Part 2 – Part 3
Write down five monsters you hunted this week, or you’re fired.
I’ve hunted two Bulldrome, myself. What? Are you saying Bulldromes aren’t even in Monster Hunter Wilds? Are you crazy? Why would I play Wilds?!
Honestly, I checked and the most hours I logged in a save in a Monster Hunter belong to MH3U, on the (new) 2DS. Where I have a grand total of 10 hours. But I did kill a Jaggi. I’ve also started many times Freedom Unite, but only played a few hours cumulatively. An hour or so in MH4U. A couple hours in Generations Ultimate. I never touched Worldborne. But I did, too, felt the worldwide hype for the latest, Wilds, and that’s why it’s now the PERFECT TIME to start playing the previous: Monster Hunter Rise (+ Sunbreak).
That’s what wise hunters do. A Monster Hunter game doesn’t exist until it becomes “G”.
So I did install, for the very first time Rise, and spent a couple hours just messing with settings and options, testing a few of the interesting weapons, like the Insect Glaive, Charged Blade, and Switch Axe. They did a pretty good job with animations. The only aspect that is really BADLY DESIGNED is PC controls, because they are hardcoded… You can feel the legacy of handheld controls and then gamepad. You’d expect this one being one of those games built for those controls, and so unappealing and clunky with simple mouse + keyboard controls, but that’s actually false. It feels absolutely fine. Not only it is playable, but it’s at the same level of playing with the gamepad. But here comes the bad design part: it could easily play BETTER, much better with mouse and keyboard.
I’m not sure many games get this part right. The one I do remember is “Middle-earth: Shadow of Mordor.” Like the current Batman games, it’s all mostly based on counters, you see an incoming attack, press the counter button, and the character will engage in a elaborate animation to perform a perfect counter (as long you get timing right) by orienting and moving the character automatically. It means your actual position and facing is irrelevant, because the counter is always just a button. This again means you are free to rotate the camera around your character, no matter the actual facing, your counters will always work, and your attacks will always hit. You have a perfect auto-aiming turned on at all times. This sounds bad, but plays relatively well (if shallowly). But the part where mouse + keyboard excel here (since all I’ve just described applies uniformly to gamepad as well, you pan the camera with right stick as you would with a mouse) is that certain specific attacks do take the SCREEN CENTER as an active direction. For example there’s a very useful attack where you forcefully grab a nearby enemy, and then shove it away. The grabbing part you execute by pressing just a button, the character will grab a nearby enemy, no matter the orientation. But the SHOVING part can instead be directed, and it goes to the center of the screen, irrelevant of the character position. This means that during the grabbing animation, when facing is ignored, you can pan the camera, and then release the shove in the precise direction you want, for example a fire, tossing the enemy right into that fire.
This creates a sort of rhythm game where you alternate moments where you’re locked into elaborate animations with moments where you have very tight controls. It creates an empowering, liberating feel, because you do feel in control, while also have moments to think and plan the next move. Very few games feel this way. Another is Doom Eternal, where you are always precisely where you want, even amidst chaotic situations.
Monster Hunter Rise (on PC) could be easily in this category, if controls were well designed. I can even prove it, because the way they are designed and hardcoded is actually INCONSISTENT. Monster Hunter has always been a game more of strategy and preparation than action-reflex. In most cases you wield bulky, slow weapons. When you attack you are committed to the animation, that means you often start swinging your weapon only to realize the monster has already ran away. You can’t do much beside observing that elaborate animation taking place, and your weapon missing the target by a mile. Because from the moment you start an attack to the moment that attack actually hits, it’s like two whole seconds. The gameplay is about pattern prediction. You need to learn and anticipate the monsters’ moves. Because of this, and because camera controls were clunky on portables, attacks are always locked to the character facing. You can see your character from the side, and your attacks will continue to flow in the facing direction.
