<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="fr">
	<id>https://transcrire.histolab.fr/wiki/index.php?action=history&amp;feed=atom&amp;title=Every_Monster_Hunter_Game</id>
	<title>Every Monster Hunter Game - Historique des versions</title>
	<link rel="self" type="application/atom+xml" href="https://transcrire.histolab.fr/wiki/index.php?action=history&amp;feed=atom&amp;title=Every_Monster_Hunter_Game"/>
	<link rel="alternate" type="text/html" href="https://transcrire.histolab.fr/wiki/index.php?title=Every_Monster_Hunter_Game&amp;action=history"/>
	<updated>2026-06-13T01:18:26Z</updated>
	<subtitle>Historique des versions pour cette page sur le wiki</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://transcrire.histolab.fr/wiki/index.php?title=Every_Monster_Hunter_Game&amp;diff=431744&amp;oldid=prev</id>
		<title>KristieA88 le 12 juin 2026 à 19:44</title>
		<link rel="alternate" type="text/html" href="https://transcrire.histolab.fr/wiki/index.php?title=Every_Monster_Hunter_Game&amp;diff=431744&amp;oldid=prev"/>
		<updated>2026-06-12T19:44:08Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;fr&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Version précédente&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version du 12 juin 2026 à 19:44&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Ligne 1 :&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Ligne 1 :&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If &lt;/del&gt;Monster Hunter &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;were &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;introduce a dedicated &amp;quot;Spear&amp;quot; weapon, its move set could be mapped directly from &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Legend of Zelda game&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Its main attack would be rapid jabs that &lt;/del&gt;could &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;act &lt;/del&gt;as a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;flurry,&amp;quot; similar &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Monster Hunter &amp;#039;s Lance but faster, more horizontally aimed, and at a shorter range. The Lance is a defensive weapon in Capcom&amp;#039;s &lt;/del&gt;series&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, focused around players blocking attacks with their shield before delivering a few jabs &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;return. A theoretical Spear could be &lt;/del&gt;more &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attack-orien&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;However&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this is not &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;say that durability systems should just be eliminated entirely. In fact&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;when done right, they can make gameplay feel more realistic in &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;way that isn’t infuriating&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For starters&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;apart from survival games, weapons &lt;/del&gt;can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;still have a durability limit without breaking. Or perhaps eventually they will break, but you’re able to keep tabs on how worn &lt;/del&gt;out &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;your weapons are&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and you can choose to go and repair them before they get close to breaking entirely. This would keep the realism element without making &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;player feel like they need to entirely avoid using their better weapons&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This would also avoid &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;aggravating part where you must constantly be finding new ones to pick up (&lt;/del&gt;though &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you likely would need to &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gathering supplies as you progress through the game, to have the materials to fix weapons lat&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Another way to enhance weapon durability would be by incorporating &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;way &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;upgrade &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weapons&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;such that they take longer &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;break or wear down&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In fact&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a game in which you really have a choice for how to spend time and resources to deal with weapon durability &lt;/del&gt;would &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be the most ideal. For those that would rather not spend time constantly looking &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;new weapons, they could upgrade &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ones that they have. If others would rather not bother with that, there would still be a lot of opportunities &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pick up other weapons along the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Zinogre is fearsome in either its regular form, which first debuted in Monster Hunter Portable 3rd , &lt;/del&gt;as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;well as its variants, either the draconic Stygian Zinogre or &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Thunderlord Zinogre&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In any of its forms, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Zinogre holds so much electricity &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;its body that &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can use &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to power up &lt;/del&gt;like a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Super Saiyan, but in the case of the Thunderlord Zinogre, &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;spends the entire hunt charged&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sure&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you can fight people using an axe, but what about fighting people with &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;thing that &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;axe chops down? Fire Emblem Fates allows you to do just that. You can bring this giant chunk of wood into battle and bludgeon your opponents with&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Some games have definitely used weapon durability systems better than others. Dying Light , for example, allows for repairing and upgrading weapons. In [https://Monsterhunterwildsforge.com/ &lt;/del&gt;Monster Hunter &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Wilds story guide|https://monsterhunterwildsforge&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;com/] &lt;/del&gt;Hunter &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, your weapons become less sharp &lt;/del&gt;as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you use them&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;limiting what you can cut through, but the game allows for the use &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;whetstones in order to sharpen them again (though different weapons have different limits)&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The weapons in Fire Emblem break after you’ve gone through &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;number of uses per