I can finally express my issues with Monster Hunter: Wilds

Monster Hunter Wilds: Technical details and release date

Monster Hunter: Wilds was controversial when it came out, it still is nowadays and it will be when the Sunborne expansion releases. Business as usual, it's the classic cycle of "old game good, new game bad". I think it's a fine game on its own, far from bad. However, after completing the High Rank campaign, I finally understood the problems I have with the game. I did find certain disagreements during the main campaing/Low Rank content, but I didn't fully understand them, and thus I couldn't express them properly. As a result, this article will be an attempt at explaining what I find disagreeable with Monster Hunter: Wilds in the context of Monster Hunter, which may explain the discontent with the general public. Keep in mind that this is not an attack on the game. As I already mentioned, I think it's a good game, and in now way am I trying to persuade you that you shouldn't like it if you do. This is written from the perspective of someone who played Rise Sunbreak, World Iceborne, Generations Ultimate, Portable 3rd, 4 Ultimate, Tri and Dos.

What did Wilds do right?​

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This guy right here.

Despite my intent to criticize the perceived flaws of the game, I also find that it does some things right, some of which I wish were introduced in previous entries (mainly Monster Hunter: World). In order to keep the article not as negative, I'll start with the positives.

Being able to finish a quest instantly​

This is a feature that exists after you kill or capture a monster. By holding Select (or whatever it's called in your preferred controller), you can move on to the results screen without having to wait a minute. This is particularly good in endgame when you no longer need to get small materials such as bones or minerals. Personally, when I finish a quest, I tend to do something else while I wait for the results screen, so this is a great addition for ADHD fellas such as myself.

The immersiveness​

Monster Hunter: Wilds is one of the few games that respects the evil legacy that Monster Hunter Dos left behind. That game used a season mechanic that caused certain monsters and quests to only appear depending on the season. While this was annoying, especially if you wanted to farm a specific monster, it allowed for a great deal of immersiveness that no other Monster Hunter has managed even today. Wilds is close to that, thanks to the different biomes in conjunction with the three season. It's not AS immersive (or punishing), but is good enough. There're issues with it, however...

The monster roster​

Wilds holds the honor of being the only Monster Hunter without a truly bad monster. Rise was close, but base Narwas is abysmally bad (Almother is really good, though). If I had to pick the "worst" it would probably be Quematrice, but only because it's unremarkably boring. The rest are, at worst, decent and, at best, amongst the best fights in the series. Rey Dau, in particular, is, as younglings say, "full of swag", and Omega is the first instance of a crossover monster that doesn't suck. I can't attest for the Savage version, though. Now, the fact that there are no bad fights might be a consequence of the difficulty, which I'll get to later, but it's still something.

Slinger ammo is actually useful​

Monster Hunter: Wilds brings back the slingshot ammo mechanic. Back then, they were simple proyectiles that deal negligible damage, and thus were mostly used to interact with terrain. There were a few exception, such as Crystalburst, which could stagger monsters very easily, Piercing for very large monsters, Bomb because it did some damage MAYBE Thorn because of its stun properties. Disregarding those, the rest were pitiful and had mostly support uses. In Wilds, most ammo, save for a few, deal damage bigger than a single slash of Sword and Shield. There's also the big ammo, which could be obtained from certain monsters after breaking specific parts, and those deal humongous damage. Overall, they're fun to use, especially against the Guardians when they create their structures that can explode with certain elements.

Being able to grab certain materials with the hookshot​

Relevant only to Wilds, and very minor in comparison to the rest, but I find using the hookshot to get materials from afar to be very fun. I wouldn't want this in older games, but I'm really glad that it's in this one at least.

What did Wilds do not so well?​

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This guy right here (needing a whole Title Update for it to be rematchable).
Now we arrive to the meat of the question, because the aforementioned things are quite small in comparison to what I'm about to tell you. AND REMEMBER: if you do find these features attractive, then more power to you.