The part where it becomes inconsistent (and poorly designed) is that when you press “W”, to move the character forward, the character doesn’t actually move FORWARD. It instead moves toward the screen center. So if you hold down W while panning the camera, then the character starts running in a circle. Attacks are locked to the character facing, while movement commands are locked to the camera. I tried for a while, and there’s no custom setting to tweak this behavior. And no, I don’t want to replicate the “tank” controls like the early Resident Evil games, obviously. It’s not the movement part, following the camera, that needs to be tweaked. It’s the attacks part. The attacks should be AIMED BY THE SCREEN, rather than character facing.
You see, in Monster Hunter you cannot turn the character. You press forward, the character moves forward. You press left, the character runs left (doesn’t turn). If you press backwards the character doesn’t backpedal, it immediately faces backwards and runs that way. This means that, being attacks locked to the facing and the facing locked to movement direction, every time you try to AIM an attack, you also need to MOVE FIRST. This is a problem in this game, because you are often in melee, monsters can be quite large, and in so many cases they obscure the screen and move around a lot. You are constantly re-targeting. It’s quite clunky when you are pressed right against your target, but aiming the wrong way, so you have to further moonwalk toward the target to re-aim, and so attack in the correct direction. You can’t actually give the target a convenient minimal distance. You are constantly pushing AGAINST the collision box of the enemy model to be able to also aim…
It would play so much better (to the point of making the game feel better, and so significantly easier without touching any actual behavior), if you could simply aim attacks with the camera, rather than character facing. Imagine making the leap in the air with the Insect Glaive, execute the forward move, and as you’re locked into that animation, sweeping forward in the air, you have the time to pan the camera around and prepare the aim of the next attack. This doesn’t break any of the internal “rules”, you can do just the same with current controls, you just have to press W in between to reorient the character. It’s just more clunky. As another example, the Charged Blade has a shield mode, but it works poorly because again if you move backwards the character immediately FACES backwards. The game doesn’t know what “strafing” is, and it doesn’t know how to make a character walk backwards while facing ahead, as you’d do when wielding a shield. It’s a game still locked in the “tank” era of controls. And all this could even be proven without a single line of code. You could ideally write a script where for every attack input you precede it with the W key for a split second. So that all your attacks are aimed with the camera. It’s really that simple: attacks have to be aimed with the camera.
But nope, because of this you’ll always have your character’s face smushed against the monster’s model, always pushing into it so that you can properly aim AT it. Which is the actual opposite of what you’d do normally. Wielding a sword is all about keeping proper positioning and distance. You can’t swing anything if you are at kissing distance of your target. You aren’t sword-fighting, you are headbutting. In many cases I want to simply turn and attack, not move. But because of hardcoded controls you cannot simply aim and attack, because aiming is locked to movement, like a tank with its cannon locked forward. So you always have to move, to then also aim and attack. You won’t understand how big a problem this is until you try and feel how much better is the alternative…
(by the way, now I’ve heard that MH Wilds somewhat addressed the control problem I’ve just described… by COMPLETELY DESTROYING the delicate balance the game built up to now. Rather than improving things as I suggested, they decided to allow attacks to be aimed DURING ANIMATIONS. So that you can wield a Great Sword, aim, start the attack, and then TURN DURING THE ANIMATION. Essentially destroying the commitment to attack patterns and all the strategic depth of the game in the name of convenient, cheesy controls. Why should your warrior feel sluggish and heavy?! Make him faster! That’s what money does to things. Enjoy your “modern” Monster Hunter.)
All this wall of text isn’t why we’re here, though. It was just a glimpse into my two hours of testing Rise. Which by the way, due to its Switch origin, plays really well and light on PC. The perfect game to sink… Countless hours.
