Experiencing Monster Hunter World would have been an exciting milestone for me, given that it’s common knowledge among my readers at Windows Central that Monster Hunter ranks high among my all-time favorite video game series.
Since I first delved into Monster Hunter World in 2018, my fascination for this game series has grown steadily over the past seven years. Now, I find myself immersed in hunting extraordinary beasts and designing the most impressive gear from their pelts, always sharing these adventures with my companions.
As an analyst, I’ve personally invested a substantial amount of time in gaming, particularly the Xbox version of Monster Hunter World, clocking up approximately 2,000 hours. Following that, I delved into the PC version with mods, spending around 300 hours there. In addition to this, I’ve accumulated another 300 hours of gameplay on Monster Hunter Rise and Monster Hunter Generations Ultimate. Furthermore, I’ve spent dozens of hours exploring the turn-based spin-off series, Monster Hunter Stories. When it comes to PC gaming, I believe that this franchise offers a superior alternative to Pokémon.
Ever since the announcement of Monster Hunter Wilds, my excitement levels soared. With each unveiling of a fresh monster and improved gameplay demonstration, anticipation for this new-generation sequel to Monster Hunter World reached an all-time high in me – that is, until I actually got to play it myself.
Opinion: Monster Hunter Wilds left this hardcore fan bored and disappointed
During my collaboration with Executive Editor Jez Corden to evaluate the multiplayer aspects for his review of Monster Hunter Wilds, I felt a sense of disappointment grow within me. Much of what once made this series captivating and distinct to me – its intricate preparation process and challenging gameplay – seemed diminished. Instead, it appeared more like an ordinary open-world RPG at best and a watered-down replica of Monster Hunter World at worst.
Initially, I had no intention of expressing my own feelings of letdown regarding the game, mindful not to be perceived as a self-proclaimed “fanatic” who finds everything effortless following the conquest of Fatalis in Monster Hunter World: Iceborne.
After noticing that Monster Hunter Wilds has been garnering almost flawless (with a few perfect) reviews online, touted as the “top game in the series,” I find myself unable to contain my excitement any longer.
As an enthusiast of the series, I’ve been reluctant to pen this critique since I was hoping to enjoy this game. In fact, I dislike writing pessimistic pieces. However, the shortcomings are so apparent that they demand attention, and it’s crucial for Capcom to receive constructive criticism for the sake of the franchise’s long-term success.
In this article, I’ll share my personal thoughts about why Monster Hunter Wilds fell short for me and some suggestions for its future enhancement.
In this piece, I’ll discuss the reasons behind my dissatisfaction with Monster Hunter Wilds and provide ideas on how it could be made even better in the coming days.
Below you’ll find an explanation of why Monster Hunter Wilds didn’t meet my expectations and some thoughts on how it can be improved moving forward.
Or, for a more conversational tone:
I’d like to take you through the reasons I was let down by Monster Hunter Wilds and offer some ideas on what could make it better in the future. Enjoy!
All ease and no work makes me a dull hunter
To get right to it, Monster Hunter Worlds doesn’t present much challenge at the outset, which might be surprising for some players.
In the Monster Hunter series, the gameplay revolves around getting ready for the chase of fearsome creatures that can easily extinguish your life with just a few slashes of their claws or bursts of fireballs. This implies that you need to prepare well before confronting these challenging monsters.
In this game, you’ll need to master the intricacies and combat sequences of its 14 weapon categories, collect resources for creating traps, health potions, and power-ups, and hunt smaller creatures whose hides you can use to craft armor that will aid you in confronting larger monsters.
Once skirmishes erupt, it’s crucial to master the art of placement to ensure your blows don’t go astray. Subsequently, pay close attention to the monster’s attack rhythm to dodge and prevent getting flattened underneath its onslaught.

