My Self-Indulgent Ideas for a Monster Hunter Stories Game
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As somebody who loves creature-collecting games, as well as Monster Hunter, I do rather like the two Monster Hunter Stories games. However, there are things about them I think could be done differently or changed entirely. Any references to how I would change the controls refers to an Xbox one controller as that is what I use. I don't expect much of what's in this article to actually make it to a potential MHST3, if anything at all, but I'd much rather make something as self-indulgent as this than to focus exclusively on things that will likely make it into a sequel. I will mainly be using the second Monster Hunter Stories game as an example, but I will occasionally refer back to the first one for specific things.
It'll take a while for this article to actually be finished due to it being something I've been thinking about for quite some time, but it is something I do plan on finishing (though I'll likely come back to it from time to time whenever I have new ideas).
This hypothetical MHST game would have a greater focus on exploration with larger zones that can be explored (though not truly an open-world game). There would also be areas in these zones that can only be reached with the use of specific Riding Actions (unlike MHST2, where flying monsties basically trivialize exploration in the larger zones). Additionally, swimming monsters can go underwater, bringing in even more opportunities for exploration, as well as monsters that can exclusively be used underwater (because of the lack of underwater combat in non-third generation games, this number would be small, which is why I imagine this game would have some exclusive monsters to fill in gaps like this). Flying no longer protects you from getting attacked, as flying monsters may choose to chase you while you are in flight. Because of the three-dimensional exploration of not only flying, but swimming as well, its map would likely be three-dimensional as well, similar to Monster Hunter Wilds. In icebound areas, one can occasionally uncover Primordial Monster Dens, the eggs of ancient species can be found inside, preserved by the surrounding ice.
Adjustments to Riding Actions
In MHST2, a monstie can have only two riding actions — one that can be used whenever, and one that can be used in specific contexts, and all use the "B" button on the controller (with the exception of "Swim", which is automatic). For example, Brachydios has "Roar", which can be used at any time, and "Mega Breaker", which can be used to destroy large boulders. I don't see a reason why these sorts of contextual Riding Actions can't just use the interact button ("A"). In the case of the "Fly" Riding Action, that can exclusively be used in the larger zones and cannot be used in smaller areas, such as monster dens. With the exceptions of the Barioths (which both have "Rock Breaker"), this makes flying monsters entirely useless in terms of Riding Actions outside of these larger zones, and I think that could be fixed with some adjustments to the default controls. For some reason, the map is opened with the "menu" button and the game's actual menu is opened with the "Y" button, I feel that it would make more sense for the menu to be the one opened with the "menu" button, and the map could either be opened with a button within the game's menu, or perhaps one of the D pad buttons (which does entirely nothing in the field in MHST2).
This would open up an extra button for a riding action that can be used whenever, so monsters like Yian Garuga or Deviljho will no longer be left without their ability to roar. In the case of Riding Actions such as "Monster Search", I feel that the right bumper would be a fine spot for them, and the Objective Display toggle could also be switched to one of the D pad buttons. Hell, the button for mounting one's active monstie could also be switched to a D pad button, freeing up the "X" button, though most monsters probably won't have that many Riding Actions. I'm honestly surprised the D-pad isn't used for anything in the field, if they used it for anything, that would free up a lot of space for more interesting things. But of course, the Stories games are targeted towards people who are a lot younger than me so increasing the complexity of the controls would likely be a bad idea in practice, but I can certainly still dream of what I would love to see.
More Riding Actions
Jumping off of the previous section, the current roster of Riding Actions likely won't be enough to take full advantage of the new space, especially with the "Search" actions getting their own dedicated button. So, I have been figuring out potential new Riding Actions not only to give these monsters more to do, but to make exploration more interesting (as that is one of the main focuses of this hypothetical MHST sequel). At the end of this page, I will have a full list of the monsties that would be in this game, as well as their riding actions. It'll take a while to be finished though, but I have set up reminders for myself so that I will actually finish it. Of course, once I do finish this list, I will most certainly get new ideas from time to time.
Advanced Climb
- An improved version of "Wall Climb". Not only can monsters with this action climb walls, they can climb ceilings as well. I imagine there would be certain areas that can only be accessed by crossing gaps too great for the "Jump" action and for whatever reason, "Wall Climb" is not enough (whether it be because there are no walls at all on either side of the gap (or are too distant/impractical to climb) or they are hazardous in some way (made of loose soil/gravel, covered in hazardous vines, etc). Some monsters (such as Khezu or Gigginox) would be animated climbing on the ceiling itself, while others, such as the various primates, would be animated swinging from whatever vines, roots, or rock ledges are covering it.
Air Dash
- A version of "Dash" that can only be used while airborne. This one is mainly for utility, as the default flight speed may be too slow for quickly exploring larger zones. Like the standard "Dash", turn speed is reduced and hitting an object (like the side of a mountain) will bring you to a stop, hitting the button used to trigger "Air Dash" will do the same.
