they’re among my least favorites but somehow also among my favorites. This is evident in the countless hours I’ve invested in “Monster Hunter World,” trudging through numerous Siege quests and Fatalis attempts, vowing never to return… only to do so again, even venturing into “Sunbreak” and its Affliction-filled chaos. Despite my cursing and frustration, I can’t resist the call of the next challenge. It’s like the monsters roar, trip me up, and kill me instantly, but they always drag me back in.
In my opinion, Monster Hunter Rise initially didn’t grab me as much as it did others, but it quickly won me over because it seemed like a natural evolution from World. The Switch Skills and smaller maps of Rise were acceptable, but it was World that truly drew me – and many other fans – into the series and revealed its enchantment.
Monster Hunter Wilds isn’t strictly a sequel or successor to World. Labeling it as an upgraded version might be misleading due to certain factors I’ll explain later. However, it is indeed a solid addition to the Monster Hunter series, despite the fact that the familiar cycle of “Hunting monsters to obtain materials for crafting superior equipment to take down tougher monsters” may have some modifications in this iteration.
Despite its unique setup, the main storyline in Monster Hunter Wilds often adheres to common narrative patterns. At certain points throughout the tale, the mission structure can become predictable and repetitive.
In a nutshell, the Guild embarks on journeys to unexplored territories, probing enigmatic occurrences and confronting fearsome beasts. Over time, they uncover that situations are rarely what they seem, dealing with peculiar events linked to supposed legendary creatures. Though it’s an old trope, I must say Monster Hunter Wilds adds a unique twist to the storyline.
A significant element propelling the storyline is Nata, a resilient youth found close to the Forbidden Territories. His tale of the Ghostly Specter sparks an exploration led by you and a novel guide into this uncharted territory. Although delving deeper into the White Wraith is crucial, the narrative delves into the dynamic ecosystem’s ongoing transformations, emphasizing the delicate balance between mankind and nature, and the Hunters’ role that extends beyond simply taming odd-looking monsters for fashion accessories. Additionally, I found Nata’s character arc captivating – it unfolds gradually, making sense given his experiences of encountering a broader world and overcoming past traumas.
Other characters didn’t seem as captivating, but Gemma the blacksmith has depth to her history that stands out. Olivia, a Hunter who can aid the player during Hunts, and Erik, a biologist who shows curiosity yet lacks caution, are intriguing when they appear, albeit subtly so. Interacting with various villagers offers insights into their culture within the Forbidden Lands, but the characterization is relatively weak overall. However, the Wudwuds of the Scarlet Forest were endearing and charming.
In essence, despite its unique setup, the fundamental storyline of Monster Hunter Worlds adheres to common plot patterns. At specific stages of the narrative, the quest structure could grow repetitive. However, I admire the decrease in dependency on the gimmicky features seen in World and Rise – even the chase sequences don’t feel forced or prolonged.
Instead, the frequency at which we leisurely galloped through different settings for extended conversations seemed somewhat overdone to me. Moreover, the cinematic scenes were indeed awe-inspiring, helping create an intense atmosphere during battles, but the dialogue options appeared unnecessary and in the end, had no real impact on the storyline.
Absolutely, what makes “Monster Hunter Worlds” stand out is its monster-hunting aspect, and it’s here that the game really excels. In my opinion, the combat in this installment might be the most polished and enjoyable in the entire series so far.
Progressing deeper reveals a gradual enhancement, with areas previously off-limits now open to your exploration. Despite my reservations about the narrative, I must admit that the environments themselves are captivating. The Windward Plains, though flat and tranquil, contrast sharply with other regions where you may find yourself in danger of being sucked into a Balahara’s whirlpool, leading you to its lair. Additionally, you’ll come across rockier terrains and an arena that seems tailor-made for Rey Dau, one of the new Wyverns, to showcase his prowess.
In my opinion, there’s something truly captivating about the Scarlet Forest – a place that echoes the grandeur of the World’s Ancient Forest but with a unique twist. It boasts expansive open spaces and serene water bodies, and an intricate overhead route designed specifically for my mount to navigate. The monsters here, like Uth Duna, showcase their cunning by utilizing the water-rich environments against me in ingenious ways. As I delve deeper into this mesmerizing world, I can’t help but appreciate the meticulous detail in its endemic life, shifting weather patterns, and artistic direction. Much like other adventures, it’s essential to explore the environment creatively – whether that means dodging hanging rocks or avoiding vine traps.
Regarding the changing weather and day/night cycle, I appreciate the rotating phases of Fallow, Inclemency, and Plenty, as they impact various events on the map, such as the growth of specific plants and animals, or even natural disasters. For example, the Sandtide can affect hunts by summoning thunderstorms that strike monsters. Although it doesn’t drastically alter gameplay, this feature adds an extra layer without feeling overwhelming.
The primary charm of “Monster Hunter World” lies in hunting monsters, and it’s here where the game truly excels. In my opinion, this may be the most polished and satisfying combat encounters the series has ever offered. Although I didn’t have a chance to try out all 14 weapon types, I found myself deeply immersed in the Sword and Shield playstyle, which felt incredibly smooth and enjoyable.
