There aren't many songs where I plug my earphones in and turn the volume up to full. But this, along many other MH peices, makes me want to do that, this makes me want to climb a mountain and beat the living shit out of a pissed off sabertooth dragon. Thank you so much Dravonista, you maniac.
I like how the end of the small monsters theme has a bit of the Succession of Light motif in it, that's a nice touch. Damnit, now I have to go listen to Succession of Light again.
Ah one of my favourite zone themes in the whole series! Thank you for putting this together. And just a quick question, will you be doing medleys for rise themes as well?
The Hoarfrost Reach has to be my favorite hunting biome in the series so far. It's a joy to explore, it's varied, massive but doesn't feel too big or confusing, the arenas are open and don't overly rely on gimmicks, and while the Coral Highlands still takes the prize of sheer beauty and creativity, H. Reach is still a stunner. I really wish the other biomes in world were designed with this level of craft but I suppose they had to make their mistakes on those for H. Reach to exist. Shoutout to the Guiding Lands as well.
Fpr me still sad they done nothing with the typhoon under the ice bridge.. when the demo came out i was like "for sure there gonna make a big monster came out pf this typhoon it will be crazy.. and after the the game came out and made the whole story i was sad but hope was remained a bit in me.. until the alatreon update with the new stupid barioth (that is way more easy than a dodogama.. first try without death in 12 min..) and seen that typhoon was just a decoration.. so sad ;-; but yeah that maybe for me the only sad thing about this area or maybe alsp the fact that we dpn't fight so much in the 10 area with the 2 stalactites.. like we have in the ancient land..
@@aphy460 Uh... the Hoarfrost Reach typhoon in Area 7 is not a decoration. You can fall into it if the ice cliffs collapse during a fight, and it'll spit you out into the caves near Viper Tobi.
Yeah. For me, if I had to say my take on each map in World: Ancient Forest: Best Part: Tobi-Kadachi. Worst Part: The music. Oh Gog, the pecking music. It sucks. Wildspire Waste: Best Part: The fact that I don't have to come back to it after the Glavenus quest. Worst Part: Everything else, minus the monster selection. Coral Highlands: Best Part: The uniqueness, nothing I've ever seen before. Worst Part: The higher regions are confusing to explore. Rotten Vale: Best Part: Unique, and the soundtrack bops harder than it should. Worst Part: The effluvium hazard in the middle section. Makes fighting everything except Radobaan a pain. Elder's Recess: Best Part: Dodogama. Worst Part: It's very maze-like. Hoarfrost Reach: Best Part: Easy to explore, yet full of secrets. Worst Part: Feels very generic imo. Same with the Forest and Waste, but they have worse problems.
Barioth's theme is actually the tundra theme from tri. This I feel like is more like fulgur's, beo's and banbaro's theme. Like for all of them it fits really well! It is great for barioth too.
@@Doomguyhunter1 Except Tri's Tundra theme is clearly Gigginox's theme! It may be the less "prestigious" monster, but the frozen ominousness of the tundra theme fitd Gigginox too well not to.
@@oeeo6thealatreon118 I think that is a name that people gave to it. My comment was in jest, the Tundra theme really only belongs to the Tundra and not to any singular monster, but IMO of Tundras monsters it fits the Gigginox the best.
Thanks to certain inspirations, I cannot help but imagine the large monsters of the Hoarfrost Reach as (low-tech & moderate magic) human tribes or groups dwelling in the frozen north, all under the rulership of the High Queen Velkana. Here is what have for the following (it is a long read though): Beotodus: A horseback tribe who, despite their armour, are poorly suited in prolonged combat. Instead, they are an outrider/ ambush force, using their familiarity of the terrain to make the outer tundras their territory. Banbaro: The typical Vikings - raiders and warriors who regularly wander to other lands as they please. Usual weapons being either heavy dual clubs or twin-headed axes. Legiana: A tribe who had become refugees due to troubles in their homeland, having been granted asylum in the Hoarfrost Reach in return for their role in defending the lands. Preferring swift, indirect combat through their bows. Shrieking Legiana: Members of the Legiana tribe who were handpicked as Velkana's personal guard as well as the tribe's combat leaders. Granted some boosted ice magic from the High Queen herself, as well as a special horn which alerts nearby Legiana of intruders. Viper Tobi-Kadachi: A gathering of hunter-assassins, who prefer the use of poisoned knives in combat. A reclusive group, they are hated by the Banbaro and Beotodus tribes for many reasons. Barioth: Also a hunter tribe, though far more proficiently so than Viper as they prefer direct combat against their prey (animal or human). Their most famous member, nicknamed "Frostfang", was also granted ice magic by Velkana as well as being her personal hunter. Fulgur Anjarnath: An oddity among the denizens of the Hoarfrost Reach, having been originally outsiders as well but not yet fully acclimated to their new environment. Also notable due to their ability to wield modest technology, in particular their "Stormslinger cannons" (thanks to the aid of a certain huntress from beyond the lands). Despite their outsider nature, they too are fiercely protective of the Reach, often announcing their arrival by a distinct roar from their warhorns. Velkana: The High Queen herself. A highly-aloof and isolationist ruler, she rarely leaves her lands except in regular departures for unknown reasons. However, her departures have been happening more frequently due to unnatural phenomena literally quaking the Reach. Typically wields her ice magic alongside her long sword and frost spear. Others (e.g. Rajang, Ebony Odogaron, Savage Deviljho, Tigrex, etc.): The tribes of the Hoarfrost Reach are generally distrusting of outsiders, especially those not recognised by the High Queen. Most are regularly fought off by attrition, but two have become particularly difficult even to the hardy inhabitants and so have unofficially made the Reach their home as well: - Furious Rajang: A terrifying monster of a man, who was apparently driven mad by a terrible injury. Now incapable of reason, his strength is unmatched and even Velkhana was barely able escape his unstoppable rage alive. - Stygian Zinogre: Another terrifying being, though for a different reason to Rajang. Many who even approach him describe him as being possessed by a daemon, citing his harsh red aura and deadly red lightning which strike around him even in cloudless days. Those who attempt to battle this Zinogre quickly learn that his menacing appearance matches his power to control this red lightning in battle - even using it to disrupt the magics his opponents may have - as well as his own ferocity in close combat.
This music just... there's really no way to describe it other than describing fight moments. 1:49 - Barioth has knocked the hunter to the edge of the cliff; it crumbles away, the hunter lunging to safety at the last moment. 3:20 - Clutch-clawing through the ice caverns in pursuit. 4:20 - Banbaro showed up and the hunter accidentally mounted him. Hoarfrost Reach was amazing to experience.
Thanks for providing a medley for my fave monster hunter map! Also here's some video ideas: desert map medley, lava map medley, etc. And maybe alatreon theme mix up? Please, it would be godly! Best wishes and hope you get bigger. You deserve so many more subscribers. Extremely high quality medleys! Edit: your alatreon mix is amazing! I didnt even notice at first! Edit 2: this hits so much harder during winter for no reason! So good!