When 3D was still fairly new to games, the promise of scale was enough to get my attention. Miles of road to drive over. Mountain peaks to climb. Rural fantasy townships and sci-fi space colonies to explore. News articles began announcing how long it took to cross a map, or how many “Oblivions” could fit into the virtual landmasses of competing games. But it wasn’t only the worlds that grew. Enemies got bigger too, with screen filling Castlevania bosses evolving into the monstrous giants of Demon’s Souls and the steppe-scraping titans of Shadow of the Colossus.
This is a companion discussion topic for the original entry at https://waypoint.vice.com/en_us/article/8xvpw5/monster-hunter-world-review