In Monster Hunter Wilds, there isn’t much requirement for preparation as a significant portion (75%) of this game appears to be overly simplified. The ease experienced is partly due to new features like Focus Mode, Wounds, and the Seikret mount, but it also stems from the game’s questionable balance in the opponents you encounter.
In the heat of battle, I find myself able to adjust my close-combat strikes even during their animation, ensuring I don’t miss my mark. Moreover, this Focus Mode empowers me with the ability to unleash powerful Focus Strikes, which deal massive damage to a monster’s vulnerabilities such as wounds and frequently exposed weak spots, making each blow count significantly in the course of a fight.
In most battles, using Focus Strikes to attack Wounds makes the fights too simple since it repeatedly knocks out monsters and significantly reduces their overall health.
Plus, Wounds appear and refresh too rapidly, so you never run out of chances to stun-lock enemies.
Furthermore, it’s worth noting that Focus Strikes pose no danger since they make monsters stumble, providing a window for players to launch subsequent attacks without fear. On the other hand, when using the Clutch Claw from Monster Hunter World: Iceborne, monsters might still knock you off their backs even if you’ve latched on to them.
In Monster Hunter Rise, even the extremely potent Wirebugs had a finite number of applications before they began regenerating, and the time it took for them to recharge depended on their power level.

As a tech enthusiast, I can’t help but notice the introduction of the Seikret mount in our latest game update. This nimble, raptor-like companion is designed to swoop in when you’re down and out, offering a generous cushion of ‘invincibility frames.’ During these frames, you’re granted the freedom to heal or sharpen your weapons without fear of monster retaliation. It’s like having a personal battlefield medic and armorer all rolled into one!
Currently, the Secret ability in Monster Hunter Rise doesn’t match the strength of having two Palamutes, each applying status effects to keep monsters at bay. However, it’s undeniably a highly potent feature that comes without any drawbacks.
It’s good to know that you generally don’t have to use Seikret or Focus Mode, as they serve mainly as optional features designed to assist beginners. In most cases, you can play the game without relying on them extensively.
As a researcher delving into the world of Monster Hunter Wilds, I’ve found myself somewhat underwhelmed by the combat experience, despite my familiarity with the series and its challenging encounters from past titles. Regardless of the mechanics involved, the creatures in this game seem to lack the engaging fight dynamics that made their predecessors so thrilling.
In this game, I’ve encountered monsters numerous times, but even though I was equipped with low-tier gear that I primarily chose for its style over its effectiveness, the monsters hardly caused any significant harm to me.
At best, the strongest attacks from most enemies did maybe 15% of my health.
For those who don’t know, quests in Monster Hunter games are divided into:
- Low Rank Quests – Easy quests which function as the game’s tutorial.
- High Rank Quests – The game kicks up a notch and starts throwing new challenging foes your way while upgrading the stats of monsters you fought in Low Rank to see if you have the skills to survive without training wheels.
- Master Rank Quests – Host the toughest monsters in the game, but they usually add Master Rank in a DLC expansion.
However, compared to contemporary games such as Monster Hunter World and Monster Hunter Rise, the beasts in Monster Hunters Wilds possess significantly less health and attacking prowess when it comes to their Low Rank counterparts.
In these games, less powerful opponents had significantly higher health and attack strength. This meant that players needed to enhance their equipment and become proficient in gameplay strategies to avoid prolonged hunting sessions.
In Monster Hunter World and Rise, creatures such as Anjaneth, Nergigante, and Magnamalo can prove challenging for players, especially those who haven’t upgraded their equipment or utilized the specific mechanics of each game, even for experienced veterans like myself. Regrettably, this scenario is not encountered in Monster Hunter Wilds.
Monsters with less strength not only possess lower statistics, but also have enlarged hit areas (the invisible boundaries around each character that determine if they can be struck).
In Monster Hunter Wilds, the hitboxes for enemy attacks are significantly smaller than in past games, leading to instances where monsters might accidentally not hit you.

Initially, I assumed that I was encountering only Common (Low Rank) enemies, with tougher (semi-hard) ones appearing later in Higher Rank quests. Regrettably, the supposed difficulty persisted even within the Higher Rank missions.
In simple terms, it took me less than 10 minutes on average to defeat more than half of the monsters in High Rank using the same equipment I utilized to finish the Low Rank missions’ main storyline.
To verify that I wasn’t hallucinating, I deliberately let monsters attack me to observe the amount of damage they inflicted. Even with Low Rank equipment, their attacks hardly affected my health significantly.
I was quite disappointed upon realizing that troublesome foes such as Blangonga and Gravios, who were challenging adversaries in previous games, have been significantly weakened in the latest High Rank edition, making them seem more like a joke due to their diminished stats and the combination of Focus Strike and Wound mechanics.