Reduced difficulty​

"Oh, but Wilds isn't easier, you just got naturally better as a veteran". Incorrect. Wilds IS easier than other Monster Hunter games, more so than World, more so than Rise. You get so many resources it's not even funny: for every mission I'd go with just Potions, Mega Potions and maybe Barrel Bombs for when they sleep. Rarely would I use Mega Potions. Even without taking that into account, there are other issues such as better mobility (the fact that you get movement while attacking, specially with lighter weapons such as Sword and Shield is enough proof), your health not diminishing after carting (granted, this was also on Rise, but that one had a different weltanschaung) and the Wound system (which I'll get into later), combined with pathetic monster patterns means that carting is rare, and losing a mission is outright impossible (unless we're talking about masochistic end-game content). I can assure you that this isn't as big on World and Rise (which are fairly easy games but still have some roadblocks such as Anjanath and Almudron). As I mentioned before, it's probably for this reason that no fight is truly bad. Fortunatelly, no monsters fall on the "I can't remember that monster" territory because they have cool designs.

Immersiveness... but for what purpose?​

I mentioned before that the game tries to bring back the immersiveness of Dos, but it fails completely. While monsters rotate depending on season and time, the game makes sure that you're never using the mechanic at any given point. For example, after hunting a monster, you'll get an infinitely repeatable quest, which makes hunting them on the wild(s) completely useless. And if it were just that... but more on that later. There's also a lot of pop-ups and UI elements that ruin that immersion, but that's minor.

The Wound system is bad​

On paper, this feature is fine: hit a monster repeatedly and a wound opens up, allowing you to do extra damage on that spot for a while (excellent against hard parts!). And then after five hunts it becomes boring because wounds open up very easily and very often, so you do more damage for the sake of doing more damage. Also, focus attacks on wounds stun lock ALL monsters for a set time (allowing other players to damage the monster in the meantime) and do a lot of damage. I'm pretty sure that the Wound system is part of why the game is so easy in comparison to other entries. Personally, I noticed that most hunts were really fast, taking at most 15 minutes on the hardest ones (with a few exceptions such as Omega).

The story, world and characters are excruciatingly boring​

Wilds isn't the first time Monster Hunter has tried for a more narrative approach. The first proper attempt was with 4U, and ironically it was their best attempt, if only because the Gore Magala dynamic funcioned really well. In World they tried again, with a bigger scope, and it sucked, but at least the New World was somewhat interesting, especially in contrast with the Old World. Rise had a certain semblant of narrative and, in my opinion, it had some interesting ideas but were executed poorly, but at least it wasn't intrusive, merely giving you a few cutscenes after ranking up, and were all skippable. Wilds tried to go back to the World formula and failed again. Although the main campaign is shorter it feels even worse because it's even more intrusive and, somehow, even more boring. The only thing that's better is that now you can skip cutscenes. And don't get me started on characters. For the first time in the series, every character has a name rather than a title, which should mean that they have a semblant of a personality. Rather, they are stereotypical and one note. The ones returning from 4U (Gemma and Fabius, not sure if there are others) are especially sad because 4U had really fun writing and none of that is present in Wilds. As for the world... maybe it's just me but I don't find it as interesting as previous entries. Also, because of how the story is structured, High Rank feels like postgame rather than the natural progresion (especially because the climax is pathetic).

Switch Axe isn't fun​

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WHY IS SEREGIOS SWITCH AXE DRAGON PHIAL AND DRAGON ELEMENT???
This is a personal pet peeve of mine, and it barely constitutes as criticism, but I really dislike Switch Axe in this game. I like to think of myself as a Switch Axe main, since I've played it in every game where it is. For me, the Switch Axe should be slow but strong in Axe mode and weaker but fast and precise in Sword mode. Most importantly, it's a weapon that rewards aggressiveness because its defense is purposefully bad. Rise was perfect, with the only con being that in Sunbreak they gave it a counter (which I don't really mind because 1. It's fun to use 2. It's tied to a resource). In Wilds they said "fuck it" and did whatever: now Axe mode is faster but slower and restores the Sword gauge with each hit (which means you don't really get to manage the gauge as a result), and Sword is stronger but slower than before. It also now has a counter at any given point in Sword mode, for whatever reason. One might think these features are great, as they manage a good balance between both modes, but this isn't what I look for in Switch Axe.

