubs.
00:06:00
In this part of the video, the speaker compares content from “Monster Hunter World” with “Monster Hunter Rise,” pointing out how the former had various special events and updates offering unique and highly desirable rewards. The “Monster Hunter World” updates included new decorations for Gathering hubs, exclusive and well-designed weapons like The Guild Palace weapons, Black Eagle charge blade, and wyvern ignition Greatsword, as well as notable collaboration events such as those featuring Behemoth and ancient legend. These updates provided significant content and high-quality experiences. In contrast, “Monster Hunter Rise” lacks similar content richness, offering mainly variants of existing monsters in its updates. The speaker notes this difference, expressing a sense of dissatisfaction with the comparative lack of innovation and exclusive content in “Monster Hunter Rise” despite its continued monetization.
00:09:00
In this segment of the video, the speaker discusses the shift from having free high-quality content to paid downloadable content (DLC) in games, specifically noting that the free content now seems to be of lower quality compared to what was offered in the past, such as in Monster Hunter: World. The speaker accepts the concept of paid DLC, acknowledging that it likely funds the free content, but expresses concern about the potential negative precedent it sets for future games, like Monster Hunter 6. They emphasize the importance of consumer behavior in signaling to companies like Capcom what they are willing to tolerate and still purchase, warning that continual purchasing of DLC could lead to further reductions in the quality and quantity of free content.