While looking into Monster Hunter things my attention was stolen by something else. Another little sidetrack here… The PAST week was instead absorbed by another derail, into Civilization games. Exactly like Monster Hunter, Civilization is another of those game series with a big history (a layered statement), with relatively small improvements from a version to the next. Like Monster Hunter, it’s a series where previous games don’t simply cease to exist. They somehow all STAY relevant, as long you aren’t a “gamer” only chasing the last trend. While there’s a substantial number of gamers who identify Monster Hunter solely with World (and Wilds now), if you ask the actual passionate MH player, they are all great. They are all memorable and still worth playing. What’s the BEST Monter Hunter? Well, it depends. It’s usually either 4U or GU. 4U being the “mainline” best. The classic at its top. GU being more “wonky”, a nostalgia collection, but also a giant game with an insane amount of content. But why would you skip 3U, it has some of the best monsters roster, and the only game to have underwater combat, which is now quite good to play when emulated with modern controls (on the completely forgotten Wii U, so forgotten that its emulator, CEMU, was spared from Nintendo’s 2024 deranged and destructive rampage). But these games being great (and each offering hours of content into the thousands) still doesn’t remove from the table early games like Freedom Unite, or even the original 2 and 1. All these games continue to stay relevant, despite being the same game. It’s quite an achievement.
Civilization games follow a similar pattern. If you ask, most people would say the BEST Civilization game is either the 4th, or 5th. The 7th just came out, but is victim of the same “streamline-simplification” plague that also hit Monster Hunter. They get honed and streamlined until all personality and flavor is rubbed off. Monster Hunter Wilds is so easy that when you win those big fights they all leave a bland, unsatisfying taste. The fights themselves are a lot of fun, but winning them feels shallow, unearned. You never really care, you are never really required to put effort in it. It’s all mislabeled Quality of Life, making your life so effortless it’s now bland and pointless. You are playing monster Hunter but you aren’t monster hunting.
(imagine, then, being lectured on this by me, having logged 10 hours in MH4U in total, can you feel the irony?)
(I’ll also leave it here, but BEFORE the Civilization sidetrack I was into another sidetrack, the meaningless, for you, acronym HOMM3 HOTA, just as another example of games that Just Won’t Die (this upcoming one also looks great, hopefully it’s not another miss). And btw, the similar King’s Bounty in its last decent version, Crossworlds, ALSO has an ongoing mod that is still being worked on…)
I was talking about Civilization, the 7th. It’s not terrible, but even some motivated design choices, that are made to improve the game, simply break patterns too much to be considered good solutions, for example the resets with the different ages. But somewhat the same applies to 6th. It has some improvements over 5th, and as it always happen the game only gets good with its expansions. But while 6th is not too bad, it never became solid all around. And it looks like with a lot poorer mod support, meaning that it doesn’t move very much from what it is in vanilla. Outside of those improvements over the 5th, Civ 6 is known to have a weak AI. It plays better on some specific things, but overall it’s flawed. So as a whole Civ 6 stays as a nice concept with some good ideas, but as a complete package it will continue to be considered well under Civ 5 level. Which is King. Not simply because it’s a solid game all around on its own (as long “on its own” means including expansions), but because it has a significant all-around improvement due to a custom mod, Vox Populi. Including significant improvements to AI, that was already at its best in the vanilla unmodded version… (btw, even if I have an history of experience with modded games, this patch defied me. I couldn’t install it correctly and had to waste a couple hours to figure out. You can see something is not right by loading a game and looking at the top bar, it looks wonky. The solution to all this is that you need not only to install the mod, but also load it WITHIN the game, every time. When in the mod menu you check the checkboxes corresponding to the required ones, the mod ISN’T loaded. You need to press the “next” button, then wait the mod to load, if you then exit that page at this stage, the mod gets UNLOADED AGAIN. What you do to play is to launch a custom game from within that menu. This is what you see AFTER the loading screen, after you manually loaded the mod. It looks like the ONLY option is “back”, and that’s what happens if you try pressing ESC. You go back to main menu, as you’d expect, but this UNLOADS the mod again. What instead you have to do is press “single player”, because that heading you see in that image is an actual button, and the only way to play a modded game is to launch directly from THAT UI a custom game. You cannot go back to the main menu to select something else…)
That was Civ 5, already considered the King in its vanilla version, whose position gets even more cemented by the mod. But as it happens with Monster Hunter games, the other Civs continue to be relevant. 1 & 2 because they have rather unique, straightforward gameplay that stays addicting. With AI that works fairly well because the game’s simpler. But there are players who are all about Civ III. There’s a good youtube channel all dedicated to it, and the whys. And then there’s Soren Johnson, aka Civ 4 (he’s the designer, who’s now working on Old World, which is a Civ-like game with a tiny bit of Crusader Kings sprinkled on top, not to be confused with Amazon’s New World). Civ 4 not only is a solid game on its own, but also came out directly with a deep mod support and so has a near infinite amount of content, that keeps going on even today. In my personal case, if Civ 5 with its already mentioned mod delivered the most complete and faithful package, Civ 4 instead provides the crazy “beyond.”