The first and only instance where I truly felt the need to enhance my equipment was during my encounters with the challenging endgame Tempered beasts. Unfortunately, Capcom revealed these surprising opponents prematurely at their PlayStation Presents: Play!Play!Play! event.
Modified forms of Jin Dahaad, Arkveld, and Gore Magala strike swiftly and powerfully, boasting double the health of most monsters in the roster, allowing them to endure over ten minutes of combat.
It was a relief to discover some moderately tough puzzles that sparked my interest – unfortunately, I had to endure more than 40 hours of mindless conflicts to reach this stage.
It’s worth noting that a significant portion of the threat posed by these Tempered Monsters (and indeed, the entire monster lineup in Monster Hunter Worlds) is diminished due to the game’s tendency to excessively guide players, presumably out of concern that novices might be scared off.

As your character’s demise nears, the health meter flashes crimson, akin to an unsteady heart rate monitor, and your Palico ally lets out loud shrieks, accompanied by large captions repeatedly warning “Beware!” and similar warnings.
The scarcity and predictability of these warning signs emphasized how feeble most of the game’s opponents seemed, as they infrequently appeared and consistently ruined the suspense and anticipation of whether an enemy’s assault would be lethal or not.
Essentially, if a monster in Monster Hunter doesn’t provide any warning signals before attacking, what’s the use of being scared? Because fear triggers adrenaline, and without adrenaline, there’s no excitement or thrill of the hunt – which is the core experience of playing Monster Hunter.
Furthermore, these warnings prove extremely disruptive due to their large size on the screen. Not only did they obstruct my view, but they also shattered the engrossing experience during intense combat.
It’s not just me, these warnings seem overly patronizing, as if the game assumes its players are too dim-witted to understand that a colossal creature spewing flames, much like a semi-truck, poses a threat, so it feels the need to continuously remind us for our safety.
It’s convenient that I managed to return my Palico friend to the Base Camp, otherwise its subtitle alerts would have made the screen too busy.
In other words, it’s impossible to prevent the health bar from blinking without eliminating it entirely from the user interface.
My main observation is that if I needed to virtually disregard around half of this game’s features to experience any sense of risk, peril, and challenge for three quarters of the game, it suggests that the developers have strayed from understanding the essence of crafting an engaging action game, not just a Monster Hunter game.
High Rank and endgame woes

My issues with Monster Hunter Worlds extend beyond the core gameplay, encompassing its endgame as well.
Previous iterations of the Monster Hunter series lacked substantial endgame content following completion of the main High Rank storyline, necessitating either updates or Master Rank expansions through DLC, such as Monster Hunter Rise: Sunbreak, or re-releases like Monster Hunter 3: Ultimate.
In Monster Hunter Rise, the climactic finale left many players hanging, as they were not able to fight the final monsters, Narwa and Ibushi, at the end of the game. Instead, these battles were made available at a later time, free of charge, through subsequent title updates.
Monster Hunter Wilds skips the tradition of having an exclusive High Rank final boss, instead, going even deeper into the past.
In the lower-level gameplay, there’s an exceptional, one-of-a-kind beast that serves as the final storyline boss. Regrettably, you won’t have another chance to battle it when you progress to the higher level.
Rather than facing an immense final confrontation against a formidable Elder Dragon like Xeno’jiiva in Monster Hunter World, Nakarkos in Monster Hunter Generations, or Dalamadur in Monster Hunter 4, you instead engage in battle with Arkveld, the main monster of Monster Hunter Wilds, as its final boss. This anticlimactic ending to your High Rank questline in the base game can be disappointing.