On the other hand, Sword and Shield is the best it's ever been. Love it so much, so it's not all so bad.

The game just lacks friction​

In this context, "friction" refers to opposition. Most games tend to have a certain level of friction, and it's important to find a nice level of balance so that the game is enjoyable. Too much, and it becomes frustrating. Too little, and it becomes mind-numbing and boring. Monster Hunter: Wilds is of the former. There're many examples and anecdotes of what I mean by this, but I always bring this one when explaining the lact of friction to my friends:

There's a side quest which has you capturing a Doshaguma in the Scarlet Forest. It has to be in that stage, or it won't count. Sweet, I get to utilize the Season mechanic. Maybe it's not now, but after hunting for a while I should be able to find one there. No harm, no fowl. Except that the repeatable quest that you get for killing any Doshaguma has him appear in Scarlet Forest. So what's the point of the Season mechanic? There's also the case of Jin Dahaad and Zoh Shia in High Rank. After beating them during the story, there's a chance that they might appear in a specific biome, giving them a sense of grandeur an uniqueness. If you miss them, they're gone! Or you could also register them as an infinitely repeatable investigation and not bother about that.

And this is what I mean about the game lacking friction. As I mentioned before, the games ensures that the player never suffers even just a bit. Everything has to be announced, secrets are forbidden and waiting is illegal. For a series about the opposition of man vs nature and making the life of the hunter as horrible as possible, Wilds doesn't even bother.

No identity​

I'll close this article off by highlighting that the game has no real identity of its own. It tries too much to cater to World fans but with the QoL features that appeared in Rise. Whenever you think of any game, chances are that you can define their identity in a sentence, such as "underwater combat" for Tri an 3U, "celebration of the series" for Generations Ultimate or "just very well rounded" for Portable 3rd. With Wilds, however, it's just "what if we made World 2 but with what made Rise unique" Hell, you even get Scoutflies but they're completely useless because you can see where the monster is at all points. Why bother? Maybe I'm too grumpy, but I can't help but feel the similarities between Wilds and Worlds... to much.
 
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Thanks for a Great read. I will say my biggest personal gripe with wilds is all the damn hand holding the game is soooooo damn easy it´s not fun anymore. Sure world is also a bit on the easy side.

Man I miss the day when you actually had to preparer for a monster fight. You had to buy whetstones and if you forgot buying then your where fracked. You had to use paintball´s to track monsters so if you had non god luck finding the monster. Now you can just pin the monster and ALWAYS find it yo u never have to look for them why even bother having a map when you can just B-line it to the monster.

And then the game running like ass it´s honestly sad even several patches it runs badly and then the damn ugly filter they have. I might not have a super PC but frack me the game looks so ugly on medium settings even World looks 10 times better on lowest setting "but I can run world on max easy"

Honestly monster hunter wilds is the first monster hunter game I would say is the worst in the franchise and I got no love for monster hunter Rise. My biggest issue with Rise is the Wirebug mechanic it´s not fun to use and pain to learn. Then also all the damn singing in everything it´s like they tried to make a Idol monster hunter. But at least Rise is still fun and don´t run like ass and is a bit harder.


But I think Capcom is sprinting to do the worst monster hunter game ever as their next big titles Outlanders is a FUCKING MOBILE game. I hope that game fails so hard it kicks them in the balls.
 
I just wanted to mention that for a long while, this game required you to own every DLC or its DRM would get funky and your CPU usage would spike up really high.
 
Instead of picking everything you say, I'll just say I disagree and go try beat Omega Planetes.

mr i only bring mega potions, you aint fooling anyone
 
Haven't played Wilds yet but I appreciate the read. Considering you're (or really most people) are traditional Monster Hunter enjoyers I'll totally believe your opinion!
Kinda wonder why Capcom keeps making them easier when I'm sure 90% of MonHun players are still seeking that thrill that made them fall in love with the series in the first place.
 
