Monster Hunter: World shipments and digital sales top 7.5 million

People compare Soulsborne combat to Monster Hunter combat a lot, so I'm going to mention some of the things that both of their combat systems do differently.

MH does not have a traditional lock-on system. What I mean by this is that MH lock-on only moves your camera for you. This seems to throw off people quite a bit because most games have their targeting system have additional features, such as circle strafing or aim assistance. You have to aim every single attack you make, which is not the case in Souls unless you're playing without lock-on.

Every time I'v played a Souls game without a shield or parrying, the universal best way to prevent getting hit is to make use of the i-frames on your roll. When I play MH, very rarely do i-frame through something. I only do so when the move is one of the few moves that are easy to roll through or when I'v messed up my positioning. This makes Souls feel like it focuses on rythme, compared to MH's focus on positioning.

MH has a much large focus on landing combos. In Souls you are concerned about how many attacks you can get off before you need to evade. But in MH a lot of your good attacks are at the end of a combo, so you need to land the entire combo to deal optimal damage. This once again makes MH feel like it focuses on positioning more than Souls does, since you can often get off a lengthy combo by positioning yourself well.

MH handles staggers much differently than Souls does. MH monsters do not stagger until you hit them enough, while Souls enemies and sometimes even bosses will stagger if you hit them with something big enough. I often use my offense as a defense in Souls. This is not the case in MH, unless I'm using the momentum of an attack to dodge something or the monster can be staggered with the next few hits.

/r/PS4 Thread Link - gematsu.com