I guess I could be seen as somewhat impulsive – yet you hit the nail on the head – it barely took weeks for Monster Hunter Rise to burrow deep into my thoughts, much like a Baldur’s Gate 3 larva, and set a timer in my mind for Master Rank.
In our Monster Hunter Wilds review, I found myself immersed in the game since February. The combat, which feels fantastic, is the best in the series and enhances a remarkable array of original monsters. Currently, I’m enjoying High Rank and plan to dedicate considerable time mastering weapons and socializing with friends. However, my thoughts often drift towards the potential additions that could come with Wilds’ Ultimate, Iceborne-like, or Sunbreak-styled Master Rank expansion.
It’s clear that additional Monster Hunter content is generally well-received, but personally, I’m not focused on getting more. There’s still plenty of High Rank content for me to conquer, and upcoming updates only add to that. Frankly, I’m quite content with the current amount of Wilds. Granted, it doesn’t boast the largest roster of monsters, but I believe it has the most diverse and top-notch High Rank collection yet. Instead, what makes Wilds stand out is its potential to shine in Master Rank. This is due to a host of innovative new concepts and some intriguing, albeit partially developed ideas that a full-blown expansion could significantly boost, catapulting them to new heights.
Masterfully ranked
Each Monster Hunter game is divided into multiple segments. The initial stage introduces new characters and monsters, but beware, there’s a formidable monster lurking about! Don’t mistake the flagship for the real threat; that one was just a warm-up. After the credits roll, you enter part two: High Rank or “The Main Event.” Monsters become tougher, and there are more of them. The gear improves significantly, allowing for intricate customization, while endgame systems offer extensive grinding opportunities, reminiscent of the rails in Tony Hawk’s Pro Skater 3 and 4 combined. So, you’ve reached the climax? You’ve achieved success?
You thought you had the upper hand, hunter, but here’s part three, or Master Rank – dubbed The Real Game V2 Final FINAL – 18 months later. Monsters and equipment become even more formidable, endgame systems get revamped or extended, and Capcom might throw in a new twist depending on their whim. This is the usual pattern, and with sales breaking records, a Wilds expansion seems as certain as sunrise. However, the changes Wilds has introduced make these recurring promises all the more thrilling.
As a die-hard Monster Hunter Wilds fan, I can hardly contain my excitement for the April update! The return of Mizutsune from Monster Hunter Generations has me buzzing, but truth be told, I’m even more thrilled about brand-new creatures. Wilds has revolutionized monster design, pushing the boundaries with body types, skeletal structures, hitboxes, and animations. So, I can’t wait to see what masterpieces Capcom whips up in their latest creative kitchen!
In earlier times, we didn’t encounter creatures such as Nu Udra and Xu Wu – they were slippery, slimy, octopus-like beings with piercing eyes, devastating grab attacks, or mouths best left unimagined. However, Arkveld’s Wilds employs similar tentacle technology to wield potent chains that would make the God of War’s Kratos envious. Even top predators like Uth Duna, which I’d liken to a walking water mattress, display an unusual and distinctive weight. Though Wilds may not boast the highest number of monsters, it certainly offers the most unique ones, and I’m eager to see what else Capcom has in store.
I don’t just crave the pleasure of battling monsters with the best weapons Monster Hunter has ever seen, although that is certainly significant. My appetite for fresh challenges, where I can thrust a lance or swing a great sword, is insatiable, purely for the exhilaration it brings. With Wilds’ design philosophy and the advanced technology they’ve perfected for their monsters, we could be in for an unprecedented feast of new creatures – likely more diverse than just a blue Rathalos or pink Rathian, I suspect – and that’s what excites me the most.
Hook me up, Gemma
The introduction of fresh monsters brings along updated equipment that is more robust, and the Wilds region, with its revamped skill system, particularly benefits from this upgrade. In this new skill setup, abilities are separated between weapons and armor. Although this arrangement offers advantages, it might feel restrictive in the endgame due to the limitations it imposes. However, there’s plenty of scope for creativity, and the effectiveness can differ significantly depending on the weapon choice. Yet, certain armor sets and weapon branches have already earned a reputation as preferred options among players.
In the latest Monster Hunter game, the skill gap has made High Rank gear seem less impressive when compared to endgame sets from the previous game. Some decisions have become too straightforward, which in turn makes many weapons practically unusable, even if they boast good stats and sharpness. Essentially, a weapon with Offensive Guard is considered superior to others with Crit Draw, much like a one-eyed man is king among the blind.
The new skill system is bound to become much more engaging as we acquire weapons infused with diverse and powerful abilities, not to mention the armor, which primarily serves as fashion statements in the Wilds due to the limited skills available outside the top-tier choices. What I appreciate about assigned skills on weapons is that they not only contribute to game balance but also lend a unique flavor to each weapon, reflecting the characteristics of the monster whose scales and teeth were used to forge it. You’re spot on, Capcom. It would be fitting for this weapon to have Focus or Master’s Touch, as those skills perfectly embody how the monster I turned into a hammer once hunted.
In addition, I’m eager for an expansion of customizable weapon building, drawing upon the refinement and proficiency mechanics from past titles. While Wilds incorporates something comparable in Artian weapons, this new take primarily focuses on basic stats. I’d love to witness Capcom fully embrace this skill system. Let’s introduce a feature that allows us to switch skills on our weapons, using a resource system akin to decoration slots. I propose the ability to craft one weapon and then sacrifice it to transfer one of its compatible skills onto another weapon.
I hope Wilds’ Master Rank expansion provides opportunities to experiment with various skills, fostering diversity among builds and enhancing the significance of the entire weapon collection. At the same time, I want it to avoid either the Iceborne-style power escalation or the straightforward ‘focus on health’ hone builds.
Ever since I started playing Monster Hunter with the fourth Ultimate edition, I’ve been yearning intensely for Master Rank (or G Rank). The best moments in these games always come during the true endgame, and the series truly shines in its combat mechanics in the Wilds. To make things even more enticing, we might not see Master Rank until mid to late 2026 at the earliest. So, despite my eagerness and daydreaming, I guess I’ll just have to settle in, be patient, and extract every possible bit of enjoyment from High Rank for now. Come on, make me wait!
Read More
- Pop-Tarts and Krispy Kreme Kick Off 2025 With Collaborative Menu
- Nadaaniyan song Galatfehmi OUT: Ibrahim Ali Khan, Khushi Kapoor’s heartbreaking separation in love will leave you emotional
- The First Trailer for The Weeknd’s ‘Hurry Up Tomorrow’ Film Is Here
- Cookie Run Kingdom Town Square Vault password
- Alec Baldwin’s TLC Reality Show Got A Release Date And There’s At Least One Reason I’ll Definitely Be Checking This One Out
- Ryan Gosling’s Star Wars Movie Here’s Everything We Know
- JJJJound’s Made in Germany adidas Superstars Drop This Week
- ‘The Last of Us’ Gets Season 2 Premiere Date
- Dead Man’s Mail treasure map solution in Avowed
- Mugler Creative Director Casey Cadwallader Reportedly Stepping Down
2025-03-09 14:10