Do you have a favorite destination for travel? You can’t stop coming back somewhere. It’s a monster hunter for me. It’s a holiday. Often painful, exhausting, overwhelming real life fantastic sabbatical. By carving dragons, covering your ears from the fierce roars of the Earth, eating daily thunder, burning lovely new armor with amazing regularity, Monster Hunter is a break, a break.
However, Monster Hunter Wiles is a little different. It’s like going on a holiday to your favorite country…but going to a new city. It is familiar enough that you speak a language and recognize cooking, but habits are a little different. People behave slightly differently. The shop has items you don’t remember. It’s not muscle memory, it’s deja vu. It’s not a complete comfort, it’s a sense of familiarity. And it’s a change you never knew you needed.
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Capcom is clearly encouraging now. It’s extremely confident, but in reality I’m willing to mess around with the most reliable (and bestseller!) formula. good. Monster Hunter is not someone who is used to innovation. Take a look at the DLC products for the last game. I know what I mean. But Wiles is a world sequel and the most profitable monster hunter to date. Playing safely, Capcom might have spent more of the same thing and sat back counting the pennies. However, it chose not to be glorious, and instead began to thrust its hand into the belly of the beast and reposition the internal organs. The result is a smarter, stronger, faster, friendly, but strangely simpler chimera.
The most obvious change lies in the story. Since rising and sunscreen, we’ve seen the series try to force more stories around the skeletal “hunting, sculpture, crafting, and hunting structures. In Wild, the story is on your face. The old “post quests, teleport to zones, and hunt” rhythms are scrupped and replaced by more fluid paths. Wilds has a more open-ended setup that lets you wander from the hub world to your whimsical play area. It means you can see more of the world in its natural state and feel immersed in a complex ecosystem. There is a lot of focus on “automatic riding,” which takes away some agency. There is also a period when you can get it completely for a few minutes at a time. If you ask me, the cardinal sin of the Monster Hunter game.
It also means you have to sit through lots of idol chatter. How much tolerance you have for a paper-thin story depends on your patience with anime ratios, fan service, and mediocre voice acting. But it all looks absolutely fantastic, so at least there is. I’m not too bad the story (you can always skip it), but I’m sure it’s a great touch for those who want a little more arch to tie together the murder of all their peta running animals. But that’s not for me. It is so obvious, taking itself too seriously and feels woven together with fibers made of paras, stereotypes and cliches.
I don’t play Monster Hunter for the story. I never have and will never do that. These cute enamel pins come in set dressings, side salads, and eye-catching clothes. The real meat of Monster Hunter is gameplay and let me tell you… When you’re actually fighting (especially the post-game HR part), Wild is the best Monster Hunter Capcom ever made.
All 14 weapons will be returned from previous games, but now you can carry two with you. Do you want to use something that can cut off the tail or shoot the eyeball? please. Do you want to take two different gunlances so you can poison a big lizard and then set it on fire? It’s your game. This alone is enough change to bring the game back to fresh and old players, but there’s more. There are many.
Removes the wound. A severe injury to the monster’s body can be exploited for heavy damage, accumulation of elementals or stats, and can provide more material when destroying them. It offers more options in instant battles that pad the macro experience to make the fight more dynamic and keep things attractive to the forefront.
Previously, there was a strict rhythm in the battles of Monster Hunter. Engagement with the beast, fight it a little, chase it a little, fight it a little, break it a bit, pursue it again, capture it or kill it. That dance is still wild and the same, but now you can incorporate more flashy footwork into the middle. You can always create a wound and try to open it. You can give more direction to the flow of the battle. There are more options for each fight, and you are always weighing the next move that is most efficient. It’s more of a succulent, and it’s the treatment of the palate.

