Monster Hunter Wilds vs Rise – How Are They Different From Each Other?

The “Monster Hunter” formula has been refined nearly to its zenith by Capcom, yet they continue to strive for even greater excellence. The upcoming “Monster Hunter Wilds” appears to elevate the cherished series to unprecedented heights, thanks to several significant alterations and enhancements that should maintain its ascent. While “Monster Hunter” will undeniably retain its essential identity, “Wilds” is poised to distinguish itself from its predecessors in certain fundamental aspects due to these changes and improvements. In this article, we’ll examine how the action RPG will distinctively depart from “Monster Hunter Rise”. Let’s dive right in!

SETTING

Each Monster Hunter game transports players into unique environments, and the Wilds will follow suit. Unlike Monster Hunter Rise which was set in and around Kamura Village, the Wilds is venturing into the Forbidden Lands, an unexplored part of the world that the Hunters’ Guild has never previously investigated. Naturally, this also implies a new base location for us to call home.

HUB VILLAGE

One captivating aspect of every fresh Monster Hunter game lies in the joy of discovering and becoming acquainted with a completely new central village. The enchanting Kamura Village from Monster Hunter Rise, for instance, won many hearts due to its ambiance and Japanese-style architecture. In contrast, Wilds will present multiple villages scattered across distinct maps. This includes Kunafa Windsong Village in the Windward Plains, Wudwud Hideout in the Scarlet Forest, and Azuz in the Oilwell Basin.

SEAMLESS TRAVEL

Among Monster Hunter World’s enthusiasts, one of its significant and widely-appreciated alterations is expected to be the absence of load screens when transitioning between areas, a feature that was missing in previous games like Rise. In Monster Hunter World, Capcom has addressed this nuisance by introducing seamless travel, allowing players to effortlessly move from the village to the wilds and vice versa without encountering any interruptions.

TACKLING QUESTS

In Monster Hunter Wilds, there’s a smooth transition between the central hub and the wilderness areas, which will result in notable adjustments to the game structure. Just like previous Monster Hunter games, including Monster Hunter Rise, players had to initiate every quest at the hub’s quest board and return to the village after completing a mission. However, with the removal of physical barriers between the hub and the open-world maps, you’ll now be able to start quests by locating your target within the game world. Additionally, there’s no need to return to the hub once a mission is finished in Monster Hunter Wilds.

NO WIREBUGS

As a dedicated gamer, I’ve gotta say that the Wirebug was one of the standout additions in Monster Hunter Rise for me. It took the concept from Iceborne’s Clutch Claw and took it to the next level with its dual grappling mechanics, revolutionizing both combat and movement within the Monster Hunter universe. I was really looking forward to using it again in Monster Hunter World: Iceborne, but unfortunately, it seems like it won’t be making a comeback there. However, they’ve hinted at introducing a hookshot-like item instead, so we’ll just have to wait and see what that brings to the table!

SLINGER

As a devoted Monster Hunter fan, I was torn about Rise’s choice to scrap the Slinger, but my worries have been alleviated since it’s making a comeback in Monster Hunter Wilds! This versatile tool is going to be a crucial part of the gameplay experience. For one, you’ll be able to swing around just like with the Wirebug, by attaching to strategic spots in the environment. Furthermore, it allows you to activate environmental hazards to exploit against monsters, collect items from afar (even while moving), and, let’s not forget, function as a reliable projectile weapon too!

NO PALAMUTES

In Monster Hunter Rise, Palamutes stood out as one of the key new elements, significantly enhancing the overall gameplay. Riding Palamutes across the maps was consistently enjoyable, and the maps were thoughtfully designed to accommodate the new movement options. Moreover, traversing became smoother and faster due to these additions. Similar to Wirebugs, however, Palamutes will not be making a comeback in Wilds. Yet, Wilds will still incorporate a similar feature of its own.

SEIKRETS

In Monster Hunter Wilds, Palamutes are being replaced by nimble creatures resembling velociraptors called Seikrets, and it seems they may even be an improvement. The Seikrets exhibit superior mobility and agility, and can also glide through the air. Moreover, a key enhancement is that players will now have the ability to carry and swiftly switch between two weapons while riding their Seikret.

FOCUS MODE

In the upcoming game “Wilds”, a fresh combat feature called Focus Mode is set to enhance tactical depth compared to previous versions. This mode, when triggered during battle, will illuminate vulnerable spots on enemies using Scuttleflies. Leveraging these weak points can provide strategic advantages, such as precisely targeting certain body parts of a monster, a common strategy in “Monster Hunter” games. To add, injured monsters will visibly show wounds that turn into new weak points, further increasing the strategic depth of combat.

MONSTERS

It’s clear that one of the main draws of a new Monster Hunter game is the opportunity to encounter, battle, and slay numerous never-before-seen monsters. Without a doubt, Wilds will be no exception, boasting creatures not previously found in Rise (or any other Monster Hunter game). This roster includes the fearsome chain-whipping Arkveld, the surprisingly swift giant Ajarakan, the large maned quadruped Doshaguma, the oversized spider-like Lala Barina, the t-rex-like Quematrice, and many others.

MONSTER BEHAVIOUR

In addition, you may anticipate that “Monster Hunter Wilds” will carry on refining aspects like monster behavior, as each installment in the series typically does. For example, beyond combat, the interaction between carnivores and herbivores will be more realistic. Moreover, numerous monsters are likely to be seen roaming together in large groups, which is a novelty for this franchise.

MORE BELIEVABLE ECOSYSTEMS

With each new installment of the Monster Hunter series, developers aim to make the monsters’ behavior feel more authentic and immersive for players by creating a virtual world that feels more alive. And yes, Wilds is set to boost this aspect as well. According to Capcom, this game will showcase living ecosystems that will seem more vibrant than ever before, with monsters spawning, constructing their habitats, nurturing their young, preying on each other, and so forth, all without player intervention.

WEATHER EFFECTS

The most notable feature in ‘Monster Hunter World’ is its inclusion of large-scale weather events. Each map undergoes transitions among three distinct states, resulting in significant alterations across various aspects. The different weather conditions may trigger everything from fierce sandstorms to lush vegetation growth, and these changes will also affect the behavior of monsters. For example, herbivores will appear more frequently during favorable weather, while carnivorous beasts will become more active when conditions deteriorate. These variations in monster activity will, in turn, influence travel and exploration.

NO MORE RAMPAGES

Monster Hunter Rise featured missions called Rampages, similar to tower defense games where players had to protect Kamura Village from waves of aggressive monsters. However, these Rampages were not well-liked by many players as they can be found in non-tower defense games. Fortunately, the Rampages will not return in Monster Hunter Wilds.

ARACHNOPHOBIA MODE

It’s become more common for games to provide an “arachnophobia mode” for players who are frightened by spiders. Soon, Monster Hunter will be adding this feature as well, with Monster Hunter Wilds offering such a mode, marking the first time in the series that this option is available. This means that all spider-like creatures within the game will be replaced with formless blobs instead.

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2025-02-20 04:12