Monster Hunter Wilds vs. Monster Hunter World – What’s New?

The highly anticipated game “Monster Hunter Rise” is a few weeks away from release, scheduled for February 28th on Xbox Series X/S, PS5, and PC. Excitement for this title continues to escalate, particularly among fans of “Monster Hunter: World.” Given the significant impact of the latter on the former, it’s interesting to examine their differences. Let’s delve into 15 key distinctions between “Monster Hunter Rise” and “Monster Hunter: World.”

Here are the 15 biggest differences between “Monster Hunter Rise” and “Monster Hunter: World”:

1. New setting: While “World” is set in a global archipelago, “Rise” takes place in the medieval land of Kamura Village.
2. New monster types: “Rise” introduces new species of monsters not found in “World.”
3. Wirebug mechanic: In “Rise,” players can use Wirebugs to traverse the environment more easily and access unique abilities.
4. New weapon types: “Rise” adds two new weapon types – the Switch Axe and the Alchemy Gun, which are not present in “World.”
5. New gameplay mechanics: “Rise” features a new system called Rampage, where monsters attack villages and players must defend them.
6. Simplified controls: The control scheme of “Rise” is less complex than that of “World,” making it more accessible for newcomers.
7. Redesigned combat mechanics: Combat in “Rise” has been rebalanced to be faster-paced and more fluid compared to “World.”
8. New hunting styles: “Rise” introduces three new hunting styles that offer unique benefits during hunts, different from the ones found in “World.”
9. Improved graphics: The visuals of “Rise” have been upgraded to take advantage of modern hardware.
10. Expanded customization options: “Rise” offers a broader range of cosmetic items for players to personalize their characters and weapons.
11. New story elements: “Rise” features a more fleshed-out narrative compared to the relatively barebones story in “World.”
12. Local multiplayer: In “Rise,” up to four players can play together locally on one console, whereas “World” required online connections for multiplayer sessions.
13. Dynamic weather and time effects: Weather patterns and day/night cycles are more varied in “Rise,” affecting monster behavior and hunting strategies.
14. New resource gathering mechanics: “Rise” introduces new ways to gather resources, such as the ability to carve from fallen monsters or extract materials from specific body parts.
15. Dedicated release on Switch: Unlike “World,” which was released on multiple platforms after its initial PC launch, “Rise” is a dedicated Nintendo Switch title.

The New Improved Mount

In Monster Hunter World, after the release of Iceborne, mounts were introduced in various regions, but initially, you needed to establish friendships with different tribes before using them. These mounts could travel to specific destinations, although their mobility was otherwise restricted. However, The Seikret in the Wilds operates differently; it has free-roaming capabilities and can traverse almost anywhere, even featuring a gliding function. Furthermore, acquiring a Seikret doesn’t seem to require any special tasks (as far as we know).

Multilingual Palicoes

In contrast to Palicoes communicating via meows using Felyne language (complete with subtitles) throughout the game World, Wilds enables them to converse fluently in English and Japanese. Some players might find this either a delightful surprise or an irritating change. Fortunately, if you prefer, the option to switch back to their constant meowing in Felyne language remains.

Pick up Traps and Explosive Barrels

Have you ever set a trap and then strolled around, hoping that the monster would cross your path and activate it? Or perhaps you’ve accidentally placed an explosive barrel without saving it for a critical moment? In the game World, there wasn’t much you could do except head back to camp and restock, but in Wilds, you can retrieve traps and explosive barrels once they’ve been set. This definitely opens up new possibilities!

New Moves

Over time, I’ve noticed that the iconic weapon trees have undergone various changes, enhancements, and fresh moves, and Wild is no exception to this trend. Although many move sets from World persist, such as the Perfect Rush of Sword and Shield, the Longsword now leans heavily on charging the Spirit Gauge for particular slashes. Choosing your preferred weapon should still feel comfortably familiar, but depending on which one you select, it could unlock a whole new realm of potential compared to World.

