Monster Hunter Wilds review

As a dedicated fan, I must admit that the buzz surrounding Monster Hunter World’s simulation during its much-anticipated beta was palpable. From the bustling ecosystem teeming with beetles, fish, and geckos, to the seasonal shifts and the intriguing herding behavior of the creatures, it was all reminiscent of a nature documentary, making even Sam Neill exclaim in amazement.

However, despite these captivating details, they haven’t significantly influenced my playstyle or cognitive processing while immersed in this action-packed beast-slaying game. Instead, beneath the layers of vigorwasps, rockslides, sizzling steaks, it boils down to an MMO-esque loot cycle, coupled with combat that appeals to those accustomed to its style and seems excessive to those yearning for a more streamlined experience.

For most people, Monster Hunter delivers precisely what they anticipate and desire. However, if the excitement of slaying monsters for stat upgrades fades too quickly for you, the last few hours of its 20-25 hour campaign may lose your interest. As soon as Monster Hunter Wilds releases its grip and tells you to explore on your own, I felt like quitting the guild. I’ve come to realize that this monster is stunningly large, muscular, and just not my cup of tea.

In this adventure, you assume the role of an expedition leader venturing into the “Prohibited Territories.” Rumors circulate about a massive and ferocious creature causing havoc in this unexplored area (as if there’s ever peace in such places!). Your mission is to survey the region, interact with indigenous tribes, and create shoes made from the local fauna, including snakeskin. If you’re new to Monster Hunter games, expect a lengthy and somewhat disjointed narrative mode, not to mention plenty of online research like “optimal ammunition for taking down simians” or “methods for getting rid of pesky felines.

Essentially, it’s an action game where you progressively fight your way through various levels, earning better armor and stronger weapons along the way as you learn the vulnerabilities and attack patterns of massive enemies inhabiting forests and caves. Monster Hunter games often embody elements of preparation, determination, and accomplishment, but they can also be quite demanding due to the required grinding.

In essence, Wilds bears a striking resemblance to Monster Hunter: World, albeit with some intriguing alterations. Familiar creatures such as the tough-skulled dragon Rathalos, the flamboyant Yian Kut-Ku, and the large, flatulent primate Congalala make a return. However, new adversaries have been introduced, like the Nu Udra, an oil octopus that unleashes all its tentacles simultaneously when attacking, and the Balahara, a sandworm with a fleshy mouth that can transform dunes into quicksand pits.

Without a doubt, that bestiary is flawless! The creatures it houses are diverse, aggressive, and appropriately grotesque. Much like in previous versions, they often cross paths and engage in combat – far more entertaining to observe than to intervene. Witnessing an Ajarakan (the spicy lava gorilla) being tripped up by the colossal oil-made cephalopod is as thrilling as landing a blow on that simian character yourself.




In these games, the focus on animal interaction is inherent. What truly sets them apart are the new features. The game world has been made continuous, so moving from one zone (such as desert plains, lush rainforest, or frigid caverns) to another happens instantly without any loading screens. Each zone boasts two main seasons that influence the types and frequencies of animals, along with an “inclemency” period. During these times, there are hazardous weather events like sandstorms or downpours where lightning can strike unpredictably, offering opportunities to capture and hunt specific creatures only seen during such harsh weather conditions.

Regarding weapons, the creators haven’t introduced any fresh options yet. Frankly, there are still more weapons to master than time available for mastery. I usually rely on my reliable bow for long-range attacks, and occasionally experiment with dual slashing swords. During the beta, I even tried out the agile insect glaive as a special treat. The joy of learning each weapon’s unique technique is undeniable. However, combat isn’t without its intricacies.

In every Monster Hunter game I play, I find myself reacquainting myself with the crowded radial menus and rapid-fire shortcut combinations that are crucial for dodging a monster’s tail swipe. I don’t think the combat in these games can be described as smooth or fluid; instead, it’s more about frantic inventory management during battles, where you might strike a few times, retreat, sharpen your weapon, strike a few more times, dodge away, use a potion, strike again, summon your bird companion, swap slinger ammo, take a bite of beef jerky, drink some forest soda, and then attack once more.