Crevice Crawl
- A utility action that allows the monster (and rider) to squeeze into tight spaces, may be used on land or in the water. Some areas can only be reached by travelling through narrow tunnels, but monsters with this ability can travel through them. I imagine the tunnels won't be so narrow that the rider can't physically be on the monster, but perhaps as part of the animation, they lean forwards somewhat so that they may fit.
Fish Search
- Not actually new as it was in MHST1, but in this hypothetical game, it comes back with some additions. Since swimming monsters can now submerge, fish can now be gathered from their own resource nodes like plants or bones instead of being shinies (like in MHST2) or being fished from marked spots (like in MHST1). Fish monsters, such as Gajau or Sharq, are not included, as they would be detected by "Monster Search".
Focused Breath
- An action used to hit distant targets. Many monsters in the Monster Hunter games utilize breath attacks, but in Stories, are only a part of combat. I felt they could be used in exploration as well, perhaps you are in a cave that has an area that can only be accessed after activating a lever that is too far to reach, or perhaps in the large zone areas, there are boulders that lead to hidden areas that can only be accessed while flying and therefore, must also be destroyed while airborne. I imagine that in order to use it, pressing the applicable action button would take you into a sort of aiming mode, and once a target is in one's sights, pressing the interact button ("A" in the case of an Xbox controller) will unleash a ball or beam of whatever weaponized breath your monstie uses. It took me a while to figure out a name for this one, as I wanted it to be general enough that it can fit any monster with a breath attack.
Glide
- Basically a combination of the "Jump" and "Fly" actions. I imagine this game would have areas that can only be reached by taking advantage of air drafts, sorta like the Coral Highlands with the Glider Mantle. The majority of monsters with the "Fly" action also have "Glide", but there are other monsters that use "Glide" exclusively. My other reason for making this action is that, in MHST2, Tobi-Kadachi is only ever seen using its patagium during its Kinship Attack, I felt that didn't really do it justice and gave it an excuse to use it more often. I also gave it to the monsters with the "Fly" action so they can still do something with it in smaller areas.
Ice Breaker
- A utility action which allows monsties to break through ice walls, floors, icebergs, and other such obstructions in a similar way to "Rock/Mega Breaker". Ice Breaker may also be used to uncover Primordial Monster Dens and the eggs found within.
Light
- A utility action that can be used in two ways. In brightly-lit areas, it has a similar function to "Roar", temporarily stunning nearby monsters. In dark areas, such as certain caves or areas that are deep underwater, it can be toggled on to increase visibility. I wanted to do monsters like Gypceros and Gobul
Pheromones
- A gimmick action used exclusively by Seltas Queen and her subspecies. Summons a Seltas/Desert Seltas which then grants the Queen the ability to fly, when grounded the Seltas may also be thrown in order to hit distant targets in a similar manner to "Focused Breath", but must be resummoned after being thrown. For this one, I was inspired by MHST1's Qurupeco having an exclusive action known as "Monster Call", which was unfortunately removed in the sequel. Technically, "Stealth" is also an exclusive action, but I am not counting it as one in this hypothetical game due to some of its monsties also having it.
Sea Dash
- A version of "Dash" that can only be used underwater. Like "Air Dash", it is mainly for exploring or crossing larger areas faster.
Wall Climb
- Mostly just a renamed "Ivy Climb" with some changes. Instead of just climbing vertically on vines to reach high-up areas, marked walls can be climbed horizontally as well in order to cross gaps. However, not all gaps can be crossed with this action. I wasn't originally going to split this action from "Advanced Climb" (which I initially called Climb), but since it wouldn't really make sense for monsters like Tigrex or the Palamutes to go on ceilings, I decided that it'll be a similar situation with "Rock/Mega Breaker" where there is a weaker form of the action found in earlier monsters, as well as an improved version later in the game.
"Minor" Changes
These are simply things that aren't quite as major as these previous ideas.
- An older protagonist. This is mainly due to personal preference as I'd rather play as an adult in most things, but I feel that it could lead into some interesting events in the story. Keeping with the focus on exploration, perhaps they were a sailor whose ship was attacked by an unknown monster and washed up somewhere that's inhabited by Riders. Or perhaps they are a Rider who never ventured far from their village with their beginner monster before the inciting incident causes them to begin their adventure and monster-collecting habit. Or maybe, using a similar theme to my first example, they are a Rider from a village that has been destroyed by a mysterious monster and was taken in by a different Rider village as a child, but as an adult, this new village is attacked by the same monster.
- Updated monster models. Since the models for many MHStories monsters are based on how they looked in the 3DS games, their designs aren't quite up to date on what they currently look like. This is something I mostly want for monsters like Yian Kut-Ku and Yian Garuga, as the wing anatomy on their old models aren't very good. This isn't quite as much of a priority to me as other things in this article and I'd much rather see the development time focused on something like new monsters and such than this, but it would still be nice to see.
- The ability to fight the final boss multiple times. I have no idea why this hasn't been implemented yet, but it is something I'd like to see at some point. If it doesn't make sense in-story to fight this monster more than once, perhaps rematches against the final boss could be portrayed as flashbacks or dreams.
