Monster Hunter Wilds Review: Probably the worst Seikret on Rocket Capcom goes into mainstream

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Monster Hunter Wilds Review: Probably the worst Seikret on Rocket Capcom goes into mainstream

Capcom, Hunter, Mainstream, Monster, Review, Rocket, Seikret, Wilds, worst

Do you have a favorite travel destination? Even if you know there is a place that the whole world can see there, you just can't stop going back? To me, that's Monster Hunter. This is a holiday. Real life often takes a pain, exhaustion and overwhelming fantasy vacation. Even if you're going to carve dragons, cover up the harsh roar, eat lightning every day, and burn into crisp new armor with shocking regularity, Monster Hunter is a break, rest, rest, a stay.

But Monster Hunter Wilds is a little different. It's like going on a vacation to your favorite country…but going to a new city. It's familiar, you speak the language and recognize food, but the customs are a little different. People behave slightly differently. The store is filled with items you don't remember. It's deja vu, not muscle memory. It's a familiar feeling, not a complete comfort. This is a change you don't know you need.

Capcom is obviously bold now. It's so confident that it's actually willing to tinker with the most reliable (and best-selling!) formula. OK Monster Hunter is no stranger to innovation, just look at the DLC product from the previous game and you will understand what I mean. But Araki is by far the most profitable monster hunter sequel. Capcom can play safely, and may work harder, sit down and count on the cents. But it chose not to rest, but instead put its hand into the beast's belly and began to re-arrange its internal organs. The result is a smarter, stronger, faster, and more friendly chimera, but – strangely – simpler.

The most obvious change is the story. Since the Rise and Sunscreen, we have seen the series attempts to be more narrative in the bone “hunting, engraving, crafts, hunting” structure. In the wilderness, narrative is on your face. The old “Quest” mission, teleported to an area, performs hunting' rhythms, replaced with a more fluid path. Wilds has a more open setting that allows you to roam from Hub World to a whim. This means you can see more of the world in its natural state and feel more immersed in the complex ecosystem Capcom has spent years. There is a lot of focus on “automatic riding” that allows you to snatch your agency to a certain extent, and at certain times you can let go completely for a few minutes at a time. If you ask me, the basic sin in Monster Hunter Game.

It also means you have to sit in a lot of small talk. Your tolerance for paper stories will depend on your patience with the anime, fan service and mediocre voice performances. However, it all looks absolutely amazing, so at least there is. I didn't find this story too creepy (you can skip it anytime), and I'm sure it's a great option for those who want more arches to tie all the PETA run animal murders together . But this is not mine. It's too obvious, taking yourself too seriously, feeling woven with fibers made with metaphor, stereotypes and clichés.

Players use portable barbecue tools in Monster Hunter Wilds to cook a meal

A big change is cooking. You will need to do it yourself (mainly) yourself. | Image source: CAPCOM/iGamesNews

I won't play Monster Hunter for this story. I never, nor will I. It secures the seasoning, side salad, cute enamel pins on striking clothes. The real meat of Monster Hunter is gameplay, let me tell you…Wilds is the best Monster Hunter Capcom ever when you actually fight (especially in the post-match HR section).

All 14 weapons have recovered from the previous game, but now you can fight two people with you. Want to use something that can cut off your tail and shoot eyeballs? go ahead. Want to get two different gunshots so you can poison a big lizard and set it on fire? This is your game. That alone is enough to keep the game fresh and attract old players, but there is more. And more.

Injured; Injured on the monster's body, can exploit huge damage, elements or states and provide more material when they are destroyed. It makes the battle more dynamic and gives you more options to fight instantly, keeping the macro experience grand to make things attractive.

In the past, Monster Hunter's battles had a strict rhythm. Interact with the beast, fight it, chase it to a new area, fight it, break a part of its body, pursue it again, and capture or kill it. The dance in the wild is still the same, but now you can incorporate more exquisite footwork in the middle. At any time, you can create a wound and start trying to tear it apart. You can decide on more combat flows. There are more options for each battle, and you are always weighing the next one that works best. This is a taste of more, juicy, and a kind of enjoyment.

Monster Hunter Wild Camp

There are many camps you can use to enter the open world. | Image source: Capcom

And, as you begin to realize that the world works more than ever, you will see all the options on the flowchart expand again. The entire Monster Hunter Wilds experience is like opening a skill tree in the game, zooming in, zooming in and zooming in. More and more things are starting to become visible, it is incredible, fascinating and exciting.