weapon&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but most of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weapons are so easy to replace that it doesn’t become a consistent detraction from the game, it simply adds to the strategy per &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;But games like The Legend of Zelda: Breath of the Wild have gotten a lot of hate for its weapon durability setup. In Breath of the Wild, you go through weapons and shields extremely quickly, and they’re just broken and unusable once you’ve used them up. This game falls into that exact, problematic description that I’ve given above. Considering how great the rest of the game is, it’s unfortunate that so many people could not get past the durability sys&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/del&gt;Monster Hunter &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;series has always seemingly &lt;/del&gt;had a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fascination with food&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;From its barbecuing mini-game&lt;/del&gt;, to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attention to detail found in the cutscene where your food is prepared&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this is a series &lt;/del&gt;that has &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a culinary curiosity&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It shouldn&amp;#039;t be a surprise&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;then&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that it has a number &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;joke weapons based on f&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The series&amp;#039; success has allowed it to branch off into a variety &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;new properties &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;products from its original novelization&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;including a mobile game, multiple board games, live-action series &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Netflix&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a digital card game, an animated series, and &lt;/del&gt;even &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;its own convention dubbed WitcherCon . This has also led &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;series being referenced in a variety of &lt;/del&gt;other &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;video &lt;/del&gt;games, and Geralt of Rivia &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;crossing over into some titles&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;although there are still many games he would be perfect &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;make an appearance&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;More than that, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;argument has been made &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weapon durability systems basically discourage combat altogether&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If you must constantly replace your weapons—and especially if you’re carrying &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;better weapon &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you—you’re reluctant to use it because you don’t want to use it up. Furthermore&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/del&gt;also &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;encourages players &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;use &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;worst &lt;/del&gt;weapons &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;possible &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;every battle&lt;/del&gt;, in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fear &lt;/del&gt;of using &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;up &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;good ones&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Instead of encouraging &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;usage of a variety of weapons like &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;system is supposed to, it often ends up encouraging players to simply avoid combat&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sometimes, players even finish &lt;/del&gt;the game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;without using any of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;best weapons&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;because they &amp;quot;might need it later&amp;quot;—indefinitely&lt;/del&gt;. It &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;almost seems like weapon durability is basically the game’s way of shooting itself in the f&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Additionally, this was the first entry in the &lt;/ins&gt;Monster Hunter &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;series that allowed players &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;control their Felyne companions in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;all-new Prowler mode&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;With this new gameplay mechanic, players &lt;/ins&gt;could &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;even join friends online while playing &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Prowlers, offering &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;totally new experience &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;series &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that has yet to be outdone &lt;/ins&gt;in more &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;recent tit&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Over the weekend&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Desconhecido &amp;#039;s (via DSOGaming ) Witcher x Monster Hunter World mod went live on Nexus Mods. The build in question adds The Witcher 3: Wild Hunt&amp;#039;s Triss Merigold and Yennefer of Vengerberg &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Capcom experience&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;courtesy of &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;couple of character swaps&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Notably&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;players who download the PC mod &lt;/ins&gt;can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;switch &lt;/ins&gt;out &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Commission and Rot armor for Triss; meanwhile&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Yen replaces &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Brigade armor&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Screenshots show that Triss&amp;#039; main Witcher 3 attire and DLC outfit feature in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;mod, &lt;/ins&gt;though &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it appears that only Yen&amp;#039;s DLC garb will &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;accessi&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Alternatively, &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hunter could throw their Spear &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;graze &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;side of a monster&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and this is a place &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;incorporate elemental strengths&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Say one player is using a Thunder Element