Monster Hunter Wilds: A Beautiful Adventure That Lacks the Challenge Fans Crave!

Monster Hunter holds a special place in my heart. When I relocated to a new country several years back, it coincided with the release of Monster Hunter World on Xbox One. Although I’d previously known about the franchise, I hadn’t owned a system capable of playing it. However, when Capcom introduced the series to Xbox for the first time, I was instantly and incurably drawn in.

We mainly connected with each other (my friends, family, and I) back home through this method. The game’s complexity and conquering those obstacles resulted in incredible multiplayer experiences that haven’t been matched since my World of Warcraft days. Beating the Arch-Tempered Nergigante for the first time, teaming up for Kulve Taroth raids, and exploring the vast Iceborne expansion are cherished gaming moments I will remember fondly.

2025 marks the arrival of Monster Hunter Wilds, setting foot on Xbox Series X|S, Windows PC via Steam, and PlayStation 5 from February 28th. The open beta tests have left me with high expectations, as the new open-world format featuring Seikret mounts, dynamic weather events, and fresh combos and abilities promise an exhilarating experience.

Over the past week, I’ve been immersed in the game for a review, tackling every monster it throws at me. However, after conquering them all, I find myself feeling somewhat underwhelmed, despite the immense joy it brought during the fight.

Monster Hunter Wilds has the potential to become a standout title within the franchise, but I can’t shake off the feeling that the game is being released without thorough testing. Despite introducing remarkable new monsters, stunning environmental designs, and entertaining weapon skills, it’s disappointingly easy, even for less experienced players. This issue is particularly concerning in a game like Monster Hunter as it weakens key elements of its concept, fundamental mechanics, and long-term growth prospects.

Monster Hunter Wilds: Graphics and Sound

One standout feature of Monster Hunter Wilds is its exceptional visual quality, particularly on Xbox Series X. Despite initial concerns about performance during the open beta, the game now delivers a smooth and consistent experience across all graphics settings. You can opt for 60 FPS by reducing visual detail, choose a “balanced mode” to achieve 40 FPS on FreeSync displays, or go for a resolution-focused 30 FPS mode. I predominantly played at 40 FPS, but the 30 FPS option offers an incredibly immersive cinematic experience that highlights the game’s weather effects brilliantly.

Absolutely, one of Wild’s notable additions is the realistic, changing weather effects. It’s thrilling and awe-inspiring when a sandstorm reminiscent of Mad Max sweeps across the desert, enveloping you in another world, complete with towering lightning strikes and crackling static. In the forest region, the scenery shifts dramatically: from a motionless, dull swamp during dry spells to a flooded landscape when it rains, then blossoming into a vibrant garden as the rain subsides.

It seems to me that maybe the texture compression in Wilds is increased slightly to support its impressive lighting effects and long draw distance. However, the decision of whether this trade-off is acceptable lies with you. I should note that when adjusting the camera on Xbox Series X, some texture popping still occurs. Let’s hope for future improvements to enhance the gaming experience in this area.

In the captivating world of Wilds, I find myself consistently impressed by the thoughtful art direction. The intricate environmental designs seem to effortlessly highlight Capcom’s exceptional talent, immersing players in a visually stunning landscape.

In the area of art direction, Wilds consistently excels, particularly in the design of monsters. A thrilling demonstration of this is seen in Rey Dau’s otherworldly screams and the lightning railgun’s visage in Monster Hunter, which showcases ecological realism masterfully by combining the extraordinary with an eerily convincing believability.

In a remarkable display of animation prowess, Nu Udra showcases sinuous, terrifying tentacles reminiscent of ancient nightmares from the Cthonic realm. Notably, it also features several classic monsters making a return, which I won’t reveal here to preserve the surprise. It’s thrilling to witness these creatures resurface after decades, reimagined with contemporary visual effects and style.

Monster Hunter Wilds boasts an improvement in its cinematics as well. Compared to some previous versions, it delivers a more personal narrative experience. The use of advanced facial motion capture technology makes characters more expressive and enjoyable to interact with. However, the overall effectiveness of the story remains debatable.

Monster Hunter Wilds: Story

In essence, while the narrative aspect hasn’t been the mainstay of Monster Hunter games previously, it appears Capcom is aiming to expand upon the game’s background and mythology as the series evolves. Given the pre-orders on Steam, there’s a strong possibility that Monster Hunter Rise could set a new record for the franchise’s opening and may even be the introductory title for numerous players in the series.