One of my favorite moments in the game is fighting Rey dau (basically the Bronze Dragon) in the starting area. This is the “boss fight” if you want, and it's the threshold for harder content. During the battle, a group of Buffalo-like calves (Doshaguma) rushed into the melee. They panic and the Alpha Monster began to stick out with Rey dau. The dragon screamed and waved the lighting everywhere. The herd is undergoing electricity, stirring and causing the rump. That was the massacre, and my hunter and I were in it, trying to understand everything. Eventually, the herd leaves, Rey dau is stunned and knocked to the ground, with a little monster everywhere.

It's totally scriptless, and I've had at least six of the same battles since then, and the same thing hasn't happened again. Capcom's ecosystem and ecosystem are so complex and complex that I'm still chaotic, long after, twice. I won't spoil things here, but there are a lot of monster variants – and monsters living elsewhere can appear in new environments – I really don't think a player will definitely see everything this game has to see to offer. This is amazing. And, I think, make up for a smaller lineup of monsters than the world.

A hunter and monster hunter doshuguma in the wilderness.

Doshaguma? Almost didn't know it was. | Image source: Capcom

Monster Hunter Wilds is not a very open world. It is a huge series of areas that combine beautiful avenues and multi-layered environments. You can make a minute effort on the canopy in the forest and explore the tide of hollowed-out oil deep underground in the next minute. You may be blinded by a blizzard or burned by rain. You can jump out of lightning, or bask in the sun on an open plain. Re Engine is a magical technology that feels like Capcom juices it on all the cylinders of Wilds.

You can also see it in the animation. How the monster behaves is incredible. The puppet spider Lala Barina moves like a frozen motion. this [redacted] Return to the monster version with primitive power rage and trembling. Hunters also have to deal with weapons, just look at it Correct. I don't know what a gun that wields a spear would look like in real life, but Wilder will surely convince me that Capcom has figured it out.

But, as compelling as the gameplay, you have to compete with the pace of Wilds. Apart from the story, some basic gameplay – such as catching monsters, rather than killing them – were kicked into the post-credit section of the title. Strange. Why am I still climbing after finishing the competition?

This is part of the wider question of how complex the wilderness is. While the recipe is often simplified in the wilderness, there are still plenty of icon salads on the screen, and if you don’t dig out the menu to really learn how to use your favorite weapon, you’ll never see it glowing. However, you will recollect your input, and for those willing to dig, there are veins and veins of gold.

However, for every overly complex feature, some things are too simple to match. The mount's automatic riding to find each monster sounds good in theory, right? In fact, it gets you into a comprehensive belt, so you ignore most of the productions spent in the world. The reduced requirements of the production make it easier to obtain powerful equipment than previous games. Tempered monsters do not have their own reward pool, so there are very few weapons and armor compared to other titles.

These things didn't bother me. I play Monster Hunter because the premium content – what you see after the points volume – is the real meat of the game. I admit, it's frustrating that many quality armor sets, the most exciting battles, and the clumsiest part of the game is hidden in the experience for about 18 hours or more. But this is Monster Hunter, baby! It feels like Capcom gives you the right to take off the training wheel, and sometimes it feels illogical.

Player characters sit next to Alma, their Palico

Remember to keep your cat warm. | Image source: CAPCOM/iGamesNews

Monster Hunter Wilds is the most complex monster hunter game ever. It's definitely something to do, it's already simplified in a clever, player-friendly way, and it's impossible to see Capcom on the next step compared to the world Location. You might argue that Capcom polished all the rough edges in the process and removed the personality of the series, but I think that's unreasonable: I think it's a more accessible game with as many as the world The depth, but it was just hidden in the post-match fold. This will shut people down.

But the new monster is fun, fierce and weird. The triviality and nuance of weapons are fascinating and make you feel overwhelming without having to fight. The production process is faster than ever, but you can still grind it for the perfect set if you need it. The evacuated online multiplayer is seamless and concise, and NetCode (on the PS5 Pro with cross playback) never failed me. Putting aside some stale stories about rhythm and player autonomy and some weird choices, this game is exactly what I wanted for the PS5/Xbox era of Monster Hunter.

I've been 50 hours and I can't wait to double it – triple, four times! – This number is in the next few weeks and months. In my case, it's a classic.


Monster Hunter Wilds launches on February 28 for Xbox Series X/S, PS5 and PC. The review was written in code provided by the publisher and tested on both the PS5 and the PS5 Pro

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