Tenderizing vs. Focus Strikes

Absolutely, there’s also the Focus Strike move that zeroes in on wounds and deals colossal damage to a monster when executed correctly. This is quite different from the post-Iceborne era, where players needed to grapple monsters and attack their body parts with the clutch claw. This approach enabled more damage and increased critical hit chances against the monster for a while. In contrast, in Wilds, keep attacking a specific area to create a wound, then use the Focus Strike to inflict damage on it.

Carrying a Second Weapon

Occasionally, we may find ourselves embarking on an adventure with the incorrect tool – this experience is not uncommon. Fortunately, in Monster Hunter Wilds, they’ve come up with an excellent solution: you can now equip a second weapon on your mount and switch between them as needed. This feature is especially useful when you feel that your current weapon isn’t performing optimally and a change is necessary. However, remember not to carry two weapons that are both inappropriate for the task at hand.

Slinger Hook Changes

Oh, the Slinger Hook – a faithful companion during my adventures in World, yet a formidable foe when it came to capturing monsters in Iceborne. Fortunately, I no longer have to face that challenge, but I can still employ its services to collect items from a distance while riding my mount. It greatly simplifies the process of gathering without disrupting the pace of exploration.

Starting Hunts in the Wild

The old times no longer require you to frequently go back to your base or camp (like in Guiding Lands), just to submit quests and accept new ones. Nowadays, once you engage a monster for a hunt, the related quests will automatically appear. However, interacting with Mission Boards and accepting quests from the Handler are still options.

Cooking Meals on the Go

Preparing meat on a portable grill is common, but imagine preparing an entire meal while on the move! That’s where “Wilds” comes in. What makes it even better is that you’ll receive rations from the Ingredient Center, which can be used as desired ingredients. You can still cook meals in camps, but there are also grand feasts initiated when exploring new villages (these are more spectacular than anything else, yet they remain breathtakingly amazing).

NPC Hunters

In Monster Hunter Rise, there was a certain feature, but in Wilds, they’re taking it a step further by enabling players to call upon an entire team for assistance. Whether this team will prove as effective as Wyvern Riding in terms of dealing damage is yet to be determined. However, if you rarely engage in online play, this could be the closest experience to having other hunters lend a hand.

Monster Corpses

In the game called “World“, once a monster is defeated, its body would gradually become transparent and vanish following dissection. Modern gaming hardware is truly a blessing, as after dissecting, the corpse persists and decomposes at a gradual pace until only bones remain. These small details significantly enhance the immersive experience.

More Radial Menus

One often overlooked enhancement to daily user experience is upgrading from the conventional four radial menus to eight, as seen in some alternate worlds. This upgrade offers an expanded range of personalization options for items, ammunition, emotes, traps, and so on. In fact, you can customize the number of slots for each category, making it easier to organize and navigate your inventory.

Dynamic Weather

When exploring hunting grounds across the globe, you might find yourself in inclement weather such as storms and rain. However, the climate in wilderness areas can drastically change the environment itself. For instance, the Windward Plains could transition from tranquil to being overtaken by sandstorms or dealing with lightning strikes. Moreover, unique resources and native wildlife emerge based on the prevailing weather conditions.

Underwater Exploration

Unfortunately, water battles won’t be making a comeback, but now you can roam freely beneath the waves and gather resources. This differs from Monster Hunter World, where underwater swimming was merely a transition between areas, not offering full exploration freedom. It’s possible that this change could pave the way for future expansions in Wilds, introducing underwater monsters and combat once more.

Monsters With Higher Health and Flinch Values

In the game “Wilds,” one notable adjustment is that the monsters have greater health and flinch levels compared to those in “World.” However, this isn’t just a straightforward increase to prolong hunts. According to Director Yuya Tokuda, it’s primarily because of the new Focus Strikes and their potential for causing significant damage. While this wasn’t initially planned, the health levels ended up being slightly higher than in “World” when considering appropriate playtimes and player satisfaction relative to previous titles.

According to Tokuda, you might encounter monsters with increased resilience against being flinched, but they won’t become any less engaging. The intent behind Focus Mode is to make players feel more victorious within shorter play cycles by intensifying their hunting experience compared to before. However, certain Focus Strikes on specific weapons were found to be excessively powerful during the beta and will be adjusted for balance in the final game.

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2025-02-11 21:13