Dauntless – Crossplay to the Way that Anyone can Hop into a Game
Dauntless brims with energy. It’s in everything from the exuberant use of color to the larger-than-life Behemoths with cheeky nods to the developer’s Canadian roots. Monster Hunter: World’s high-realism design almost feels grimdark in comparison to the Shattered Isles’ Crayola color scheme of glamors and on-the-nose armor designs. The game has chutzpah, but it lacks that little bit more to keep you properly engaged in its monster hunting fracas.
At first glance, Dauntless looks and appears to play like a beginner-friendly version of Capcom’s monster-slaying franchise. After a robust character creator (which features some nice non-gender conforming options), you’re thrust into a dangerous world via an unceremonious plane crash. The premise behind your existence here is a simple one which isn’t really brought up ever again: you need to kill things that are making the place dangerous, and killing these enormous things sometimes involves calling upon your mates for help. Hunt, slay, repeat. Hunting the giant monsters that stalk the Shattered Isles, slaying them, and repeating it until you’ve gathered enough parts to make a cape out of tailfeathers is something that you repeat ad infinitum.
The game’s Behemoths are intelligent, deadly, and initially occupy a strange space between fantastical and woodland creatures. You find yourself taking up arms against killer beavers, oversized owls, and angry turtles. The beaver feels like a tongue-in-cheek nod to the developer’s Canadian origins, and because the early reference points are mostly animals that we’re familiar with (as opposed to more esoteric dinosaur-dragon hybrids), it means that there’s a level of innate predictability in how some of these creatures fight. The Gnasher, our beaver-like friend, will slap you around with its oversized tail. The Shrike, a gigantic killer owl, flies around and uses its wings to create tornadoes. The Embermane, an analog for a lion, prances and pounces like the best of them in the Serengeti. The fact that these initial monsters have physiques and species archetypes that occur naturally in our world makes them less, well, daunting. Behemoth designs become more intricate once you’ve left the relative safety of the first few locations and have to contend with insects shooting deadly lasers at you, but by and large, you’re fighting creatures that you can intuit a solution for.
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