In the brand-new Eastern territory known as The Forbidden Lands, Monster Hunter Wilds is set. Here, a guild has arrived on a mission to explore and study this region. For years, it was believed that the land was too dangerous due to its terrifying monsters, prompting the guild to gather data from a safer vantage point – the skies.

Upon their arrival, the commission unexpectedly comes across a young boy lost in the sand dunes, causing them to question their previous assumptions about the region. After rescuing the confused Nata, they uncover that The Forbidden Lands harbor secrets beyond their initial understanding. Nata himself is clueless about his entry point into the desert, and assisting him in returning home becomes a significant plot element.

Some viewers might find Nata’s immature outbursts annoying occasionally, yet it’s worth noting that his character development is significant across the narrative. Uncovering his background unveils captivating lore that carries profound implications for the Monster Hunter universe as a whole.

It appears that Capcom is venturing into expanding the narrative scope of their Monster Hunter series, as evidenced by the reappearance of matured characters like Gemma (previously known as ‘Little Miss Forge’ from Monster Hunter 4). This development seems to play out fairly effectively in Monster Hunter Wilds. Although the plot remains somewhat gentle and debatable in terms of memorability, it should be noted that storytelling hasn’t traditionally been a central focus for these games. The most intriguing part of the game’s narrative might just be its lore implications, but I’ll hold off on discussing them to avoid potential spoilers.

The story effectively expands on the unexplored territories, creatures, and inhabitants of The Forbidden Lands, providing a solid base for further development. At present, the guild lacks significant influence in the region, and the few human tribes that exist are sparse and dispersed.

In this world, frequent beast attacks and unpredictable weather conditions have slowed down technological progress. However, the locals possess an intimate knowledge of the land and maintain a harmonious relationship with diverse creatures, using them as transportation, food sources, and protection. In the game, players can utilize these aspects in a playful manner, trading resources and obtaining Secret mounts to navigate the expansive game environment.

In this distant area, the atmosphere and geographical isolation significantly restrict the resources available to the guild. I was disheartened to discover that there isn’t even a canteen in the Wilds, let alone more substantial facilities like a botanical research farm for cultivating crops and materials. The absence of a central hub seems to diminish the appeal, as the villages appear small and lacking in character compared to the bustling World. While it might align with the narrative and setting, it’s hard not to feel let down when experiencing it firsthand.

As a dedicated researcher of gaming experiences, I must confess that Monster Hunter World’s gameplay has fallen short of my expectations, despite my enthusiasm as a fan. The potential is undeniably present, but regrettably, some design oversights and likely inadequate High Rank testing have left Monster Hunter World playing catch-up from the starting line.

Monster Hunter Wilds: Gameplay

Monster Hunter is a lengthy and esteemed series, having various interpretations among numerous fans. For me, my entry point was Monster Hunter World, which some ardent followers of the original games deemed “too simplistic” and “easy.” However, during my initial playthrough, I never perceived it that way, and I admired its gradual introduction to the series. Yet, this is where the difficulty lies in creating games with such an extensive history.

How can you balance fulfilling current fans’ desires for novelty along with maintaining accessibility for potential newcomers, without compromising other game aspects that might diminish Monster Hunter World’s longevity? It appears that Monster Hunter World struggles to strike this delicate balance, as its efforts towards increased accessibility may weaken other facets of the game. However, at its core, Monster Hunter World presents an extraordinarily impressive foundation for the series and has immense potential to become truly remarkable with minor adjustments.

If you’re unfamiliar, the Monster Hunter series of games primarily focuses on combat and offers intricate mechanics that cater to players who enjoy delving into the details. In many respects, they resemble fighting games, as the 14 different weapon types in Monster Hunter World demand mastery of complex combos, encouraging tactical decision-making to avoid severe retaliation from aggressive creatures.

When a monster is about to launch a powerful sequence of attacks, moving slowly and taking heavy blows could lead to being stunned, knocked down, and possibly killed. Mastering the art of timing your own strikes amidst the monster’s advances, employing counters, defensive abilities, and invincibility frame dodges are crucial for gameplay. Constructing gear sets that capitalize on a monster’s vulnerabilities or habits, using traps strategically, and interacting with special environmental elements were once key factors determining your success. However, these tactics may not be as effective anymore.