As a gamer, initiating a Perfect Guard feels like pure satisfaction (though it can be a tad too lenient at times). The counter-hits, on the other hand, pack quite a punch. Regular combos, though, are simply delightful to execute due to their smooth responsiveness. Notably, the changes in hit-stop throughout the beta are noticeable – plunging my sword into a monster with the Charged Chop feels more immersive and brutal, emphasizing its destructive power.
In the World and Rise, they each debuted fresh battle mechanics such as Clutch Claw/Tenderize and Wirebug/Switch Skills/Wyvern Riding. The Wilds presents two brand new features – injuries and Focus Mode. When attacking a beast, injuries will manifest on its physique. Destroying these weak points not only inflicts additional damage and some stun but also yields materials. On the other hand, activating Focus Mode enables you to carry out a Focus Strike, an extraordinary attack that annihilates the injury in a more dramatic fashion, dealing even greater damage.
As a gamer, I’ve got to say that the monsters in this game, called Wilds, are quite something. They’ve got a mixed bag of old enemies making a comeback and fresh faces joining the fray. Each one seems right at home in its specific environment, whether it’s the slimy Chatacabra or the fiery Quematrice. From the unsettling dampness of Chatacabra’s skin to the dazzling flames of Quematrice, every monster looks stunning!
As a gamer, I’ve noticed an interesting twist in this game: once a wound is destroyed, it can’t be reopened, forcing me to concentrate on other areas of my foe. This aligns perfectly with the emphasis on dismantling monster parts for resources, and I find myself wondering why it hasn’t been a standard feature earlier. There’s a hint of familiarity with the Anomaly Cores from Sunbreak’s Afflicted Monsters, but fear not, as you’ll encounter a comparable system as you advance in the game.
Experiencing the entire package – the varied settings with their ever-changing weather, the thrill of battle, wound management, and Focus Attacks – creates a genuinely engaging combat adventure. Some elements typical of Monster Hunter games, such as monsters fleeing, are still present, but they seem less frustrating compared to previous versions. While some flying creatures may still escape after being hit a few times, it happens less frequently than in Monster Hunter World.
Regarding monsters, Wilds introduces a diverse array of familiar foes and novelties. Each monster seamlessly integrates into its habitat and sports an appealing design, whether it’s the slimy Chatacabra or the fiery Quematrice. Ajarakan shares some resemblance with Rajang but offers unique characteristics that require adjustments to my regular combat strategies. The variety of monsters includes close-quarters fighters, ranged adversaries, hit-and-run attackers, and strategically diverse ones, ensuring that encounters remain engaging due to the frequent tactical shifts.
In my opinion, I use the word “mostly” because when it comes to difficulty, Monster Hunter Rise and Sunbreak might be the least challenging entries in the series so far for me. I’ve invested a significant amount of time – around 400 hours between World, Iceborne, Rise, and Sunbreak – but compared to those who have been playing these games for years, or even facing their toughest challenges, my experiences are relatively tame. Notice that when I mentioned Fatalis earlier, I spoke about “attempts,” not “kills.
As a gamer, let me tell you, Wilds wasn’t too tough during the early levels. I found myself using the same gear for extended battles without much need to upgrade my defenses. Believe it or not, some fights barely lasted beyond a few minutes.
In challenging moments during gameplay, I’d often make superior armor and improvise equipment, which continued into the High Rank level. Despite this, I never felt compelled to work on a specific set or optimize my gear for maximum performance. Fights seldom exceeded 20 minutes, even when it seemed that enemies were dealing more damage than normal.
As for the final stages, taking down High Rank and Temporarily Enraged Monsters will net you Decorations. You can even accumulate a substantial quantity, particularly with group hunts.
As a gamer, I’ve got to be honest – the smooth sailing for a significant part of this game didn’t quite sit right with me. It felt more like a cruise than an adventure, and that disrupted my immersion in the core gameplay loop. On one side, it was refreshing not to have to stress about challenges constantly and just roam freely, slaying monsters and gathering resources without a care in the world. But on the other hand, I yearned for that thrill of overcoming obstacles, that sense of progression that comes from mastering a challenging game.
Initially, after satisfying my curiosity, I’d revisit the narrative. This was mainly to unlock essential elements and seek some level of difficulty. In previous Monster Hunter games, it was humorously dubbed as the tutorial. In Wilds, it seems more like a tutorial, borderline being overly simplistic (to me, of course).
As you progress towards the final stages, often referred to as endgame, things start becoming a bit smoother – particularly when formidable, upgraded monsters known as Tempered Monsters appear on the scene. At this point, I chose to upgrade my equipment for the endgame and tweak it further, mainly to enjoy the additional benefits they offer and their extra slots. However, I found that only a handful of these Tempered Monsters – perhaps just two or three – posed any significant challenge or unpredictability. After that, it didn’t seem like there was much more to overcome.
