OKAY SO BECAUSE OF @nibwhipdragon (and their excellent taste because 4u is peak) IâM TALKING ABOUT THE COLOR DIVERSITY THING BC HOLY HELL IS IT BAD AND I THINK WHAT THEY DID TO NERSCYLLA REFLECTS THIS SO WELL.
they also did gore and shagaru dirty by dulling the gold hues so yeah not forgiving that either
my biggest hot take in all of monster hunter is that some of world and wildâs designs? theyâre boring. not in a framing structure way, but color-wise, theyâre boring. rise was better at it but they did dull some colors and i stg this is all because of the western realism angle.
let me show you both 4th gen nerscylla and 6th gen nerscylla
they removed aspects of the color palette, and because of the shade of purple theyâre going with for the gypceros hide, the actual poison spikes donât pop nearly as well.
this isnât to say you canât make a restricted palette work because in some ways you can. why? because the designers took liberties to compensate, be it through a more cartoonish/wild design or having enraged states that add a splash of color, plus they make the solid colors as bold as possible. some great examples of this are the fatalis trio, yian kut-ku, akura vashimu, gogmazios, the aforementioned magalas, seregios, even basarios. of course thereâs exceptions to this (first two gens had pretty meh looking rock monsters save for basarios and diablos), but the vast majority of them do something unique.
this isnât to say world didnât have any stand outsâignoring iceborneâs subspecies, standard pukei pukei and odogaron, kulu ya ku, dodogama, bazelgeuse, along with xenoâjiva are genuinely great. issue is that a lot of these colors do get washed out, save for dodo and xeno. this isnât to mention how worldâs lack of variety hurts it, as a majority of monsters take influence from some form of reptile. this makes the introduction of older monsters even more jarring. thereâs an argument to be made about that being the point, but this isnât in a good way. they look like they belong in two separate franchises, not monster hunter.
you can also say what you will about frontierâs monsters because yes some lean too heavily into spikes, but theyâre at least memorable.
itâs hard to describe what makes worldâs monsters not hit as hard. the fights themselves are memorable, but designs are consistently generic, and that makes me so upset.
but the color dulling is very obvious when pinning renders of returning monsters next to one another. look at old rathalos. now look at new rathalos. look at old color palettes. now look at new color palettes. i genuinely think the washing makes designs like magnamalo and primordial malzeno lack the extra oomph needed to be truly fantastic.
these donât make or break the games but i have to stress there is a heavy ârealismâ push which means god forbid we have color.
itâs especially weird because surprisingly enough, plenty of real world animals do have a wide array of colors, body shapes, or boldness! bright colors are just as important as camouflage, as they can signal âstay awayâ or attract mates. if you want to argue it goes against camouflage completely, your average red/orange pelted tiger does well in a jungle. so do pandas.
what iâm trying to say is this is genuinely frustrating. i remember seeing a criticism towards rise being âtoo cartoonyâ as if the series has never had goofy or standout designs. good stylization will forever and always be more memorable and impactful than total realism. games have shown that a good way to make it work is through color.
new gen mh has really neglected its visual design and i really think that needs to be recognized.
as iâve said in many posts, this wonât make or break the games, iâm sure wilds will be great, capcom can do whatever with the series, blah blah blah. this doesnât mean the personality isnât being sapped, or that thereâs no problems whatsoever with frankly increasingly bad color design. the last thing i want is for a series as good as monster hunter to be overlooked because it looks like just another triple a title, but with the rate itâs going on a visual and style front, that might end up being the case if there isnât any push for change.
(this also isnât to say you canât do bad stylization either, but iâd argue the realism without style angle has become a bigger issue.)