The relentless cycle of conflict remains strikingly consistent, much as it always has. You’re gradually depleting something through an extended and frequently chaotic battle. The jumble of controls ties into this, your finger on the shortcut bumper serving as a mental bag you constantly need to open and search through, hunting among twenty potential choices for the one tool or item you require urgently. It seems like frantically searching through a cluttered purse for the single coin your mum desperately needs at the toll booth that is quickly approaching.




Experiencing a flood of fight-or-flight reflexes can fit the situation, but it can be frustrating from a practical standpoint, especially when I prefer combat in games to be smooth and efficient. It seems many shooters and action games lean excessively on the radial menu as a crutch, using it because they’re hesitant to restrict player options in the heat of battle. Wilds, like many others, shies away from limiting choices. There are 14 distinct weapons, 25 slots for items, and an assortment of tools for use during combat. This setup aims to make you a versatile and adaptable hunter, but at the cost of maintaining a straightforward and uncluttered control system. Who needs a sleek interface when there are 16 types of bowgun ammo to cycle through?

The combination of intricacy and numerous features can make the game feel overwhelming, even for someone who has some prior experience with games like Monster Hunter: World and Iceborne. Despite this background, Wilds is packed with elements that are not immediately clear or explained properly. Some things might only be explained briefly at the start of the game, while other tutorials may not appear until much later, or they could even be hidden in the help menus. As a result, you’ll likely find yourself searching for guides frequently. For instance, questions like “Why are arrows infinite but gun ammo is not?” might pop up in your mind and lead you to search engines such as Bing, while queries like “How to blow bubbles effectively” could be frantically typed into search engines like Ask Jeeves in your quest for help.

The game Wilds isn’t coming out soon, and I don’t blame the developers for this delay. Crafting an entry point for such a detailed game can be tricky without making the missions overly slow. Instead of providing vital information through tiny text boxes during intense combat situations, it seems inappropriate to expect the Doshaguma (grizzly mole rat) to pause and read tips. If Wilds’ initially complex mechanics are your first encounter with hunterising creatures, you might view its challenging introduction as a sign of depth or as a confusing jumble of battle concepts within an action game. The former could offer 60 hours of enjoyable gaming, while the latter would return 60 hours to your life.

This deliberate time-consuming nature is designed to motivate you into becoming a diligent efficiency seeker, creating the ideal fire-resistant armor for a fiery creature with a high spice level. You’ll strive to enhance your talisman for maximum stamina boost and stockpile an abundant supply of refreshing drinks. In case of difficulty, there’s a convenient SOS signal to summon assistance from fellow players, who will aid you in subduing any nearby troublesome borkosaurus. During pre-release, my encounters with other players were scarce, so I can’t fully confirm the impact of co-op on reducing the grind. However, considering past games, cooperative play should shorten the process while also intensifying fights and increasing the level of chaos.

The game is intentionally time-consuming to encourage you into becoming an efficiency expert. You’ll work hard to create the optimal fire-resistant armor for a hot, spicy beast, upgrade your talisman for maximum stamina boost, and stockpile cooling drinks. When stuck, use the SOS signal to call for help from other players who will assist in defeating nearby challenging creatures. I had limited interaction with other players during pre-release, but based on past experiences, cooperative play should make the game shorter while also increasing fight intensity.)

In summary, conflicts can be handled in a rough, impulsive manner as well. However, ensure your weapon’s power is sufficient, and aim for vital areas like the wings, tail, and hindquarters. Despite its emphasis on preparation and strategy, I’ve discovered that many aspects of Wilds can be conquered without delving into intricate elemental optimization or specialized equipment (although there are a few challenging icy obstacles along the way). This makes it accessible for newcomers but perhaps less tactically deep than some fans might suggest for this series.