There’s one significant problem with Civ 4, though. It looks like no one has cracked the 32bit problem, meaning that Civ 4 has some severe memory issues when it comes to mods that push its limits. In this case I’m talking about Caveman-2-Cosmos (this is not a modding guide, but installing this can be tricky, if you look at the bottom of that page there’s a link to the SVN beta option that explains things well enough, you can skip setting up Git and simply download the repository and launch it from there, but it means you have to manually delete everything a redownload whenever you want to update). These are mods that have been going on for 15 years… And they can still feel quite rough because the scope is ridiculous. As the name implies it goes from ancient tribes living in caves, to the far future. If a standard Civ game usually takes around 10-12 hours, here we’re talking about games that can last 20k turns. Someone in the forums who completed the whole tech tree, in a compressed 3k turn-game, had the thing going on for almost exactly 800 hours. If the standard game has 92 different tech to unlock (including expansions), C2C mod has somewhere over 940 of them… But as already mentioned, there’s a memory problem, meaning that in the advanced stages of the game you start going out of memory and crashing. From what I read in the forums it seems like a solution could be progressively removing some unit models, as you progress through the ages and them stopping being relevant, in the hope of freeing enough memory to continue playing.
In case you instead wanted a more standard and polished experience, but still as an extensive, elaborate mod, there’s always “Rhye’s and Fall of Civilization”, which has even an official wiki page, since it was part of the expansion. But of course that one mod has gone through countless iterations, and mods of mods, until the recent one (which is still one of many, but probably the most prominent): Dawn of Civilization
Do you think I stopped there? Nope. That youtube channel I already mentioned about Civ III also had a video about Civ 2, and so I wanted to try that. The video shows graphics and UI that didn’t look like the Civ 2 I remembered, because, it turns out, they come from a newer version that is called Test in Time. Now qualifying as abandonware, so you can freely download, for example from here. Problem is, if you scroll to the bottom of the page, there’s a RIP 89Mb version and a 1.1 patch. Don’t even try downloading the patch, it won’t run and will stay loaded in memory. This took a whole lot of time for me to figure out, but a simple solution is to get a different patch, from here. This one will work, but beware that it will likely end up pasting the files in the wrong directory, so just go manually copy them back into the main directory. Why do you want 1.1 version? Because the community patch only works on top of that one. And just in case you want to mess some more with this, there’s also another patch to turn on music again. And oh, here’s the manual. Now you can play Civ 2 :)
(now consider being lectured on Civilization games, again by me, having some 20 hours played across all titles, can you see the pattern? I can bullshit my way through anything)
But wasn’t all this supposed to be about Monster Hunter? Why does it take 3k words to even arrive at the BEGINNING? Because it’s a pattern. I was looking at all these different things, then got caught in the Monster Hunter craze, installed Rise+Sunbreak, tinkered with it for a while, to end up complaining about controls, then started watching a number of videos on youtube… and finding out my MH knowledge was incomplete. I missed Monster Hunter… Frontier. The game in the series with the reputation as… the HARDEST by far. That’s how you magnetize my attention. I can’t pull away anymore. And so I had to dig… and the digging required two full days to gather the knowledge.
