Capcom's multiplayer action RPG debut for Nintendo's new handheld hits milestone in less than two weeks on shelves.
Capcom first announced Monster Hunter 3G for the 3DS in the same Nintendo press conference that it revealed Monster Hunter 4 was in development for the system. While announcing the fourth full game in the franchise overshadowed the series' 3DS debut at the time, it apparently did nothing to temper Japanese gamers' demand for the title.
Capcom has announced that Monster Hunter 3G has shipped more than 1 million copies in Japan. Most of those copies have found their way into players' hands, as the game went on sale December 10, and Media Create's two Japanese sales charts since launch report a total of about 730,000 copies sold through to customers.
The game is a follow-up to the Wii title Monster Hunter 3, and it features different control schemes for underwater segments, reworked camera controls, 3DS StreetPass functionality, and local wireless play. New monsters in this version include Bracchidios (featured on the game's cover) and Guran-Miraosu, while returning monsters like the Gigginox and Uragaan have new attacks so that players are forced to revamp their hunting strategies.
I'm still waiting for MHP 3rd, and the translators can't work fast enough on it at all. Really hoping this game makes it stateside along with MH4, as frustrating and rage inducing as this series is for me, I still love it nonetheless.
@fabz_95 Which is why recent Capcom games don't have much quality in it since Capcom knows they will be able to sell.
I have a feeling Nintendo will have to publish the game to see it in the West. They did it with MH3. I don't think Capcom would publish it
I wish 3DS had HD TV device like psp 3000, as a matter of Fact I think every handle should have a mandatory requirement to play hand helds on their tv screen. Sometimes being versatile is a good thing.
@dxdevilex0 : If Capcom and Nintendo have a close enough relationship for Capcom to help influence Nintendo to release an entire peripheral Nintendo has a good chance of convincing Capcom to release NA.
@WllDan7 : Nintendo didn't make Xenoblade either but that didn't stop it from being held back from U.S audience....
@Thirdrail1 That sounds awesome.I remember playing DKCR with my dad and we spent over 100 hours trying to beat it and collect everything.I love a game that has so much content.These days,devs like to shove FPS games with 6-10 hour campaigns at us and charge us 60 bucks.No thanks amigo.When I blow 60 bucks on what is basically a toy,I wanna blow huge portions of my life along with it!:P
3DS is doing quit well now.Quite well indeed. But,this game isn't in the States,so.....step it up Capcom. You've all but killed MegaMan,and that infuriates me,to the point where I couldn't care less about you.But I've never played Monster Hunter,and would kike to give it a try on my 3DS.It may mellow my attitude towards you.But what really would make us friends again,is a MegaMan game brought all the way from start to finish. The path to redemption is open,Capcom.I'm waiting.
I think this will be released only in Japan,we already got MH3 for Wii,right? And it's possible that MH4 will be exclusive to 3DS and might be released worldwide too.
I've got it and it's fantastic.
American gamers like Stonecutters908 need to understand that Monster Hunter games operate on a completely different scale than we're used to. 100 hours of a single player game in the US is a pretty epic play through. But MH isn't an American game. We're the people who thought a 30 foot monkey was a "giant monster". The Japanese weren't satisfied with a MOTH until it was 100 stories tall and fighting the entire army. Scale.
100 hours of Monster Hunter is the tutorial. There are literally casual gamers in Japan with 5000 hours on their MH save files. I'm not talking about hardcore people. I'm talking about people who migrated to Monster Hunter from games like Angry Birds.
So, yeah, 4 hours is nothing. You might as well have not played it all. The difference, from the standpoint of a real monster hunter, is indistinguishable. I'm sure my 65 year old mother knows more about MH from sheer osmosis than you picked up in 4 hours. No offense. It's just true.
You have to commit to Monster Hunter, and then you see the magic. 700 hours into Unite I'm still only about 85% of the way through the game's content. Find another game you can play obsessively for 700 hours and still have completely new things left to do and see, and then think about your concepts of pacing.
looks pretty cool actually. My biggest problem with Monster Hunter on Wii was the awful inventory menus which nearly killed the game from the start. The other big problem was the pacing. When you play a game called Monster Hunter for 4 hours and haven't fought a big boss style Monster yet, there is a serious pacing problem.
@moviequest14 Stores don't "buy" their games from the publisher. The store sells the stock, but they don't own it and neither did they pay for it. When the game is sold, the publisher gets the money and the store get a share of it, too.
Wow! This is like Dragon Quest when it goes on sale in Japan. Now the 3DS has Mario, Pokemon, Dragon Quest and Monster Hunter that sells their systems in Japan.
@ekalbtwin : Already Capcom can consider it a major success...keep in mind that..though a million copies haven't left the stores yet..capcom has sold a million copies because the stores have already purchased them.
Why do they always do this? Oh, Japan is having so much fun with this game, but the United States isn't getting it! You guys are so mean.
wow, this looks crazy! and we aren't getting it in the US just yet? hmm...for some reason it reminds me of the Monster levels in Peacewalker...for no reason :)
Content you might like…
Control issues and a lack of online play hamper what's otherwise an outstanding Monster Hunter game.
- Mar 20, 2013
Users who looked at this article also looked at these content items.
Avalanche Studios co-founder says developer's ambition is for action, not moments that make players cry; steampunk-style game on hold. Full Story
- Posted May 15, 2013 6:33 am PT
4A Games creative director Andrew Prokhorov thanks Jason Rubin for telling the studio's story, but says, "We deserve the ratings we get." Full Story
- Posted May 16, 2013 12:44 pm PT