I have no problem with Monster Hunter. I like Monster Hunter stories the most. Thanks for your article
 
I will say this, I have only played World, so my opinion might not be worth all that much, but as soon as I saw the fact that you can't track the monster via claw marks, prey, etc.. It just made me immediately hate the game and just not want to play it. Because what's the point in playing a Monster "HUNTER" game, where you don't even do any hunting but rather just fighting? Isn't the point of hunting first tracking the thing you want to hunt, and then when you find its habits and where it is, you then go and "hunt" it? Like that's the problem with the game (and I haven't played it, so my words probably don't mean much), it's trying to be too many things at once, but then forgetting the core idea of what Monster Hunter is as a franchise. It's not just mindlessly hunting monsters for the sake of it. But idk, like I said, I have only played World, so I can't really have much of a say on how the previous titles were.
 
I certainly do not agree with some of your "positives" as properly worded as they are, because some aspects are meaningless or simply hurtful to the whole experience nonetheless, I'd argue some of them are not actually positive per-se and simply neutral at best but this would be more of a subjective matter so I'll simply agree to disagree.

As for the rest, yeah it pretty much fits the bill, sadly since MH XX the whole brand keeps on doing gimmicks and gimmicks instead of evolving in its natural direction with more broad, varied and harder content. The formula was already perfect in FU and since then all it needed is simply more of the same (more monsters, difficulty, weapon types, terrains, biomes, weather, underwater combat, etc etc) and ever since MH XX it has been one gimmick after the other... My last MH game was World and it was very disappointing until I made it all the way into HR and faced AT Velkhana, AT Monkey and Fatty, because until that point I didn't face any kind of wall or challenge, stuff like the claw, the mantle, the stage hazards, mounts, cats... The hunter has so many tools against the monster they turn into pinnatas basically. Needless to say I didn't even bother with Rise, that spiderman crossover is no MH, and didn't bother with Wilds either since the awful trailers told me everything I needed to know it would be another mediocre or outright bad MH game... I mean the focus on "story", "cutscenes", "voice acting"... anything that isn't about the monsters or the weapons is a negative in my book.

Anyways, I just wanted to get that out of my chest, your essay was comfortable and fun to read so thank you for sharing it with us, have a good one.
 
Thanks for a Great read. I will say my biggest personal gripe with wilds is all the damn hand holding the game is soooooo damn easy it´s not fun anymore. Sure world is also a bit on the easy side.

Man I miss the day when you actually had to preparer for a monster fight. You had to buy whetstones and if you forgot buying then your where fracked. You had to use paintball´s to track monsters so if you had non god luck finding the monster. Now you can just pin the monster and ALWAYS find it yo u never have to look for them why even bother having a map when you can just B-line it to the monster.

And then the game running like ass it´s honestly sad even several patches it runs badly and then the damn ugly filter they have. I might not have a super PC but frack me the game looks so ugly on medium settings even World looks 10 times better on lowest setting "but I can run world on max easy"

Honestly monster hunter wilds is the first monster hunter game I would say is the worst in the franchise and I got no love for monster hunter Rise. My biggest issue with Rise is the Wirebug mechanic it´s not fun to use and pain to learn. Then also all the damn singing in everything it´s like they tried to make a Idol monster hunter. But at least Rise is still fun and don´t run like ass and is a bit harder.


But I think Capcom is sprinting to do the worst monster hunter game ever as their next big titles Outlanders is a FUCKING MOBILE game. I hope that game fails so hard it kicks them in the balls.
Thanks for your words! I love Rise, but at this point I only like it because it's a great Action RPG. Also, Valstrax is there.
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Instead of picking everything you say, I'll just say I disagree and go try beat Omega Planetes.

mr i only bring mega potions, you aint fooling anyone
First of all, good morning.