Here we are. What the hell is Monster Hunter Frontier? Why should you even care about it? Why should you play it? Rather, how do you play it?
Well, at the very least it’s free. Maybe in that gray legal area. It’s not quite abandonware like Civ 2, but has been literally abandoned. Monster Hunter Frontier was an MMO that shut down in 2019, exclusively online, aggressively PAY 2 WIN. But it was also a GIANT game that went on for over 10 years of updates. It packs at the same time the very best and the worst of the franchise. And now it’s all in the hands of modders. You can play it fully offline in single-player, even if doing that is quite tricky, so you can settle instead to play on private servers that are fully non-profit (well, some of them). As far as I understand, it’s a “fake” multiplayer game in the sense that all gameplay is run locally, so outside accessing some dialogues and menus you won’t feel any lag, and all monsters will behave as they should. The server code is only there as a database, not to run the actual gameplay. Meaning that it’s much simpler to “emulate” and run.
More specifically, Monster Hunter Frontier runs on a fairly ancient engine that is basically the same of Freedom Unite. Slightly enhanced and running natively on PC, but it really does play and feel like that game. In perfect MMO tradition, it completely collapsed toward its later eras. It packed so much content that it would have taken lifetimes for new players to reach the endgame, and so, again following the tradition of awful design choices, it started to “compress” the early game, “mudflating”, aka pushing out of relevancy the greater majority of its expansive content. To then get locked in the most insane power creep ever. The perfect plan to kill a game, and kill it they did.
The game’s demise is our success, though, because now you can download and play it, even with its “early stage” restored. From the infos I gathered the game had three/four general phases. The first lasted the majority of the time, and it’s the standard experience. Then they added the “G” tier, and finally the Zenith tier that marks the ending. Between G9.1 and G10 updates there was a MASSIVE compression of the overall structure. In the first phase this game went from High Rank 1, all the way to High Rank 999. That’s a thousand levels to go through. But not only that, I think somewhere around HR500 it split into two different paths (SR, aka Skill Rank, a leveling system that is instead weapon-dependent, used to unlock alternate styles and SR skills). Then G rank was stacked on top, also going from 1 to 999 (also having its own dual Skill Rank path, as “GSR”), but I think at G200 it then merged with the Zenith content. But with the G10 update (not rank, the content patch) all those early HR 999 levels got compressed down to… six. HR1-30 became HR1-2, HR31-99 became HR3-4, HR100-500 to HR5 (with a significant difficulty spike happening at this point) the final HR501-999 becoming HR6. From there you are already in the G tier. But as I said there were different phases, because around G5 update the game gave players a number of freebies that messed up the balance and progression, so even without altering the structure the compression took place by simply offering content skip in the form of overpowered equipment given for free.
There are a total of 181 monsters in Frontier, which is a huge amount compared to the other games. But as you can expect, the latest ZZ update speeds so much the older content that the majority of it becomes simply irrelevant. You bypass it in the matter of few hours. Thanks to the community all that content is preserved, because you can play right now two different “snapshots” of the game. The latest version available, with its rush to endgame, but also the “Forward 5” aka F5, the last update before G rank was patched in, preserving the game exactly as it was in its biggest phase, with its 999 High Ranks to go through with their original balance. What’s currently missing is only an in-between faithful “G” phase, because as already mentioned through the life of G rank the progression was also butchered and most things were designed with a different mindset.