As a dedicated player, I can’t help but share my excitement about the endgame! Taking down High Rank and Tempered Monsters will net you Decorations, and let me tell you, multi-target Hunts can really pile them up. The Decorations that drop from Tempered hunts seem like they were made for the ultimate min-maxing experience. I must confess, there’s something quite satisfying about obtaining a Level 3 Decoration that boosts three key skills and one crucial secondary skill.
In addition to Artian weapons, you can create these from Artian components that are acquired by subduing Tempered Monsters. However, it’s important to note that each component must match the rarity level to successfully forge the weapon. You have the freedom to combine parts based on your preferred Affinity and Attack, but be cautious not to use two parts of the same element or status ailment, as this could lead to a basic damage weapon.
Initially, it might appear that this system resembles the Safi’jiiva forging and awakening process from Iceborne, but with certain restrictions. However, these limitations aren’t necessarily drawbacks, as the Artian Weapons provide an opportunity to craft potent elemental or status weapons over time by focusing on hunting particular monsters.
Despite these features and the option to store future leads as Investigations for later examination, it seems that Wilds’ final stage falls short. In fact, the latest battleground, Wounded Hollow, appears to be a mere echo of the World’s Arena.
Additionally, they maintain the conventional method of crafting weapons, as each one now has an inherent skill. This means you can still favor the Artian Weapon and customize it with decorations to suit your preference. However, there might be a weapon with a compatible skill for your build that could prove beneficial, even if it requires sacrificing higher-level Decoration slots.
Regarding the topic of constructing structures, Wilds introduces quite a significant shift. Weapons now possess unique abilities and can fit into specific Decoration categories. Interestingly, these same categories cannot be utilized for armors, so players must carefully select which Decorations they deem valuable to equip.
At first, this seemed rather restrictive, but over time I grew to value the opportunity for experimentation. I started choosing decorative items that either improved my gameplay or just felt pleasant to have around. It’s unclear whether this was done to address balance issues and difficulty concerns, or to discourage players from using a wide range of familiar damage skills again. Regardless, it seems to be effective.
Despite its many features and the option to save investigations for later, Wilds seems to fall short in its endgame. Frankly, even the latest arena, Wounded Hollow, appears as a pale imitation of World’s Arena. Granted, I didn’t participate in any Event Quests, so perhaps the developers will introduce more challenging conditions and formidable targets post-launch. Nonetheless, it’s hard not to be underwhelmed by the experience.
It’s unclear if it’s due to the fact that this is the start of a brand new venture for Capcom, where Wilds serves as their fresh canvas to construct and refine, eventually incorporating substantial post-launch content with inevitable expansions. However, irrespective of the reason, the current end-game content seems lacking in terms of challenge and variety for my tastes.
Instead of lamenting the absence of certain characteristics from past versions, such as the canteen and adorable feline animations, let me point out that Monster Hunter Rise boasts numerous enhancements and new features. These include pop-up camps, the freedom to prepare meals anywhere (although the most potent meals are obtained through feast invites), skipping the full animation for weapon sharpening, the Seikret (which can sometimes be a bit glitchy with its auto-move function), Investigations, the radial menu that selects the best healing and status curing items automatically – all of which seamlessly integrate into the game.
Although Monster Hunter Wilds isn’t the ultimate Monster Hunter game, there are many areas for improvement. Yet, it offers an engaging action RPG experience with some fantastic new features that have me excited about its potential growth in the future.
In terms of multiplayer, I’ve experimented with cooperative hunts, often joining parties in response to SOS signals where players already had AI-controlled support hunters. However, I haven’t explored the intricacies of lobbies or inviting friends yet. At launch, we’ll see how these aspects work out. Apart from occasional lag issues, these cooperative hunts were generally enjoyable, although they seem to make the difficulty less challenging except against the most difficult Tempered targets.
Previously, I praised the art direction in “Wilds” as well as its sound design and music, both of which are exceptional. Regrettably, the technical aspects of the visuals on standard PlayStation 5 leave much to be desired. By setting it to Balanced Mode with 120 Hz mode activated and Frame Cap off, I managed a satisfactory blend of resolution and frame rate, although this came at the cost of maintaining a steady 60 FPS.
In summary, while the overall performance was satisfactory, it’s worth noting that details become blurry when dealing with distant objects within larger settings. Additionally, there were instances where loading issues occurred, causing certain elements like a falling boulder’s environmental cue to remain unseen.
In Performance Mode, image clarity might decrease noticeably and pop-in issues become more visible. Some detailed textures could appear blurry. However, on the positive side, it usually maintains a steady 60 FPS. If you’re willing to overlook these drawbacks, it could be the perfect setting for you. Furthermore, compared to the beta version, there’s no sign of origami Rey Dau, which is a significant improvement.
In spite of my numerous issues with Monster Hunter Wilds, I still had a delightful time playing it. It’s an excellent choice whether you want to take down a few targets or invest significant hours in collecting Decorations and Artian Parts. It might not be the ultimate Monster Hunter game, but there’s plenty of room for improvement. Yet, Monster Hunter Wilds offers an engaging action RPG experience with some exciting new features, and I can’t wait to witness its evolution in future updates.
This game was reviewed on the PS5.
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2025-02-24 18:14