Second of all, while I didn't beat him (yet), it's true that Omega is an exception, and he is a noticeable difficulty spike in comparison to the rest of the game. However, can you really say that the game is difficult because of one element? That's like saying that Critical difficulty in Kingdom Hearts II FM is bad because you get wrecked in Beast's Castle.
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Haven't played Wilds yet but I appreciate the read. Considering you're (or really most people) are traditional Monster Hunter enjoyers I'll totally believe your opinion!
Kinda wonder why Capcom keeps making them easier when I'm sure 90% of MonHun players are still seeking that thrill that made them fall in love with the series in the first place.
I think it's an attempt at making the series more mainstream so that it reaches a higher audience. In that regard, they succeeded: Monster Hunter World is a best seller in several platforms, and so is Rise and Wilds.
I certainly do not agree with some of your "positives" as properly worded as they are, because some aspects are meaningless or simply hurtful to the whole experience nonetheless, I'd argue some of them are not actually positive per-se and simply neutral at best but this would be more of a subjective matter so I'll simply agree to disagree.

As for the rest, yeah it pretty much fits the bill, sadly since MH XX the whole brand keeps on doing gimmicks and gimmicks instead of evolving in its natural direction with more broad, varied and harder content. The formula was already perfect in FU and since then all it needed is simply more of the same (more monsters, difficulty, weapon types, terrains, biomes, weather, underwater combat, etc etc) and ever since MH XX it has been one gimmick after the other... My last MH game was World and it was very disappointing until I made it all the way into HR and faced AT Velkhana, AT Monkey and Fatty, because until that point I didn't face any kind of wall or challenge, stuff like the claw, the mantle, the stage hazards, mounts, cats... The hunter has so many tools against the monster they turn into pinnatas basically. Needless to say I didn't even bother with Rise, that spiderman crossover is no MH, and didn't bother with Wilds either since the awful trailers told me everything I needed to know it would be another mediocre or outright bad MH game... I mean the focus on "story", "cutscenes", "voice acting"... anything that isn't about the monsters or the weapons is a negative in my book.

Anyways, I just wanted to get that out of my chest, your essay was comfortable and fun to read so thank you for sharing it with us, have a good one.
Difficulty is subjective. I think that, in World, Barioth and Tigrex are walls (at first, later on they aren't much) and in late game Furious Rajang and Raging Brachydios are challenging but fair fights.
I will say this, I have only played World, so my opinion might not be worth all that much, but as soon as I saw the fact that you can't track the monster via claw marks, prey, etc.. It just made me immediately hate the game and just not want to play it. Because what's the point in playing a Monster "HUNTER" game, where you don't even do any hunting but rather just fighting? Isn't the point of hunting first tracking the thing you want to hunt, and then when you find its habits and where it is, you then go and "hunt" it? Like that's the problem with the game (and I haven't played it, so my words probably don't mean much), it's trying to be too many things at once, but then forgetting the core idea of what Monster Hunter is as a franchise. It's not just mindlessly hunting monsters for the sake of it. But idk, like I said, I have only played World, so I can't really have much of a say on how the previous titles were.
I agree completely. I don't mind it much in Rise (might be bias because it was my first Monster Hunter, or because in my mind is a casual experience that you boot up every now and then for a few minutes), but in Wilds it's annoying. I think the World approach is really fun, but there's something very satisfying about the paint balls.
 
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I agree completely. I don't mind it much in Rise (might be bias because it was my first Monster Hunter, or because in my mind is a casual experience that you boot up every now and then for a few minutes), but in Wilds it's annoying. I think the World approach is really fun, but there's something very satisfying about the paint balls.
The reason why it's fine in Rise is that Rise is not meant to be like the core games. It's meant to be just fighting the monsters, and that's it: Like a mindless action game that you can hop in and have fun for a couple of hours and then hop off. In a sense, it's not lying to itself about what it is; it's accepting it and then just doing that. Wilds...is well a shitshow to be frank. It's, like I said before, just too many things all at once that just don't fit together. It's lying to itself, but more importantly, it's lying to the player, and that just makes the gaming experience absolute torture.

Like, idk. I just think it sucks what Monster Hunter as a franchise has become, now I know I have only played Worlds but I truly love the franchise because there hasn't been a game that has captured me and made me play the game for 154 hours in two weeks (that's not a lie, I literally played it for that long during two weeks when school was on, on top of it all). It just shows how fun the gameplay loop is. I really wanted to buy Wilds, but sadly, nowadays, being excited about new games is like a gamble too risky to take. It's just not worth it, and that's why I think it's even more important to play the older games, which is what I am thinking of doing with Monster Hunter, like downloading 4U, since I have only heard good things and playing that. It sucks, but it is what it is. That's just how the gaming scene is nowadays.
 
