Monster Hunter World: Iceborne – The Clutch Claw
When Capcom first showcased the Clutch Claw for Iceborne, it looked new and exciting but also comfortably familiar. If there’s one developer that knows grappling hook and claw mechanics, it’s Capcom. Bionic Commando, Mega Man Zero 2, even the climbing rope in Magical Quest Starring Mickey Mouse – the list goes on.
However, the Clutch Claw wasn’t exactly as smooth or intuitive as any of those titles. Its range was limited. It felt super-clunky at times, and like it was deploying in slow-motion at others. You couldn’t even ignore it either since it allowed for effectively running monsters into walls. Furthermore, it tied into the new tenderizing mechanic, which was required for dealing more damage to specific monster parts. First attempts to grapple with Iceborne’s hyper-aggressive monsters were an exercise in anger and frustration.
Capcom would make several changes and improvements to the controls and tenderizing but the Clutch Claw still feels fairly janky at times.