Playtime:
3386 minutes
This is being written before any of the game's major updates, about three weeks after launch. And it's being written by an insane old lady who started playing this franchise on her Playstation 2 in 2005, who cares about it more than she ought to. I also had a lot of fun in my 50 hours so far. Hitting 'no' on whether I recommend it isn't really a literal 'I do not recommend the game'. It also has nothing to do with the extremely valid criticisms of the game's extremely dogwater performance. Keep all that in mind.
I don't think my take on Wilds is going to be a popular one, even with as many critics as it's building up. Which is fine, I'm used to that, World is the first time I've actually agreed with majority consensus on this franchise, while before that I would have still insisted Unite was the best in the series. That isn't a popular take. But I really can't help but feel like Wilds has gone in a bad direction for the long-term health of the series. Not because of the shorter hunts or the 'lack of content' that you may have already heard complaints about, especially that latter one. I DO think there's some truth to it, I think even at launch World had a lot more to do, but zero question that perception is mostly from people remembering World in its final state.
My issue is that this game feels completely frictionless. The game doesn't feel like it ever stops me, it doesn't feel like it ever trips me up. Everything is so easy to do, not just the fights but supplies and food and inventories and unlocks and layered gear and, just everything. Your mount automatically sends you to where you need to go and everything you'd ever need is put in your pocket then the big monster dies after tapping you on the wrist a couple times and that's that. Even that example I gave before, there's just as many palico gadgets and we obviously still have a mount, but you just kinda. Get them. I didn't have to explore some weirdo unmarked nook of the map to do a weirdo unmarked quest for some random unmarked cats, I just kinda got it. Everything is laid out for you, handed to you.
There's good and bad to the friction being gone. I love that sharpening is actually possible to do mid-fight solo now, but I feel like it's too generous that my seikret can just pick me up to bail me out of anything at all ever. I'm not going to miss Nergigante's 'roar which stuns you for long enough that you don't have time to sheathe your weapon to superman dive away from his now undodgeable attack' garbage, but I'm not sure I like that trade if it means NOTHING feels threatening. Nobody liked the old deco drop rates but... I dunno, it feels a little hollow finishing my build 50 hours into the game. Half of this stuff wouldn't be bad on its own, and half of it is actively good, but all at once? Remove ALL the friction, good and bad, at once? It makes it feel aimless, insubstantial, braindead. The game is so devoid of ANY sort of friction that I'm sitting over here feeling nostalgic about paintballs and mid-fight combining, for gods sake. Those were NOT good mechanics, but in a room full of padded walls I'm craving something concrete, something with some weight to it.
I think my biggest gripe - and I KNOW this take is going to be super unpopular - is focus mode. I just don't think I should be able to throw out attacks nonstop without thinking about them and relying on focus mode's 180s to trivialize positioning. To me, the essence of monhun is the need for commitment, for planning, the fact that having to consider so many things regarding monsters and your own movement and positioning in advance not only necessitated deeply learning monsters' behaviours, but rewarded you massively for it. Landing a TCS on a mobile monster used to be a thing of mastery and beauty and now it's just... Nothing.
The game honestly kinda feels more adjacent to Helldivers than World. A party game that exists purely for small groups of friends to roll loot slot machines in. And don't get me wrong, I like those kind of games, but that's not what monhun was to me.
Regardless of whether future monsters do more damage and take longer to kill, that won't change the fact that focus mode makes positioning nearly redundant, that every single weapon has get-out-of-jail-free moves, that the big moves just aren't hard to pull off anymore given they're either twice as fast or have super armour or both and even if you do screw it up completely you can roll out of it before it's even gone off, that your seikret ensures it's nearly impossible to get combo'd out, that the absolute worst the game can do is put up a Quest Failed screen and take away the 5 mega potions you used on the fight from your stash of 800.
I said at the start of this that I don't necessarily not recommend the game. But, at present, I would definitely recommend you to play World first. Too many edges got sanded down, I think. It's lacking the franchise's usual weirdness, and its abrasiveness. You can give the upcoming update monsters 10 times more HP, but it won't bring back the feeling of satisfaction that overcoming those rough edges brought.
In retrospect Monster Hunter Wilds is a very ironic name for something that feels so completely toothless.
EDIT: I did not expect so much attention on this, let alone for it to all be positive. Thanks for that! Especially the people sharing their old hunting stories, so, lemme share one of my own nostalgic hunting stories as thanks.
I still hadn't 'got' monhun when Unite came out, despite playing 1, 2 and F2. Nargacuga was the flagship monster for that game and I really liked (and still like) its design. I got the quest to hunt it, suited up with my trusty old Akantor armour, and decided on dual blades for it. One of my weaker weapons but it felt appropriate. And, like, what's the worst that could happen? I wasn't even in G Rank yet.
I drastically underestimated how tough a fight it would be, and wasn't nearly good enough with DB for it. I carted twice quickly just from being blindsided. I played safer from then but was still getting knocked around.
I went through my entire potion supply. I kept fighting but got low on HP and ran off to actually use the tent to heal (a lot of people didn't even know you could do that in the older games lmao), and do some old fashioned on-field procurement of potion materials, despite being unfamiliar with the new map. I hadn't had to do that since monhun 1. I thought about going home for the hammer but despite the struggle I was just... having fun. It really did feel like I'd just met something that was my match and I had to knuckle down and learn it.
I somehow managed to keep surviving, but the timer was becoming an issue. I'd barely even remembered quests had a time limit. I basically had no hopes for finishing it off, I was just keeping up the fight as practice. But I kept swinging when I could. Past 45 minutes I stopped going off to gather even when I fell into fatal range. And with literally less than a minute on the clock, it died. Out of almost all my supplies, battered and broken, hanging onto my last life by a thread, but I managed it.
It's still my favourite monster hunter memory. As Wilds is, it's really hard to imagine it making a story, and a feeling, like this. World gave me some similar ones with some of the nastier monsters. Most of those memories were from Iceborne, though, so I do still think there's hope for Wilds to turn out some great moments with AT patches or the inevitable expansion, but like I say in the review, patches can up the numbers but they can't make Helmsplitter satisfying again.
But also like I said in the review, I didn't really like the games between Unite and World much. It's not the end of the world if Wilds still winds up mid after everything. I waited 9 years between monhuns I actually liked before and I can do it again.
Happy hunting, y'all.
👍 : 4750 |
😃 : 118