The reason why it's fine in Rise is that Rise is not meant to be like the core games. It's meant to be just fighting the monsters, and that's it: Like a mindless action game that you can hop in and have fun for a couple of hours and then hop off. In a sense, it's not lying to itself about what it is; it's accepting it and then just doing that. Wilds...is well a shitshow to be frank. It's, like I said before, just too many things all at once that just don't fit together. It's lying to itself, but more importantly, it's lying to the player, and that just makes the gaming experience absolute torture.

Like, idk. I just think it sucks what Monster Hunter as a franchise has become, now I know I have only played Worlds but I truly love the franchise because there hasn't been a game that has captured me and made me play the game for 154 hours in two weeks (that's not a lie, I literally played it for that long during two weeks when school was on, on top of it all). It just shows how fun the gameplay loop is. I really wanted to buy Wilds, but sadly, nowadays, being excited about new games is like a gamble too risky to take. It's just not worth it, and that's why I think it's even more important to play the older games, which is what I am thinking of doing with Monster Hunter, like downloading 4U, since I have only heard good things and playing that. It sucks, but it is what it is. That's just how the gaming scene is nowadays.
Yeah, you should give 4 U a try (or Generations Ultimate). Quite frankly, I'd give a try to anything except for the first one, and only because Freedom is a fairly faithful remake and the original isn't very fun
 
The general difficulty might be easier but the endgame stuff they've added is really nasty like Omega Planetes, the 10 star arch tempered quests, the Proof a Hero Quest and the Special Assignment Gozmagios one. I don't think any of the regulars are complaining much now with those on their plate. I've never seen so many hunters dying just from regular farming runs of Arch Tempered Arkveld.

I'm not happy about the FOMO challenge quests either even if it's just pendants.
 
The general difficulty might be easier but the endgame stuff they've added is really nasty like Omega Planetes, the 10 star arch tempered quests, the Proof a Hero Quest and the Special Assignment Gozmagios one. I don't think any of the regulars are complaining much now with those on their plate. I've never seen so many hunters dying just from regular farming runs of Arch Tempered Arkveld.

I'm not happy about the FOMO challenge quests either even if it's just pendants.
The endgame stuff being for masochists is quite consistent. Arch Tempered Nergigante, Apex in Rise, high level quests in G-rank 4U...
 
Wasn't there a way to skip the timer in older MH games? I know rise, worlds and wilds didn't had it but i feel like you could do it before that. Or maybe I'm thinking about god eater, freedom wars, Soul sacrifice or Ragnarok Odyssey or whatever.

Some people already mentioned that they rely so much on gimmicks and i couldn't agree more. Wire bugs were pretty fun for me but it felt like I'm playing a different franchise now, hell replace the monster models and it could have been freedom wars 2. I liked world and rise still but wilds was the first time i didn't even finished the story and i don't see myself going back to the game. Before that I had countless hours in every game since MHFU. Also why aren't they adding new weapons? The last one was the insect glaive, that was 13 years ago, hell back then the franchise wasn't even 10 years old, that's how long we are using the same set.
 
Every video game has an identity. Saying a game lacks an identity makes no sense. You can say this games identity is "Monster Hunter Worlds but for the worst"
Have I played Monster Hunter? No. But i do agree with your article, Capcom had that idea where they try to casualize as much of there games as possible in each new sequel and this series is no different.

I believe fans just want more of the original series artstyle and difficulty.
 
Cannot stand wilds. Feels like sandbagging from Capcom which is inexcusable
 
I completely agree about the lack of friction. I took the QoL features of World/Rise in stride because I didn't want to be a crotchety old geezer, and some of them were indeed pretty nice. Wilds just went overboard in sanding down all the elements that gave Monhun its unique edge. I'm hoping Capcom course-corrects but I'm not holding my breath
 

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