Consider that from what I’ve seen this is a minuscule community. Being tiny means there’s no money involved, and with no money involved it means people are there just because they care. They are helpful and working together. Playing all this is relatively easy, especially if you stick to the modern ZZ snaphsot: you download the client, optionally copy over a couple of additional translation files, launch it by giving it a username and password, and you are in. No e-mails or other registration needed, no other patching process, you download the client and play. The only downside is that usually download links are given within discord groups, so you need to go there at least.
I’m not going to give direct discord links because they have an habit of becoming invalid quickly, and I like to avoid keeping broken links here. But looking for them shouldn’t be hard:
– PewPewDojo, this is where the bigger community is, and when you find links to play the latest Zenith version.
– Forward.Fivers, this is instead the server for the F5 snaphot, to play the preserved HR1-999 structure.
– Erupe github, this is the github repository of the server emulator, in case you wanted to try hosting it locally for single-player, it requires setting up a database and it can be tricky to do all of it on your own, especially if you want to set-up something other than Zenith.
And here are some of my own FAQs, since it took me a long time to figure things out:
– The game’s locked to 30 fps, no one figured out a way to hack it up to this point.
– The client you download from PewPewDojo is complete at just 5Gb. An english translation is already included, but there are a couple more patches you can add, within #mhfz-info-updates scroll back there’s a “Tore_Dialogues.7z” from November 2023 and “Diva_Full_Main_Story.7z” from May 2023, the client itself “MHFCT4.1.7z” has been the same since April 2023. This is likely to change with time, as some progress gets made in adding translations and newer server releases. It’s all playable if you have some basic understanding of Monster Hunter. All items and stats are in english, NPC dialogues are usually in Japanese.
– When you run the launcher you can type what username and password you want to use, there’s no other registration. But you have to select a server. Most people stick to the “Rain” servers, if you want to experience the multiplayer aspect that’s the better option, but for some better balance it is advised to use “Renewal (US)”. Your actual location is not important, as gameplay happens locally. Latency is not an issue here.
– This is the old engine, the camera controls can be mapped to the mouse (or the second stick on gamepad), but you’re stuck with only the “horizontal” axis. You can map keys or buttons to lift/lower the angle of the camera, but it’s the old, clunky way. And camera mouse movement still has the old school inertia. It’s surely playable but not great. Remapping controls is a bit of an hellscape, you’re better off using a gamepad.
– As already mentioned, the main ZZ/Rain servers have a rather messed up progression with a rush to endgame content. But there’s also an expansive, step by step guide to follow here.
– On the other hand, the F5 client you get from Forward.Fivers discord is even more ancient and lacking some more options. I had a huge problem because using two monitors I couldn’t find a way to lock the mouse pointer to the game window. Meaning I can’t move the camera without the pointer going to the other monitor. I tried for hours looking for all sort of potential solutions and hacks. There’s one option available through “key setting” > type > “padless type”. This indeed locks the mouse pointer, so it’s good. But for some absurd reason if you pick this control type you CAN’T redefine keys. So for example I had default gunlance behavior that wanted me to press “9” to be able to shoot. With WASD + mouse controls that means moving the hand away, it’s really bad. I was forced to use a gamepad, that in my case is an old 360 pad with one shoulder button broken. I had to remap some buttons there, especially so that the right stick only commands the horizontal axis of the camera, while regulating the height through different buttons. Even in this case you STILL need to tinker with the options, because the default one also doesn’t let you to rebind keys. By the way… Monster Hunter often uses combination of keys, like press Y+B. HOW THE HELL I REMAP THIS? The UI only picks one button. If you, like me, spend an hour trying to also simply cancel a control, consider that you can right click on the option. You can then clear or initialize that field.
