Gameplay

Overview


Monster Hunter Verge is a concept, not a game, and a fictional entry in Capcom's Monster Hunter series. Created by Chris Eye & Lauren K., it was shared online in early 2021 after the release of Monster Hunter World: Iceborne but before the release of Monster Hunter Rise. If it were a real title, it would arguably be a part of the Fifth Generation.

Features critical to the game's identity are the introduction of urban environments as hunting grounds, the return of underwater combat, new and simplified Monster Types, revisions to mounting and climbing mechanics, and six new weapon types: the Boltcasters, Boomerang, Chainblade, Greatshield, Gunhammer, and Sickle. The Flagship Monster of the game, ???, is a ???.

Story
Taking on the role of an already accomplished Monster Hunter, the player leaves their home village and arrives in Avanza after receiving an urgent request from the Guild. Gran Veya, a major city famous for its importance to the Guild and close proximity to natural resources, has fallen into ruin after the attack of a mysterious unknown monster. Trade and travel have come to a sudden stop, paralyzing commerce in the entire region and flooding nearby villages with wounded guards and refugees. The Guild needs your expertise to track down the new monster and put an end to it so they can rebuild Gran Veya in peace.

As the player progresses through village quests and clears out monsters they'll learn more about Gran Veya, the resources it was built over, and why it's of such great importance to the Guild. Their quest will also unveil clues as to what the unknown monster might be, how it went undetected for so long, and how and why it chose to destroy the city.

New Features

 * An entirely new set of maps, ?? new monsters, and six new weapon types.
 * Home Towns . While creating their character at the start of the game players can select which town their hunter originally lived in before moving to Avanza. The default style and background music of their house will reflect which town they came from and dialogue from NPCs can also comment on it from time to time. The player's options while selecting a home town are Astera, Bherna, Jumbo, Kamura, Kokoto, Mezeporta, Moga, Pokke, Seliana, Val Habar, and Yukumo.
 * The Grapplehook, a variation of the Clutch Claw / Wirebug. These wrist-mounted grappling hooks can be aimed and fired to latch onto any solid object within range, quickly pulling the hunter toward the point of contact. Like the Wirebug they can be used multiple times in a row before hitting a cooldown, but they have to be aimed at something like a wall or monster. Using the Grapplehook on a monster only results in a mount if the player grapples down onto its back or grapples it while it's knocked over. Under any other circumstances it simply vaults the hunter upward as if climbing anything else.
 * Destructible objects that can be used against monsters (boulders, logs, etc) have a special reticle on them while aiming with the Grapplehook. If the hunter grapples onto these special points of interest they'll cling to them instead of just moving up; from there they can either press the grapple or dodge button to dismount or use an attack button to strike the object, triggering the trap.

Changes

 * The Slinger mechanic has not returned, and as a result throwing items like dung bombs and sonic bombs are back.
 * Mantles also do not return.
 * Mounting is still initiated primarily by leaping off ledges and performing aerial attacks, but the mechanics on the monsters' backs are a hybrid of the World and fourth generation systems. Upon landing the hunter anchors themselves with both Grapplehooks and uses them like reins to steer (there is no jumping around), aiming the direction the monster faces by pressing left and right on the d-pad. While mounted they can either use the attack buttons to perform a short combo and knock the monster straight down or press the grapple button again to send it stumbling in the direction it's facing, preferably to run into a wall or other monster.
 * Monsters still struggle while mounted and can throw careless hunters off. Quickly move the left analogue stick whenever they struggle to fight back and stay on. Beware: some monsters punish failed mounts harder than others and can pluck you off their backs to do pin attacks!
 * Same species Turf Wars and Turf Wars with differing outcomes depending on health are much more common. Additionally, Turf Wars between species that normally don't coexist may be seen under special circumstances like events and arena quests.
 * Several pre-existing Monster Types have been renamed, cut, or combined to simplify the monster family tree and make each group more distinct and easy to define.
 * The "Bird Wyvern" class has been disbanded; flying members like Qurupeco are now Flying Wyverns and raptor-like monsters are now called Protowyverns, a new class that also includes the "Brute Wyverns" and certain "Herbivores" like Aptonoth.
 * All quadrupedal wyverns are now called Ground Wyverns. Monsters previously classified as "Fanged Wyverns" and Amphibians now fall under this category, as well as former Flying Wyverns like Tigrex.
 * The "Snake Wyvern" class has been removed. Serpents like Najarala are now Leviathans and winged creatures like Remobra are once again normal wyverns.
 * The Fanged Beasts have been split into two sub-classes: herbivorous quadrupeds like Bulldrome (Beasts) and bipedal omnivores and carnivores (Arzuros, Blangonga).
 * The "Neopteran" and "Temnoceran" classes have been merged with the Carapaceons to form one catch-all group for all giant arthropods.
 * Lynians no longer appear in the Hunter's Notes or in wild areas as "monsters". They are considered a race, like humans and Wyverians, and are not treated as enemies.
 * Small carnivores will gather to feed on nearby carrion. If allowed to feed for too long they can make small monster bodies and severed tails disappear.
 * The Buddy system from previous games has been completely overhauled. All friendly fauna now falls under the Buddy moniker, with four distinct categories and functions: Pals (Felynes & Shakalakes) to help in hunts, Pets (Poogies, Moofahs, etc) for your house, Seekers (Cohoots, Scoutflies, etc) to find monsters, and Raiders (Palamutes, small monsters) to ride around on.
 * Layered Armor is made available for both Low and High Rank and works differently than in past titles. Any armor set the player crafts will automatically be added to their list as a Layered Armor set as well, and will stay there regardless of whether the original armor is kept or sold.
 * Invisible helmets are a toggle-able option.
 * Waterblight is now explicitly stated to be the result of water filling up a hunter's suit. As a result it can only affect players who are on land. Diving underwater thus does not inflict waterblight. Emerging from it does.
 * The visual effects for waterblight and dragonblight have been altered. Waterblight is now shown as water excessively dripping from the player's armor and Dragonblight bolts now manifest on the player's weapon rather than their character. The color of the weapon also fades while afflicted.
 * Weather conditions like rain and snow can now stop or start mid-hunt.