Monster Hunter Wilds is often considered overly simplified across all aspects, which might not seem significant in other types of games. However, in Monster Hunter, this ease makes a substantial impact on the game’s play mechanics system, much like how invasive predators disrupt the balance of the ecosystem that the Guild asks you to eradicate.

First, let’s discuss the positive aspects: Monster Hunter World by Capcom features an expansive, uninterrupted open world. In theory, you could traverse this world from one edge to another without encountering loading screens. This seamless gameplay is a testament to the efficiency of RE Engine. However, as I mentioned earlier, there appear to be compromises in texture compression and similar areas.

In my opinion, the chance to fight monsters amidst grandiose weather effects, interspersed with striking lighting against expansive battlefields, outweighs the sacrifices in this game. Some of these breathtaking scenes might not have been achievable without the long-range visuals and immersive environmental graphics that Monster Hunter Rise has implemented.

In this game, you’ll find vibrant environments teeming with various creatures. Even when not actively hunting, wandering through the world and observing these diverse animals engaging with each other can feel like a separate game. This title offers an exceptional digital safari experience, allowing you to step into the role of a fantastical naturalist if you wish, though equipped with a large weapon instead of traditional gear. I’ve previously commended the visual aesthetics of the environment, but from a gameplay standpoint, it’s equally captivating. It’s well worth setting aside your weapon occasionally to fully appreciate the immersive ambiance.

In Wilds, there are numerous enhancements to weapon abilities, many of which rectify inadequacies from both World and Rise. For instance, Gunlance now has powerful new combos that can make you feel like you’re using a flamethrower at times, particularly with Normal shelling for additional magazine charges. The new power clash system, which allows for a perfect guard when executed skillfully with weapons such as the Heavy Bowgun or Lance kit, adds an engaging aspect to gameplay.

In Monster Hunter Rise, the Hunting Horn has adopted the resonance of its bubbling echoes, enhancing both your offensive and collaborative abilities in innovative manners. Generally, the modifications and improvements to the weapons should be met with approval in Wilds, but they don’t quite reach their maximum potential due to certain peculiar design choices concerning the monsters themselves and even the user interface at times. Writing this paragraph has me eager to re-enter the fray and chase down additional creatures out of pure enjoyment. However, I can’t help but feel that it’s sometimes just for the sake of it.

In my previous comments, I noted that Monster Hunter Wilds seems unusually simple, even for a more relaxed gamer. The game appears designed to shield you from instant-death attacks, flashing a large, ominous warning on your health gauge when a coming attack could be fatal.

Instead of focusing on the stunning creature designs, the game tends to draw your focus towards a jiggling red line that, personally, seemed both condescending and disruptive. Admittedly, you can’t disable it. It’s a minor inconvenience, but there are more significant issues to address.

The monsters frequently struggled to withstand the strong attacks that many weapons now possess due to insufficient Health Points (HP). Moreover, the game’s recently added Focus Mode, which targets wounds, can occasionally immobilize and knock down monsters excessively, making battles too easy. Similar features, such as Flash Pods, tend to lose effectiveness over time.

It’s unclear if the Focus Mode is functioning correctly or not, as it seemed excessively advantageous when my colleague and I could consistently stun, trip, and knock out numerous High Rank endgame monsters by repeatedly using Focus Mode attacks. However, there are a couple of high-tier exceptions that seem to have stronger defenses against Focus spam. I can’t help but feel that there should be a few more instances like these where the rule doesn’t apply.

Generally speaking, when you merge these Focus Mode skills with other potent abilities, the strong power-ups, and the Secret Mount’s capacity to transport you above danger – hunting colossal monsters seems almost effortless. And indeed, you are the one pressing the buttons, as DOOM puts it.

The Palico, which automatically deploys traps, flash pods, and other useful gadgets for you, can be switched off. But if you prefer, you don’t have to use the Seikret, although it seems unusual that the game wasn’t built around incorporating some of these features more seamlessly. To me, the Seikret feels like an exciting new addition to the gameplay experience, but I wish it were more skillfully integrated into the game’s balance rather than just added on top.

During the entire game, including the final battles of the high-rank post-story content, I only upgraded my equipment about 3 or 4 times. I mostly did this for aesthetic reasons, rather than to improve their stats or create new build opportunities. This playthrough, I didn’t feel a strong need to upgrade and customize gear specifically to fight monsters in the Wilds.