If the nature of struggles hasn’t undergone significant transformation, the way we traverse the world certainly has. The most tangible change is the introduction of the Seikret, a dinosaur that serves as a ride reminiscent of an ancient motorbike, featuring a beak. This creature is useful in carrying two weapons during a hunt – one on your back and another stored beneath the saddle, which can be retrieved by simply whistling to summon a battlebird. You can also fire arrows and ammo from a slingshot while riding, or access your companion’s stash of potions and traps using the same method. These actions are quite fitting for hunting endeavors.

This dinosaur mount in the game is visually appealing and adds an exciting element to combat, but it also symbolizes the heavy control that Capcom’s developers want to impose during the game’s narrative. Your dinosaur ride often moves automatically towards the next destination. You can guide it a bit left or right (maybe shared control would be fitting for a scent-glanded horse-dinosaur), but many story missions require you to sit passively on its back, moving slowly and having conversations with your companions as if this were Red Dead Redemption 2, not a game about fighting giant frogs. It often slows you down or forces you onto a specific path, making you feel like you’re not in control, even when riding your Chocofaux for extended periods. The game frequently takes over control from you, causing frustration as you wait for an opportunity to regain it.

In simpler terms, these story missions serve as impressive highlights and are designed to instruct while entertaining at the same time, forming part of an extended tutorial sequence. However, I’ve never been a fan of how some big-budget games handle this process, often taking control away from players. This can be quite bothersome, especially when it happens frequently, as is the case here. The developers suggest that players should take their time experiencing this content, an advice I generally support (even though I rarely get to do so in my role as a reviewer). However, Wild’s insistence on guiding you through the world at a slow pace can sometimes feel as oppressive as the tyrant lizards you battle.

In my opinion, traversing this world isn’t particularly challenging, despite its stunning vistas and intricate design. The auto-drive feature of my Seikret and the frequent fast travel between regions diminish the significance of exploring organically. I miss the sense of exploration that games like Breath of the Wild or Shadow of the Colossus provide, where the landscape feels alive and interactive.

Instead, in this game, I dash through breathtaking landscapes on my way to hunt down another Lala Barina (spider in a tutu). The environments feel static and devoid of a sense of self. While there’s plenty of flora and fauna to collect, capture, fish, or harvest, the geography itself feels unresponsive and untouched by my presence. I don’t find myself conversing with the landscape in the same way as I did in Wilds, pondering how to reach a certain plateau or canyon floor. Instead, I move through the land with a specific task in mind and armor on my brain, letting Dino from The Flintstones guide me home.

After the credits finish, the campaign’s guidance lessens and you’re free to pursue, slay, or capture any creatures you desire. As the seasons shift, the game environment transforms with new monster species appearing, as well as an abundance of fresh axes, swords, bowguns, and other gear – the advancement paths unfold like intricate tapestries. For fans, this is probably a delightful moment, like discovering hidden treasures in an Easter egg, if only you can overcome the aggressive scorpions within. For me, it was more like being given another Easter egg when I had already been asked to eat twenty chocolate bars one after the other. At this point, another entire Toblerone seems overwhelming; my mouth is already exhausted!

Monster Hunter games are once again about surviving in the wild, gathering resources, and battling monsters to upgrade your gear. This loop can be addictive, but it’s also repetitive work. Essentially, you hunt a cool monster to get better equipment so you can hunt another cool monster for even better gear. It’s a lot like playing video games in general. And despite the monotony, I find myself spinning on this wheel for a while because I want a stylish outfit for my virtual pet too.

As a gamer, I’m always drawn into the world of these loot-chasing games, but somehow, my enthusiasm dwindles as I approach the endgame. There’s something about them that feels endless and insatiable. Instead, I find myself more engrossed in the grind of Wilds, willingly submitting to its challenges rather than the straightforward Destiny 2 or (shudder) Borderlands. Monster Hunter games should be complex, a world filled with friction and preparation.

I’ve noticed that the developers have put a lot of effort into ensuring that you have to strike a monster in exactly the same way at least a hundred times before any real progress is made (the melee equivalent of a “bullet sponge”?). Yet, there comes a point where I can’t take on any more guild contracts – it’s time for a break over the weekend.

Read More

2025-02-24 18:26