– Other than all this, playing on F5 is a bit rougher, and things slightly less translated. At some point I got stuck. I logged in, and an NPC automatically triggered a mission and moved me into the mission area. I couldn’t abort that mission, nor I could exit the area. All text was in Japanese. Turns out I simply needed to take one object from a box and put it in another, but through this ordeal I found something new that revolutionizes the accessibility of this whole thing… While in game you can press Win key + SHIFT + S, these are default Windows shortcuts unrelated to the game. This triggers a selection screen where you can grab a screen area, like an untranslated text box. It gets automatically copied to the clipboard memory. If you then have a second monitor with Chrome and google translate page, switch to “images”, there’s an handy button paste from clipboard, you press it and you get immediately your translation delivered! Since it’s so fast and convenient I started to use it even for all that untranslated flavor dialogue in the game. So there’s no need to worry even if not fully in english :)

That’s about it. The Forward.Fiver option requires you to download a separate client, then a separate launcher to copy over, and the latest translation files. BUT it also requires you to edit the “C:\Windows\System32\drivers\etc\hosts” file to add a few fields there so that the launcher redirects to the community server. It’s not a big deal but some people dislike messing with system files. Right now there’s no other option if you want to play this version.
My whole experience amounts to logging in to the ZZ/Rain version, struggling with controls and options for a while, and getting very confused about where the “beginning” of the game supposedly is. I logged off without even starting a single mission, then set up the Forward.Fiver version. In this case it’s much closer to standard Monster Hunter. There are several introductory quests. The first one I decided to do asked me “Deliver 6 unique mushrooms”. The second one I picked was “Slay 8 Bullfango”. And the third “Hunt a Bulldrome”. And I got my ass kicked multiple times… The gunlance is extremely slow and the Bulldrome keeps charging unrelentingly. All the while there are other Bullfangos that charge at the same time in different directions, so it was downright impossible to find a proper attack window. I tried a few times, failed all of them, ended up picking up a long sword that is a lot more agile. Even here I had some troubles but eventually succeeded. By the time I completed this third mission I was already HR4 and with tons of money and bonus points. In fact I believe this is fairly unbalanced because by default you have active a few “bonuses-rewards” in the form of “courses” that as far as I understand were dependent on some pay2win component. Basically subscriptions you had to pay for, like premium passes of current online games. Right now going “status” > “personal”, there’s a box saying I have “Hunter Life Course”, “EX Course”, “Premium Course” and “Certified NetCafe” all apparently active. You can actually MANUALLY toggle these on and off, for example typing in chat “!course premium”. Just in case you want more, unadulterated grind :)
Consider that the F5, even with the bonus of those courses, preserves the original grind that not only builds much of the Monster Hunter games, but that here is enhanced by the “MMO” nature and the game going on for multiple years. It means that as you progress things will require tons of materials. It’s both hard AND grindy. On the other hand, the more popular ZZ is a lot more messed up in balance, but speedruns you right to the endgame. This is where everyone will say this stops being a “monster hunter game” and becomes something else, because the formula is completely different. Endgame in ZZ amounts to what is called “Hunter’s Road”. It’s a separate mode that basically works as a boss rush. You won’t go out anymore exploring between different maps and collecting resources. Rather, you just fight monsters in arenas, collect points, and buy EVERYTHING from a separate shop. That’s all it is. For some people it is cool, as it goes to absurd levels of gameplay, but it’s definitely not Monster Hunter. In theory the content is still there. You can still pick up missions in the traditional way. But the rewards and progress you obtain from that path are nothing compared to “Hunter’s Road.” As it happens in so many badly designed MMOs, even if all that content isn’t deleted it’s still useless in practice.
Of course investing tons of hours playing on a community server could mean losing that progress at any time. Who knows if the server will be still available tomorrow. But the hosters are friendly and I think you can ask for your save files.

IN THEORY it’s even possible to port a F5 save to the latest ZZ, though as far as I know this requires some manual editing. I’ve seen some ideas about doing “progression servers” that update progressively with patches to follow the original flow of the game, but I don’t think there’s a significant necessity of it. If you want to experience the original game, then there’s F5. If you then want to move on ZZ you can as well start from zero, since it will take just a few hours to get to a similar point. It’s like the project that tried to merge Baldur’s Gate 1 & 2 + expansions all in one seamless game. It does work, overall, but, as you’re fighting limitations, it’s probably more straightforward to move from one game to the other as separate set-ups. It doesn’t really matter.