In many battles, I found myself needing to stock up on potions and food buffs extensively, as the fights seemed incredibly challenging. Consequently, the game’s systems often felt more like aesthetic detail rather than essential components for successful combat, which some players might argue isn’t inherently a negative aspect, depending on one’s perspective.

Additionally, it’s plausible that this design has good intentions behind it. As mentioned earlier, Monster Hunter Wilds is anticipated to have the largest launch in the franchise yet, bringing in a multitude of new players. It seems reasonable to assume that Capcom would aim to provide a relatively straightforward introduction for these newcomers before introducing more complex, intricate challenges with future updates.

Currently, we’re focusing on providing insights, expressing my individual viewpoint, and offering a sneak peek into the gaming experience – regardless of whether you’re an experienced player or just starting out. We’re not delving into future predictions at this moment.

In my opinion, I don’t view my criticisms as an attempt to restrict access to the Monster Hunter game for beginners. On the contrary, I advocate for making games more inclusive for a wider audience. However, for a game that centers around hunting monsters, the lack of emphasis on learning monster fights and gear based on their weaknesses in Wilds weakens many of the game’s fundamental aspects.

In this game, it seems there might be a more substantial challenge compared to other games you might play. It’s hard not to feel a hint of letdown, but playing with friends is still enjoyable. However, don’t assume everyone will share that sentiment. I’m eager to see what people think about some aspects once the entire game becomes widely available. Despite my initial feelings, the fundamental gameplay mechanic remains solid. The environments and creatures are breathtaking, offering a vast canvas brimming with untapped potential.

Monster Hunter Wilds: Conclusion

Without a doubt, Monster Hunter Wilds has a robust foundation, which is impressive. At present, the game doesn’t seem to fully leverage its expansive open world. However, it’s not hard to envision a future where they might introduce an epic clash on a grand scale that extends across the entire map, compelling players to relentlessly pursue the enemy.

The current Focus Mode attacks seem excessively potent and repetitive, but imagine if they had special interactions with certain monsters or were even necessary to counter a particularly dangerous move? The Seikret, on the other hand, seems like an afterthought added to a standard Monster Hunter game without much consideration for how its high speed and agility might make hunts too easy and unbalanced.

It seems that various sections within the Monster Hunter team may not have been effectively coordinating their ideas for adding features to the game, which could suggest a lack of cohesion in the game’s development as a whole, possibly pointing towards concerns about the game’s overall trajectory.

Despite the challenges, I often yearned for elements such as my own residence, a bustling urban center, and even the Palico eatery. Nevertheless, Monster Hunter Worlds offers an engaging and enjoyable base to build upon, although its steep learning curve may impact its long-term sustainability.

In Focus Mode, there could be gradually less benefits or harsher penalties for misuse. For instance, the “death warning bar” could have an option to turn on/off, or reduce the damage monsters deal, and possibly increase player hit points – especially in Higher Ranks. If many players share my view that monsters should be made slightly tougher, Capcom shouldn’t find it too challenging to adjust game mechanics to create a more difficult experience – particularly in Higher Ranks.

While I recognize that my opinion might not align with the general consensus, I still feel compelled to express it. To fully immerse myself in the Monster Hunter experience, as the predecessors did, I believe I need to pursue particular equipment sets. My gameplay strategy requires me to carefully consider my positioning and utilize consumables effectively to tackle the game’s challenges more efficiently.

If I were in Capcom’s position, I would aim to provide players with ample incentives to continue playing the game, offering increased challenges such as additional obstacles and tougher enemies throughout their journey.

Maybe the intention is that Wilds attracts newcomers to the game, keeping them engaged for upcoming updates and fresh content. It seems that Wilds might serve as an introductory level for beginners, with tougher challenges reserved for experienced and dedicated players at a later stage. I had assumed that High Rank could handle this, but it appears that this particular instance was not designed for that purpose.

Adventuring together to slay monsters in a 4-player team still provides enjoyable gameplay. Encountering fresh creatures and revisiting familiar ones continues to bring excitement. The enhanced online functionalities are a delightful addition. Moreover, the visual design is simply stunning. Monster Hunter World, complete with its post-release content, has always been a challenging act to surpass.

I remain eager and curious to discover the direction that Capcom will take with Monster Hunter Rampage (Wilds). The additional content provided post-launch for Monster Hunter World was almost mythical, and as I mentioned earlier, it’s far from beyond repair for those seeking a more demanding experience.

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2025-02-24 18:12