‘Do what you want to do’: Monster Hunter Wilds developers want to give players the ultimate freedom

At a media gathering in Los Angeles for the game Monster Hunter Wilds, I observed the individual seated beside me attempting to fish. Following several fruitless attempts, a helping hand emerged over his shoulder, guiding the camera movements and providing useful advice on fishing techniques.

Reflecting on it now, I noticed that hand belonged to Yuya Tokuda, director of Monster Hunter Wilds. He dropped by the gaming room amidst interviews and constantly sported a smile as he observed players delve into Capcom’s freshly minted universe. We tested different systems and engaged in battles against alpha monsters under the vigilant gaze of both him and producer Ryozo Tsujimoto for several minutes. Their eagerness to witness our exploration during the gameplay was palpable. The preview section of the event had a wealth of discoveries, such as experimenting with various weapon configurations and delving into the vast zones it offered.

In simpler terms, the new version of Monster Hunter offers more freedom compared to previous games. Earlier, players had to navigate through specific game systems in order to hunt monsters. To initiate a quest, they needed to be in designated hub areas, where they could also interact with NPCs, upgrade their equipment, or prepare meals.

In this Wilds game, I’ve found a unique appeal in its quirks that some gamers might overlook. But let me tell you, it’s a trade I’d gladly make every time. This feels like an unleashed Monster Hunter, taking player freedom and immersion to unprecedented heights within the series.

Apart from my personal viewpoint, the developers share this sentiment as well. Tokuda conveyed to Dot his conviction that this particular Monster Hunter game stands out as the most immersive in the series. He highlighted aspects like herds of monsters clashing with alpha monsters during battles, a feature he mentioned has long been a desire for the Monster Hunter team but was previously hindered by technological constraints. Additionally, he pointed to the dynamic environment system and the sense of expansiveness provided by the open camp system where players can freely move in and out of camps to explore the surrounding world. The hunt for monsters can be initiated simply by locating them on the map and choosing them, regardless of one’s current location within the game world.

The sense of liberation that comes with playing this game is authentic, and it transforms the Wilds experience into a unique set of adventures where it feels as if you’re accidentally stumbling upon hidden gems instead of pre-planned developer secrets.

The game’s weapon system offers the novelty of carrying not just one, but two weapons simultaneously – a primary and secondary option. While this might stir some controversy among dedicated Monster Hunter enthusiasts who prefer mastering a single weapon, it’s important to note that players are under no obligation to use both if they choose not to.

In the game, you have the option to carry two weapons, and it’s entirely at the players’ discretion whether they prefer to use two distinct weapons or the same one. As Tsujimoto shared with Dot, this secondary system encourages experimentation with various weapon types that players might not have considered before. Players can continue to specialize in a single weapon if they wish, but they also have the freedom to create a loadout that allows them to adapt their fighting style during a fight. If a large, slow axe or sword isn’t effective against a swift monster, you can quickly switch to a faster weapon without having to return to camp and change your loadout, keeping your hunt ongoing.

Tsujimoto mentioned that the game aims to avoid making players feel compelled to change weapons, and the developers don’t intend for specific battles to demand switching to another weapon. The alternative weapons are provided to provide additional gaming versatility should the player decide to use them.

I don’t have a preference for specific weapon types, but I truly enjoy the flexibility of switching between weapons based on the situation. My go-to weapon is usually the charge blade, as I enjoy getting close to the enemy and unleashing heavy damage with its large axe mode. However, in certain situations, such as when I’m the only tank in a co-op fight, I might step back to heal or let my teammates take the brunt of the monster’s attacks if my health supplies run low. In those instances, I find the light bowgun useful for staying alive and contributing to the fight while waiting for the right moment to return with the charge blade and capitalize on any openings we create.

With confidence, I experienced the freedom to act as I wished, explore places I desired, and observe the world’s response to me during play. It was an incredibly engaging, immersive adventure – one that resonated deeply with Tokuda and Tsujimoto, as it aligned with their vision for a game they’ve long aspired to create.

In addition, I didn’t get to witness the transitions causing this immersion, either. Tokuda pointed out how the consistent world keeps evolving even when the hunter is unaware, and these changes will show up in your game without having to return to base camp. Instead, you can remain in the local area and smoothly continue hunting, one hunt leading to another. Moreover, the game minimizes loading interruptions significantly. In essence, Wilds offers a seamless world with vast zones that can be transitioned between without interrupting your gameplay as you travel from one zone to the next on your Seikret steed.

In the realm of Monster Hunter Wilds, a world that stretches from barren deserts to thriving rainforests, calls out to you, always enticing players with another monster to conquer, another territory to traverse, and another narrative strand to untangle. It seems as if an entire universe lies within your grasp, eagerly awaiting your next move. Primarily, Tokuda and Tsujimoto wish for players to shape this Monster Hunter game according to their desires, a place where they can pursue any adventure they truly long for.

And if the game I played is any indication, they may have just pulled it off.

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2025-02-11 18:24