There’s always the option for hosting it locally and only depend on yourself. As I already said, the sever will just sit in the background and take next to no resources. All this is so ancient in technology that should easily run on a weak laptop.
Entirely unrelated to the topic of Frontier, but this page has links to neat standalone programs, one for each Monster Hunter (but apparently skipping World, and Frontier of course), where you can browse offline/outside the game the whole content. All the data in each game, monsters, quests, items, everything.
Follows here a number of sparse quotes that I’ve snagged from various places. I could edit this part later to add more to it.
I prefer the experience up to G9.1 before the compression kicked in, so all of the players by that time liked to play the game for what it was, that endless grind and all, after Z expansion it all went down and that’s the experience most of the community had by now… But for those willing to have the experience how it used to be, the server code now have some retro compatibility to run them, I highly recommend playing it without any of those broken courses.
i just think g9 is not worth it cause the only thing it has going for it is “basically all g rank content without compression”
but it still suffers from all the bad things cog did to GR in late MHFG
so you might as well play ZZ
is there any difference in the hunts (meaning HR1-999) between F.5 and G9.1? one would think they are the same considering that G version is prior to the Great Squishing
hr100 (hr5), hardcore, and supreme monsters got nerfed sometime in g
g9 has all the content from g-rank (minus swaxe and guanzorm) but
it also has all the powercreep that came with tenrou, origin gear, and so on
to me that’s a dealbreaker
g5 is the last version in mhfg’s “golden age” (g3-g5) and has a decently balanced game, while having a great amount of g-rank content already
ya we’re the only public f5 server that’s actually alive
renewal has a beta g9 server
but that’s it
I do remember when I tried F.5 there, that the amount of items required was beyond insane lol
it’s going to be like this in every version before project R (so g10)
and even post project R, you’ll be hit by the true scope of the grind the moment you enter G-rank
It was an online only MMO and has now been shut down after 12 years. It was in my opinion easily the best MH game thanks to the awesome exclusive monsters, faster and more aggressive combat and tons of other smaller things. It’s sad that it was never localized so not many people outside of Japan and Taiwan played it.
It was classic a MH game with the added twist of combat being more evasion based which led to monsters being very aggressive and punishing. Hunters were limited to enhanced versions of the old Gen 2 weapon movesets for most of the game and the main difference was that weapons got a few new mechanics and some kind of attack and parry/counter with iframes in it to allow you to keep attacking while dodging to keep up with the monsters.
The game was very challenging and fun but sometimes excessively grindy thanks to being an MMO and around G9-10 the MMO problems of massive powercreep making old content pointless and content compression started showing up.
By the end the game was horribly compressed and a balancing mess thanks to massive nerfs to monster stats and the Extreme weapon style (which gave weapons several new powerful attacks and the ability to run unsheathed) being unlocked right away at G rank instead of the intended G200 where you unlock Zenith monsters which are what Extreme style was designed to fight. This in addition to rank compression making all of low and high rank into a total of maybe 20 quests and the ridiculous freebie gear made it so you were rushed to endgame in less than a day and never properly experienced 90% of content. Amazing game but it had a lot of questionable progression and balance changes later on.
What an ordeal writing all this. I thought it was going to be a short and quick recap.
Since it became a grab bag of so many different sidetracks, I’ll add another. While doing all this I also wrote down a list of TV shows that I’ll have to watch.
Here it is:
manifest – succession – white lotus – yellowjacket – from – severance – silo – disclaimer
What would they have in common to belong to the same list? Why now? Well, I’d need another 5k words to explain and this is not the time…
Maybe now I can play something rather than writing about it? Nope, I have to go back to writing ore processing recipes for GregTech… Sigh.