And once you realize that the world works more deeply than ever, all the options in the flow chart expand once more. The entire Monster Hunter Wilds experience is like opening a skill tree, zooming out, zooming out and zooming out in the game. More and more things become visible, overwhelming, attractive and exciting.
One of my favorite moments in the game was basically fighting the Raidow in the starting area – basically the Thunder Dragon. It’s a “boss battle” and a threshold to more difficult content if necessary. During the battle, a flock of p**sed-off buffalo-like monsters (doshaguma) plunged into a brawl. They panicked and the Alpha Monster began poking his head with Reidau. The dragons were screaming and throwing lights everywhere. The herd was leading electricity, causing upsetting, rumpus. It was a massacre, and me and my fellow hunters were in the middle, trying to understand everything. Eventually, the flock left, Ray Dow was knocked unsteadily to the ground, with monsters everywhere.
It wasn’t completely scripted, so I did the same fight at least 6 times, but the same thing never happened again. The ecosystems and the living worlds Capcom is so complicated and complicated that I still remain Gob-Smacked, much after the credits were rolled. I won’t ruin things here, but there are plenty of monster variations – and monsters that can live somewhere else can appear in new environments – I don’t think I’ll be able to absolutely see everything this game has to offer. That’s incredible. And in my opinion it’s more than supplementing a smaller monster roster than the world.

Monster Hunter Wild is not an open world. This is a huge set of areas woven together with elaborate pathways and multi-layered environments. You can build up your carrier through the forest canopy for 1 minute, and you can explore the depth of the underground depth of the hollow oil during the following period. You may be blinded by a snowstorm or loosened by the rain. You can move away from lightning or bathe in the sun on the open plains. Re Engine is a magical technique and it feels like Capcom is juicing it with every cylinder in Wild.
You can also see it in animation. There is so much subtlety in the monster’s behavior, but that’s surprising. Marionette spider Lala Barina moves like a stop motion doll. The (edited) version of the Returning Monster trembles with rage and with raw power. Hunters should also handle weapons and watch right. I don’t know what it’s like to wield a gun that is both real life and lance, but Wild makes me believe Capcom has understood it.
But what’s as convincing as gameplay has to contest Wilds’ pacing. Aside from the story, some essential bits of gameplay, such as capturing monsters rather than killing monsters, are kicked into the post-credits section of the title. Odd number. After finishing the game, why am I still on boarding?
That’s part of the broader question of how complex a complex wild is. The formula is wild and much simplified, but there are still many iconic salads on the screen. You may not shine unless you dig into the menu to learn how to use your favorite weapon. But you get back what you put in, and for those willing to dig, there are golden veins and veins to attack.
However, all complex features are a little too easy to match. It’s theoretically good to be automated on your mount to find all the monsters. In fact, you’ll ignore a lot of the world Capcom crafted because you’re on Converyor Belt. The lower requirements for crafting allow you to gain more powerful gear than in previous games. Enhanced monsters don’t have their own reward pool, so I feel like they have fewer weapons and armor than other titles.
Something like this doesn’t bother me. I play Monster Hunter. Because the higher content – what you see after the credit roll – is the real meat of the game. I admit it’s frustrating that so many good armor sets, the most thrilling battles, and the toughest part of the game is hiding in the experience for over 18 hours. But it’s Monster Hunter, baby! It feels like Capcom is earning the right to unlock the illogical training wheels so that you can sometimes feel.

Monster Hunter Wild is the most sophisticated monster hunter game ever. It’s absolutely full of things to do, it’s streamlined in a smart, player-friendly way, and it’s layered on so many small bounties and boosts compared to the world, so it’s impossible to see where Capcom can go next. It can be argued that Capcom sanded all the rough edges and erased the series’ personality in the process, but I think that’s unchanging. I think this is a more accessible game that is as deep as the world, but it’s hidden in the crease of the postgame. And it turns people off.
But the new monsters are fun, ferocious and strange. The nudging and nuances to weapons are attractive and will make you feel overwhelmed without underestimating the fight. The crafting process feels faster than before, but you can grind the perfect set if you want. Drop-in, Drop-out Online Multiplayer was seamless and concise, and netcode (PS5 Pro, with Cross-Play on) never failed. Aside from some old stories and some weird choices about pacing and player autonomy, this game is exactly what you’d wanted in the Monster Hunter PS5/Xbox series era.
I’m already 50 hours, and I can’t wait for double-triple, quadruple! – That number in the coming weeks and months. As far as I’m concerned, this is a classic.
Monster Hunter Wilds launched the Xbox Series X/S, PS5 and PC on February 28th. This review was written thanks to the code provided by the publisher and was tested on both the PS5 and the PS5 Pro