Monster Hunter Wilds’ unconvincing biomes would shine with some of Kingdom Come: Deliverance’s disempowerment

In Monster Hunter Wilds, there are no wilds as one might expect; instead, you find beautifully crafted dioramas. The creatures remain as ferociously realistic as before, but the plants resemble plastic aquarium decorations. Initially, each new environment captures your awe, but soon enough, you adopt the voracious gaze of a character from Kirby, eagerly scouring for loot. You disable the Seikret’s automatic movement only to feel the wind in your non-existent hair, and then realize the illusion of freedom it provides is similar to the minor liberty you have to shift positions on a bus.

Brendy stated that the landscapes of Wilds aren’t like those found in Breath of the Wild or Shadow of the Colossus; they lack the immersive quality these games offer. Edwin criticizes the scoutflies, saying they make intriguing and lush environments feel like a mix of Matrix code and buttons. I mentioned something earlier about these places being artificial. Except for a few special items like mushrooms or helpful rock slides, there’s no incentive to engage with them in ways that make them seem real.

In simpler terms, Monster Hunter Wilds lacks wilderness. However, surprise! Here’s someone who finds even the tiniest forest so abundant and meaningful that you can almost sense the wood, the berries, and the pungent aroma of his sweaty armpits – that’s Henry for you!

Monster Hunter Wilds – Launch Trailer

In a different perspective, Wild’s artificial ecosystems spark thoughts about a hypothetical situation where you begin with nothing, similar to Henry in Kingdom Come: Deliverance 2, and must struggle for each step forward, thus learning the wilds not as a backdrop for mindless combat but as an integral part of your journey. Although this idea might be unrealistic and contradictory to the enjoyable aspects of Monster Hunter, it’s still worth considering, given that Capcom invested millions in a convoluted, laborious narrative that is equally at odds with the entertaining aspects of Monster Hunter.

In my statement about fighting for every inch, it implies that you should be prepared and equipped right from the start. You’ll receive only one knife and a single set of nightwear (pyjamas). To acquire even a fundamental weapon, you must painstakingly stab and disembowel numerous little creatures. Your pyjamas need to be cleaned in the river frequently or bigger monsters will track you down from another neighborhood and come to bite you. If they bite you and you don’t patch up the wound with bandages, you’ll get blood-borne parasites when you enter a river again. These parasites gradually eat away at you internally until you discover the appropriate plants to make a paste (poultice). However, these herbs are coated in a different, more harmful type of parasite unless you pick them during a thunderstorm. The thunderstorms, unfortunately, cause temporary blindness.

In this world, there’s no place called home. If you’re looking for a peaceful retreat, you’re essentially making yourself at home inside an Ajarakan’s digestive system. If you need a pan to drizzle honey over fried greens, you’ll have to sneak it from the Wudwuds. To obtain the honey, you must engage in combat with bees. To locate these bees, you’ll need to follow their trails through dense forests and harsh tundra, always on the lookout for indications of regular flowering – a skill you’ll have to develop by immersing yourself in botany books. Unfortunately, these books are also kept by the Wudwuds, who now carry weapons as well.

Alright, let’s move on from that topic. To be honest, I don’t think most of the ideas you’ve presented will actually happen, but I do believe incorporating a small portion of their essence could make things more intriguing. Perhaps we could begin by implementing some sort of tracking system? At the moment, Wilds seems like it’s been simplified carelessly: the improved combat and shorter hunts are great, but the biomes feel like merely attractive backdrops. While I’m generally wary of adding survival game elements everywhere, a touch of that experience would help the “wilds” live up to their name. As it stands, exploring Wilds feels more like wandering through the most beautiful lobby in gaming.

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2025-03-12 19:25