Capcom
Monster Hunter Wilds hands-on preview: Get ready for some big-time hunts
We had the opportunity to try out Monster Hunter Wilds with our own hands, and we came away from the experience incredibly excited.
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Monster Hunter fans are patient creatures. One has to be to understand the small complexities that have characterized the series since its inception. But the evolution of the game is one of the constants that Capcom has maintained with each new installment of the series. And of course, when it comes to a new official installment, the changes are usually incredibly big. That’s why when we were given the opportunity to try Monster Hunter Wilds on our own we accepted with curiosity and caution.
With just a couple of trailers suggesting a much greater focus on a structured narrative, with charismatic and well-defined characters, and the surprise that the protagonist hunter and even their Palico will have voice acting, we didn’t really know what to expect. After all, at first glance the graphics look similar to MH World. The biggest difference they had shown is the number of monsters and creatures on screen, but other than that even the classic monsters of the series have not been shown.
Fortunately, after playing the title for about an hour we can say with confidence that Capcom has big surprises for players, since MH Wilds brings with it enormous changes in gameplay that almost completely change the Monster Hunter formula, without losing the essence that makes the franchise what it has been for more than 20 years.
Grab your weapons of choice: It’s time to explore
First of all, it is important to highlight that the preview that we were allowed to test is a version very much in development, so its graphical performance is not representative of the final product that Capcom plans to launch in 2025. There is still plenty of time for them to work on optimization and title content. Still, what we tried left us absolutely hooked and eager to continue playing.
The demo consisted of two different sections: the first represents the first minutes of the campaign, in which we are presented with the story that leads our hunter and his team to explore the Forbidden Lands, a region that was believed to be uninhabited, with monsters that were supposed to be extinct. Those are all the details that we will share, since although it is only the introduction to the game, it includes many details that the most seasoned Monster Hunter fans will enjoy discovering. Suffice it to say that there are quite a few references to mysteries that have lingered in the background for a long time, and that could well be revealed at last.
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The second section was what we were all really waiting for: a complete hunt in which we faced not one, not two, but three Doshaguma, the ape monster that has been the (ugly) face of the game since it was announced. Together, these two experiences prove to be an excellent look at what the foundations of Wilds are: a strong narrative like never seen before in the franchise, and constant exploration of open regions that eliminate loading screens and the need to return to a town to continue hunting monsters.
New monsters, new tactics
As we mentioned before, it is likely that at first glance the changes that Capcom has prepared for this new installment are not very obvious. But with just a few moments in front of the game it’s pretty obvious that this is a next-gen Monster Hunter. Graphically, the models and the environment have a high level of detail: from decorations on the characters’ clothes to very clear scales on the beasts that you have to hunt in this game. Of course, this is much more obvious when seeing the packs of creatures roaming the maps where your hunts will take place, especially as this extends to the monsters you’ll face.
Certain monsters now move in groups that bring together multiple members of the same species. During our search for a Doshaguma, the mission tasked us with eliminating the “alpha” of the pack, but he was always in the company of at least two additional Doshaguma. Part of the hunt now involves dealing with multiple monsters at once: in our case that involved being chased until we found another group of monsters, this time comprised of many Balahara, who started a territorial fight with our target. After the rumble, the group was separated, and we took the opportunity to isolate the alpha from his companions and really start fighting.
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This new pack mechanic sounds simple, but its presence means new uses for many of the classic tools we’ve had in previous games: for example, traps now serve for more than just capturing your prey, barrel bombs have become much more dynamic, serving as a distraction (and for the first time in the series allowing you to pick them up and reposition them after placing them), and smoke bombs are now great ways to make unwanted monsters lose track of you.
But this is not the only change, since although this new installment includes the 14 classes of weapons that have already been present in the franchise for several games, there are new mechanics that make them feel quite fresh. But unlike MH Rise, these changes aren’t as drastic as selecting special abilities that let you fly around the map carelessly.
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Overall, each of the weapons maintains its traditional moves, with the main changes coming from the “Focus Mode” that was introduced via a short video shortly after the game was revealed. This new mode gives you a reticle on the screen with which you can aim directly at where you want to attack. This helps a lot to break specific parts of the monsters, as well as to see the “Wounds” that are formed by constantly attacking, it also allows you to use a special move called “Focus Strike”. If this attack connects with a “Wound”, you can deal massive amounts of damage and even knock your prey onto its back, opening up an opportunity to use bombs, your big attacks, or simply kick the monster while it’s on the ground.
Unfortunately, as this is only a very early game hunt, the complexity of these new mechanics is somewhat limited. But it is not difficult to imagine that by mixing them with “High Rank” monsters or Elder Dragons this will become an essential part of our tools.
Monster Hunter takes some inspiration from the Stories series
Another of the biggest surprises during our time with the game was discovering how much the game has improved its narrative presentation. Not only is there a much more dramatic cinematic feel, with camera angles that focus on shocking moments even during gameplay, but the story truly is the foundation of the entire experience.
Although your hunter does not have a name, he is no longer a silent protagonist: he is now an active participant, having a suitably heroic personality, conversing with other characters in your expedition party, and offering input that goes far beyond grunting. and “emotes”. And he is not the only one: each of the cast members has names, instead of the classic titles that are usually given to them. It’s pretty obvious that Capcom plans to make you grow attached to each of them, as they are also a constant part of the game.
And this is enhanced thanks to the fact that the NPCs are no longer static figures in a town completely separated from the rest of the game. Instead of a town, your base (at least initially) is a camp connected directly to the area where you hunt: you can enter and leave it to upgrade your weapons, buy items, and take quests, all without screens. loading or scene cuts. And as for the missions, everything seems to be much more dynamic too.
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Alma, your main companion during the adventure that takes the place of World’s “Handler” and the classic “Guildmarms”, accompanies you during the exploration and is present in outpost camps on the map, allowing you to talk to her at any time to Start a mission smoothly and quickly. But you can also start a hunt by simply attacking monsters that freely stalk the region, as long as you don’t have another hunt active.
To this, we must add that now you can ask for help from the other NPC hunters who are part of the group in case you are playing without an internet connection, or while waiting for another player to join your session. These NPCs also have names, and from what we could see they even have dialogue according to the situation and the story.
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A familiar, yet excitingly new beast
While what we were able to test was a fairly small sample of Monster Hunter Wilds, the result couldn’t be more positive. This is just what fans of the series expected: the core of the experience continues to be that gameplay that demands your attention and quickly traps you in a zen state, but with clearly ambitious production levels that give it a new layer of detail. , and that help immerse you much deeper in the world.
And all this just seeing three completely new species of monsters. Yes, we already saw a Rathalos in one of the trailers, at least in the form of some classic armor made out of its pieces, and we know that there is a new electric wyvern that seems to be doing its thing in this new region, but it is clear that Capcom wants to create its biggest installment yet. After all, we can’t forget that Capcom has already revealed the Seikret, a new companion mount that fundamentally changes the way you move around the world, as well as dynamic weather that transforms the environment at random. And of course, the very fact that you can go out into the map with two different weapons to choose from at any moment is enough change for the franchise.
So now we are forced to practice what we preached at the beginning of this article: Monster Hunter fans are patient creatures. And patience is what we need as we eagerly await the release of Monster Hunter Wilds next year. But boy won’t we have to return to our favorite MH to keep us in line.
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