In the final stages, there are additional tasks at hand – for instance, designing exclusive weaponry using components obtained from defeating Tempered and Layered Armor, all in pursuit of style satisfaction.
Despite the addition, High Rank remains sparse in terms of content. You’ll find yourself battling familiar monsters with just a few newcomers, and sadly, there seems to be no definitive final boss encounter.
Additionally, for those who enjoy “building armor-meta,” it’s unfortunate to mention that the Equipment Skill system has evolved into a rather limiting setup.
Previously, in games such as Monster Hunter World and Monster Hunter Rise, the post-game focus was on acquiring Decorations that could be inserted into equipment, enhancing their power and providing special passive benefits for increased durability.
In Monster Hunter Wilds, instead of applying all the Decorations to a single weapon or piece of armor, you can divide them evenly between the two. This system is set up to support the game’s unique weapon swap feature associated with the Seikret mount, preventing the need to return to the Camp to change weapons.
Due to most of the game’s enemies being relatively simple to overcome, I rarely felt compelled to change my weapon. Consequently, the equipment skills felt somewhat limiting creatively since I could only customize specific armor pieces and weapons with certain Decorations.
Is Monster Hunter Wilds salvageable?

After hearing everything I’ve shared, you may assume that I consider this game to be among the worst ever created, correct? However, that’s not accurate.
As much as I hate this game’s flaws, it does have some great qualities and a lot of potential.
In Monster Hunter, I’ve encountered some truly bizarre beasts unlike any I’ve faced before. What’s more intriguing is that the narrative is now delving into the Ancient Civilization, a backdrop previously glimpsed in past games. Additionally, a significant number of the new weapon abilities, not bound to Focus Mode, are enjoyable to experiment with.
As an analyst, I too found battling Tempered Jin Dahaad particularly engaging due to its unique status as one of the rare ‘Siege’ monsters in the series that offers a thrilling combat experience rather than serving merely as a passive target, such as Lao Shan-Lung from Monster Hunter 1 or Zorah Magdaros from Monster Hunter World.

Additionally, most problems with this game should be addressed by adjusting the balances in upcoming title updates, which I eagerly anticipate to roll out starting from the initial update introducing Mizutsune in Spring 2025.
It’s highly likely that Capcom plans to introduce a High Rank variant of the final boss from the Low Rank’s story mission, similar to how they included Allmother Narwa in one of the updates for Monster Hunter Rise.
As a tech-savvy gamer, I’ve noticed that these balance adjustments could significantly boost the monsters’ health, making them last longer in battles. This enhanced resilience will undeniably ramp up their threat level, to the point where they could take down players with just a few hits, even during Low Rank Quests.
This challenge boost encourages players to utilize the game’s special features frequently, as they will be rewarded for consistently enhancing their equipment and gathering supplies. With these preparations, even defeating the simplest creatures becomes a survival feat.

Moreover, Modifying the Potency of Concentrated Blows (Focus Strikes) might reduce their effectiveness against monsters, thereby allowing them to continue moving without being stunned or pushed back. This would enable the player to retaliate freely.
This strategy promotes players to exercise caution with their Focus Attacks, discern opportune moments when a creature is vulnerable to strike its Weaknesses without retaliation, and instills a sense of achievement as they patiently wait for these ideal instances.
An alternate equilibrium tweak Capcom might consider is reducing the occurrence of Wounds significantly, allowing them to appear only after a substantial amount of damage has been inflicted on a monster without interruption. If a player halts their attack or fails to eliminate the Wound using a Focus Strike promptly, then the Wound will naturally mend, requiring the player to reopen it.
In the story, some monsters, including the Tempered ones, as well as certain unique ones, have pre-existing Wounds with specific properties. However, for consistency and fairness across all monsters, let’s make it so that all Wounds share these properties.
When a wound occurs, it becomes an exciting occasion that rewards the player for exhibiting aggression, knowing they are putting their life on the line to gain the unique opportunity to deploy their Focus Attack.
Alternative enhancements could provide a feature that maintains the health bar constant when facing imminent defeat by a monster, or an option to mute the distress signals from your Palico companions to avoid returning to base.
Uncertainty about whether an attack is fatal or harmless will keep players alert and motivate them to study a monster’s attack habits, thereby enhancing their survivability and hunting skills.
While it is true that some problems may not be solved by Balance Patches, such as the limiting Equipment Skills system due to its connection with the weapon swap mechanic in Monster Hunter Wilds, or the complex multiplayer system in the game.
One can only hope, right?
Monster Hunter Wilds’ is shackled by fear, but only through tough love can we set it free and fulfill its potential