Spear&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/ins&gt;would &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;make sense &lt;/ins&gt;for the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;weapon &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;emit some electrical energy &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it flies through &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;air&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This would leave &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;weapon stuck &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the ground wherever &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lands, requiring players to collect &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;again (unless something &lt;/ins&gt;like a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Wirebug allows &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to be instantly retrieve&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Monster Hunter Rise will release for the Nintendo Switch on March 26&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;marking &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;second outing of Capcom&amp;#039;s popular series on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hybrid console following 2018&amp;#039;s &lt;/ins&gt;Monster Hunter &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Generations Ultimate &lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Before Monster &lt;/ins&gt;Hunter &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;World became a sales juggernaut for the developer &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a multiplatform release&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Monster Hunter games had a history &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Nintendo exclusivity&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Monster Hunter Tri released on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Wii&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and multiple follow-ups releasing for &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;3DS and Wi&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;But games like The Legend of Zelda: Breath of the Wild have gotten a lot of hate for its weapon durability setup. In Breath of the Wild, you go through weapons and shields extremely quickly, and they’re just broken and unusable once you’ve used them up. This game falls into that exact, problematic description that I’ve given above. Considering how great the rest of the game is, it’s unfortunate that so many people could not get past the durability sys&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Monster Hunter &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;3 Ultimate &lt;/ins&gt;had &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an interesting islander charm, challenging both expert players and Tri returners with new underwater monsters, swimming mechanics, and &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bigger-than-ever roster of beautifully designed monsters and weapons in the new coastal-themed environment&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;However&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;some have chosen &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;forget about &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;difficult and often frustrating underwater mechan&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With its intense gameplay loop, often clunky controls, and big-time-grind&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it&amp;#039;s no surprise &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the first entry &lt;/ins&gt;has &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its fair share of quirks to work out&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Nonetheless&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the game has an undeniable charm&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and revolutionary mechanics and animations for something &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;As part &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Update 6.0 on both PlayStation 4 &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Xbox One&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;players can take &lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the role of Geralt of Rivia once again&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;much like they have in Soulcalibur VI already. Doug Cockle is &lt;/ins&gt;even &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;back &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;voice the famous grumpy dad from The Witcher 3: Wild Hunt (as well as &lt;/ins&gt;the other games &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and source material book seri&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Geralt will have access to his silver sword for monsters&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as well as his sign abilities like Quen and Igni to protect &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;attack respectively. Monster Hunter: World is the perfect collaboration for professional monster hunter &lt;/ins&gt;Geralt of Rivia, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;whose status as a Witcher allows him heightened senses and a long life of accumulating knowledge on tracking and taking advantage of the weaknesses of monsters. This collaboration was announced alongside the DLC Iceborne which is coming &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Monster Hunter: World in Q3 of 2&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The newest installment in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;spin-off series focuses on a young Monster Rider &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;comes into contact with a newly-hatched Rathalos&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Players will have to unravel the mystery of &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;prophecy concerning the titular Wings of Ruin in this new Monster Hunter RPG adventure. Monster Hunter Stories 2 might share similarities &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Pokemon in its turn-based battles and monster capturing&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but the game &lt;/ins&gt;also &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;seems &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be drawing some inspiration from The Legend of Zelda: Breath of the W&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Of &lt;/ins&gt;the weapons &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that represent major races &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Hyrule established by the 2017 Switch launch title Breath of the Wild &lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;three already feature &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Monster Hunter &amp;#039;s arsenal &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;weapons in one way or another. The Gerudo specialize in &lt;/ins&gt;using &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sword and shield combos, the Rito specialize in using bows, and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Goron specialize in using heavy swords like Claymores&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Disregarding combat options such as magic rods, only &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;spears used primarily by &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Zora do not have an equival&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Monster Hunter World originally launched on PS4 and Xbox One platforms in January 2018 before releasing on PC several months thereafter. [https://Monsterhunterwildsforge&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;com/ Read &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Full Guide] action role-playing &lt;/ins&gt;game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;enjoyed widespread critical acclaim in addition to meteoric success on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;market&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which eventually resulted in its becoming the highest-selling Capcom game in company history at over 20 million units sold&lt;/ins&gt;. It&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;s no wonder, then, that Monster Hunter&amp;#039;s PC modding community remains incredibly act&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mediawiki:diff::1.12:old-330028:rev-431744 --&gt;