More Monsties
In the currently existing Stories games, only a certain portion of the monster roster can actually be obtained as ridable monsties. I can see why monsters like Jaggi or the Bnahabras can't be ridden due to their small size, but it doesn't make sense why Duramboros or Tetsucabra can't be ridden (I assume they were cut for time). So, in this hypothetical game, every large monster has a monstie form (though I imagine the eggs of boss monsters such as Fatalis or whatever this game's final boss is would either be extremely rare or only found in certain secret areas). Because several unridable large monsters had monstie forms that were cut from Stories 2 before its release, I don't know what Riding Actions they would have had in an actual Stories game, but I will give them ones that make the most sense to me. Because some monsties in this hypothetical game can only be ridden and used in battle underwater, I imagine there would be two monstie teams — one for terrestrial exploration and combat, and one for underwater. Some monsters, like Lagiacrus, can be in either team.
Non-Canon/Exclusive Monsters
The monsters I come up for this won't be given names, I will just give them a short description and the information I give the canon monsters (element, attack type, etc), as well as some attacks/combat skills I imagine they would have. For fully-aquatic monsters, I will be leaving out the "Swim" Riding Action as that is something they are always doing and I feel that it wouldn't really make sense because of that.
- Eel-like Piscine Wyvern with a large mouth akin to that of a pelican eel and venomous spines in its fins - water element - prioritizes Technical attacks - Crevice Crawl (interact button), Sea Dash ("B" button), Stealth ("Y" button), Fish Search (right bumper) - many of its attacks involve poisoning targets with its fins, has a pair of skills exclusive to it (tentatively called "Lure" and "Swallow"), the first of which summons a fish (in the case of the monstie, it is a Sushifish and in the case of an enemy monster, it is a Gastronome Tuna), the second will instantly kill the summoned fish and heal the monster. If the summoned fish is not killed in a certain amount of time (three turns in the case of an enemy monster and one turn in the case of a monstie), the fish will flee - can only be ridden underwater
Canon Monsters
Monsters which already have a monstie form will still be put here, as their Riding Actions will need to be adjusted. Like with the non-canon monsters, any monsties which can only be used underwater will not have the "Swim" action listed, as that is something they are always doing. As long as one makes sense for them, I'll likely be giving many, but not all monsters a Search action of some kind. Monsters which have a "*" next to their name are ones which already have a monstie version in existing games, and those with a "^" next to their name are ones which have an enemy monster form in existing Stories games, but no monstie.
Monsters will be listed in alphabetical order, subspecies, rare species, deviants, and any other monster variations will be located beneath the non-subspecies form.
- Agnaktor ^ - fire element - prioritizes Speed attacks - Lava Dive (automatic), Ground Dive (interact button), Focused Breath ("B" button), Roar ("Y" button)
- Glacial Agnaktor ^ - ice element - prioritizes Speed attacks - Ice Breaker (interact button), Ground Dive (interact button), Focused Breath ("B" button), Roar ("Y" button)
- Ajarakan - fire element - prioritizes Power attakcs - Advanced Climb (interact button), Mega Breaker (interact button), Roar ("Y" button), Monster Search (right bumper)
- Aknosom - fire element - prioritizes Technical attacks - Glide (interact button), Fly ("B" button), Dash ("Y" button)
- Chameleos - no element - Prioritizes Technical attacks - Glide (interact button), Fly ("B" button), Stealth ("Y" button)
- Chatacabra - no element - prioritizes Power attacks - Rock Breaker (interact button), Bug Search (right bumper)
- Epioth - water element - prioritizes Power attacks - Rock Breaker (interact button), Fish Search (right bumper) - can only be ridden underwater
- Gigginox - no element - prioritizes Technical attacks - Advanced Climb (interact button), Crevice Crawl (interact button), Roar ("Y button), Monster Search (right bumper)
- Gobul - water element - prioritizes Technical attacks - Swim (automatic), Light ("B" button), Stealth ("Y" button), Fish Search (right bumper)
- Great Maccao - no element - prioritizes Speed attacks - Jump ("B" button), Nest Search (right bumper)
- Lagiacrus - thunder element - prioritizes Power attacks - Swim (automatic), Sea Dash ("B" button), Roar ("Y" button)
- Tetsucabra ^ - no element - prioritizes Power attacks - Rock Breaker (interact button), Ground Dive (interact button), Roar ("Y" button)
- Berserk Tetsucabra - no element - prioritizes Power attacks - Rock Breaker (interact button), Ground Dive (interact button), Roar ("Y" button)
- Drilltusk Tetsucabra - no element - prioritizes Power attacks - Mega Breaker (interact button), Ground Dive (interact button), Roar ("Y" button)
- Valstrax - dragon element - prioritizes Speed attacks - Fly (tap "B" button), Air Dash (hold "B" button while airborne), Roar ("Y" button)
- Zamtrios * - ice element - prioritizes Technical attacks - Swim (automatic), Ice Breaker (interact button), Focused Breath ("B" button), Roar ("Y" button), Monster Search (right bumper)