1. I could discuss more issues I had with the game, like its uninteresting/irritating characters, making players play alone, the option to team up with others in multiplayer, the absence of a community meeting place online for players, the environments typically having a dull, desaturated color scheme, and the underdeveloped open-world settings.
2. I could elaborate on other problems I encountered with the game, such as its unappealing/grating cast of characters, forcing players to play alone, being given the chance to collaborate with others in multiplayer, the lack of a social gathering spot for players online, the environments often having a monotonous, subdued color palette, and its poorly utilized open-world landscapes.
3. I could delve into other aspects I didn’t enjoy about the game, including its unengaging/irritating character roster, making players play on their own, the possibility to cooperate with others in multiplayer, the absence of a central hub for players to gather online, the environments typically having a dull, greyish color tone, and the underdeveloped open-world aspects.
4. I could talk about more elements I wasn’t fond of in the game, like its unimpressive/aggravating cast of characters, forcing players to play by themselves, allowing for multiplayer interaction, the lack of a centralized meeting place for players online, the environments often having a muted, grayish color scheme, and the underdeveloped open-world aspects.
5. I could go on detailing other drawbacks of the game, such as its unappealing/frustrating cast of characters, making players play alone, the option to join others in multiplayer, the absence of a social gathering spot for players online, the environments generally having a dull, monotonous color palette, and its underutilized open-world maps.
Instead, it’s worth noting that Jez Cordon had previously addressed those particular points in his Monster Hunter Wilds review. To my perspective, these points seem minor compared to concerns about Monster Hunter Wilds potentially diluting the series’ fundamental gameplay by shying away from presenting players with genuine peril.
If a conquest lacks challenges, uncertainty, or peril, your accomplishments are diminished since they were not earned through significant effort.
Instead of reintroducing the challenging aspects from earlier Monster Hunter Wilds games, such as forcing players to remain stationary while consuming potions or making monster attack hitboxes as large as a football field, it would be more player-friendly to maintain a balance that provides a thrilling experience without these artificial difficulty spikes.
Showing trust that the player can triumph over obstacles in their unique way, regardless of whether they’re an experienced pro or a fresh face, is always valued.
If tough, unforgiving games such as Elden Ring, Dark Souls, and Lies of P can achieve mainstream popularity without catering to players, then there’s no reason Monster Hunter shouldn’t be able to do the same.

Moreover, all the points I made during my outburst might become obsolete if the game indeed receives balance updates or additional content through Title Updates or Downloadable Content (DLC) in the future.
It’s possible that by the time this article gets published, they could release an immediate update addressing all the issues I’ve pointed out.
Should that occur, I’d be more than willing to endure mockery and potentially be shown as incorrect, if doing so helps improve Monster Hunter Wilds.
Should you find pleasure in this game, notwithstanding its imperfections, please don’t let my views dissuade you. There are indeed enjoyable experiences waiting for you, particularly when you play it with friends.
I’m just frustrated that this game could be so much more than the flawed, average one it is now.
This game holds great potential to rank among the top Xbox and PC games in the entire Monster Hunter series, even surpassing Monster Hunter World’s popularity. But for this to become a reality, it’s crucial that we share our honest opinions and constructive criticism with Capcom.
It’s crucial that developers understand how to enhance this game so it can continue to thrive and attract both dedicated gamers and newcomers in the future.
In a little over nine years from now, prepare yourself for the highly-anticipated next-generation version of Capcom’s hit Xbox and PC game, Monster Hunter World, titled Monster Hunter Wilds. It is set to release on February 28, 2025, and will be available on Xbox Series X|S, PlayStation 5, and Steam for PC.
Read More
- AUCTION/USD
- Solo Leveling Season 3: What You NEED to Know!
- Owen Cooper Lands Major Role in Wuthering Heights – What’s Next for the Young Star?
- `Tokyo Revengers Season 4 Release Date Speculation`
- Pokémon Destined Rivals: Release date, pre-order and what to expect
- Pregnant Woman’s Dish Soap Craving Blows Up on TikTok!
- Is Disney Faking Snow White Success with Orchestrated Reviews?
- Stephen A. Smith Responds to Backlash Over Serena Williams Comments
- XRP/CAD
- AEW Fans Are Loving Toni Storm’s Uncanny Mariah May Cosplay From Dynamite
2025-02-27 14:15