&lt;/table&gt;</summary>
		<author><name>KristieA88</name></author>
	</entry>
	<entry>
		<id>https://transcrire.histolab.fr/wiki/index.php?title=Every_Monster_Hunter_Game&amp;diff=330028&amp;oldid=prev</id>
		<title>KristieA88 : Page créée avec « &lt;br&gt;If Monster Hunter were to introduce a dedicated &quot;Spear&quot; weapon, its move set could be mapped directly from the Legend of Zelda game. Its main attack would be rapid... »</title>
		<link rel="alternate" type="text/html" href="https://transcrire.histolab.fr/wiki/index.php?title=Every_Monster_Hunter_Game&amp;diff=330028&amp;oldid=prev"/>
		<updated>2026-04-10T13:54:19Z</updated>

		<summary type="html">&lt;p&gt;Page créée avec « &amp;lt;br&amp;gt;If Monster Hunter were to introduce a dedicated &amp;quot;Spear&amp;quot; weapon, its move set could be mapped directly from the Legend of Zelda game. Its main attack would be rapid... »&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Nouvelle page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;If Monster Hunter were to introduce a dedicated &amp;quot;Spear&amp;quot; weapon, its move set could be mapped directly from the Legend of Zelda game. Its main attack would be rapid jabs that could act as a &amp;quot;flurry,&amp;quot; similar to Monster Hunter &amp;#039;s Lance but faster, more horizontally aimed, and at a shorter range. The Lance is a defensive weapon in Capcom&amp;#039;s series, focused around players blocking attacks with their shield before delivering a few jabs in return. A theoretical Spear could be more attack-orien&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;However, this is not to say that durability systems should just be eliminated entirely. In fact, when done right, they can make gameplay feel more realistic in a way that isn’t infuriating. For starters, apart from survival games, weapons can still have a durability limit without breaking. Or perhaps eventually they will break, but you’re able to keep tabs on how worn out your weapons are, and you can choose to go and repair them before they get close to breaking entirely. This would keep the realism element without making the player feel like they need to entirely avoid using their better weapons. This would also avoid the aggravating part where you must constantly be finding new ones to pick up (though you likely would need to be gathering supplies as you progress through the game, to have the materials to fix weapons lat&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Another way to enhance weapon durability would be by incorporating a way to upgrade the weapons, such that they take longer to break or wear down. In fact, a game in which you really have a choice for how to spend time and resources to deal with weapon durability would be the most ideal. For those that would rather not spend time constantly looking for new weapons, they could upgrade the ones that they have. If others would rather not bother with that, there would still be a lot of opportunities to pick up other weapons along the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Zinogre is fearsome in either its regular form, which first debuted in Monster Hunter Portable 3rd , as well as its variants, either the draconic Stygian Zinogre or the Thunderlord Zinogre. In any of its forms, the Zinogre holds so much electricity in its body that it can use it to power up like a Super Saiyan, but in the case of the Thunderlord Zinogre, it spends the entire hunt charged&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Sure, you can fight people using an axe, but what about fighting people with the thing that the axe chops down? Fire Emblem Fates allows you to do just that. You can bring this giant chunk of wood into battle and bludgeon your opponents with&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Some games have definitely used weapon durability systems better than others. Dying Light , for example, allows for repairing and upgrading weapons. In [https://Monsterhunterwildsforge.com/ Monster Hunter Wilds story guide|https://monsterhunterwildsforge.com/] Hunter , your weapons become less sharp as you use them, limiting what you can cut through, but the game allows for the use of whetstones in order to sharpen them again (though different weapons have different limits). The weapons in Fire Emblem break after you’ve gone through the number of uses per weapon, but most of the weapons are so easy to replace that it doesn’t become a consistent detraction from the game, it simply adds to the strategy per &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;But games like The Legend of Zelda: Breath of the Wild have gotten a lot of hate for its weapon durability setup. In Breath of the Wild, you go through weapons and shields extremely quickly, and they’re just broken and unusable once you’ve used them up. This game falls into that exact, problematic description that I’ve given above. Considering how great the rest of the game is, it’s unfortunate that so many people could not get past the durability sys&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Monster Hunter series has always seemingly had a fascination with food. From its barbecuing mini-game, to the attention to detail found in the cutscene where your food is prepared, this is a series that has a culinary curiosity. It shouldn&amp;#039;t be a surprise, then, that it has a number of joke weapons based on f&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The series&amp;#039; success has allowed it to branch off into a variety of new properties and products from its original novelization, including a mobile game, multiple board games, live-action series on Netflix, a digital card game, an animated series, and even its own convention dubbed WitcherCon . This has also led to the series being referenced in a variety of other video games, and Geralt of Rivia crossing over into some titles, although there are still many games he would be perfect to make an appearance&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;More than that, the argument has been made that weapon durability systems basically discourage combat altogether. If you must constantly replace your weapons—and especially if you’re carrying a better weapon with you—you’re reluctant to use it because you don’t want to use it up. Furthermore, it also encourages players to use the worst weapons possible in every battle, in fear of using up the good ones. Instead of encouraging the usage of a variety of weapons like the system is supposed to, it often ends up encouraging players to simply avoid combat. Sometimes, players even finish the game without using any of the best weapons, because they &amp;quot;might need it later&amp;quot;—indefinitely. It almost seems like weapon durability is basically the game’s way of shooting itself in the f&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>KristieA88</name></author>
	</entry>
</feed>