Review

Monster Hunter Wilds Review - New Frontier

  • First Released Feb 28, 2025
    released
  • PC

It has issues, but Monster Hunter Wilds iterates on a winning formula with another captivating collection of monsters to slay

I thought I would miss the Wirebug from 2021's Monster Hunter Rise. Not just because of the verticality and fluidity it introduced to traversal, but also because of its vital role in combat--whether you were incorporating Silkbind attacks into combos or using the Wire-dash to avoid certain death by the skin of your teeth. The Wirebug was a fantastic addition, and yet its absence is something I never really felt in Monster Hunter Wilds. Such is the strength of its combat, the seamlessness of its open world, and the impact both of these facets have on a core gameplay loop that remains infinitely compelling. There are a few missteps along the way--of both an artistic and technical variety--but Wilds is another excellent entry in Capcom's beloved series.

For seasoned veterans, that core gameplay loop will be instantly recognizable. You hunt monsters, craft their parts to make better weapons and armor, and then use these upgrades to hunt even more challenging monsters. It's an evergreen formula, although an emphasis on narrative hasn't always been part of the equation. The lone exception is 2018's Monster Hunter World, and in many ways, Wilds feels like a continuation of that game's approach to storytelling. By integrating Guild and Village quests into one cohesive story with multiple characters and a fully voiced protagonist, Capcom clearly intends for the story to be more than the afterthought it has traditionally been.

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Now Playing: Monster Hunter Wilds Review

The game's opening moments see the Hunter's Guild arrive in the Forbidden Lands: an uncharted region believed to be uninhabited for the past thousand-odd years. This misconception changed, however, when a young boy named Nata was discovered near the border. Pensive and frightened, Nata recounts how his village was attacked by a fearsome monster known as the White Wrath, forcing the Hunter's Guild to embark on an expedition to investigate this mysterious creature and potentially save Nata's Indigenous people from annihilation. As a hunter, it's your role to slay a bestiary of monsters and protect the balance of the ecosystem in this dangerous new frontier.

What follows is a predictable Monster Hunter tale, despite the renewed focus on storytelling. Surprises are few and far between as it adopts a narrative throughline similar to other games in the series, to the point where you can see each story beat coming from a mile away. If you've played Monster Hunter before, you know the deal: Something is upsetting the ecology and it's your job to defeat several aggressive beasts before uncovering what's responsible.

Major characters are slightly more fleshed out than those you met in earlier games, with backstories you might want to dig into--such as Alma, your handler, whose past training at the Guild academy gives some insight into Monster Hunter's lore. Nata's character development is also relatively easy to invest in, as he goes from exhibiting a deep sense of guilt and powerlessness to gradually finding his purpose in this hostile world. For the most part, however, Wilds' story is content with subjecting you to several lengthy exposition dumps, with more than a few meandering walk-and-talk moments thrown in for good measure. The story does provide some context to each hunt and monster but doesn't otherwise add anything meaningful. Though Monster Hunter has never suffered for its barebones stories, Wilds' narrative focus draws arguably too much attention to a weak tale when a less-is-more approach would suffice.

Fortunately, a dull narrative doesn't adversely affect the game's core gameplay loop and monster-slaying action too much. While there aren't any new weapon types in Wilds, the 14 available have all been tweaked in some capacity to make for a more fluid and dynamic style of combat that's still quintessentially Monster Hunter. Armaments that can guard, for instance--such as the Great Sword and Lance--can also execute a Perfect Guard if you time your block just before a monster attack connects. This negates all damage and lets you follow up with a gratifying counterattack, but also triggers the new Power Clash mechanic when performed against specific attacks. From here, you're thrust into a brief power struggle as you battle the monster for the upper hand, clashing steel with fangs as you're engulfed by what must be the foulest-smelling breath imaginable. If you're victorious, you'll dish out some damage and stagger the creature, opening it up to further attacks.

A few other weapons--like the Hunting Horn and Switch Axe--also have access to new Offset Attacks, which allow you to interrupt a monster's attack by hitting it with one of your own at the exact same time. You can then follow up with unique strikes specific to each weapon while it's disoriented. Neither Perfect Guard nor Offset Attacks occur too frequently, but being able to read a monster's moves and respond with a flash of cinematic flair is endlessly satisfying, adding another layer of depth to Monster Hunter's thrilling battles.

Beyond this, the general feel of combat is much more fluid than before. There's still a palpable sense of weight behind each strike, but even heavier weapons like the Great Sword and Hammer feel more nimble than ever before. This is partly because interrupting a combo to dodge out of harm's way is so responsive, but also because you're sometimes able to shift your positioning mid-strike, allowing you to adjust your angle of attack without halting a combo in its tracks. Good positioning is still essential, but being able to make these micro adjustments means you're less likely to completely whiff on an entire string of attacks.

This is particularly useful when combined with Wilds' new Focus Mode, which allows you to manually aim attacks by pulling the left trigger. While this can be useful for striking specific monster parts, its primary usage revolves around targeting wounds. By dishing out enough damage to an enemy, you'll open up deep cuts which are then highlighted in Focus Mode, allowing you to hit a wounded area with a Focus Strike to destroy it, deal massive damage, and stagger the monster. Not only is this an expedited route to ending an enemy's existence, but each wound you destroy also rewards you with additional monster parts for crafting new weapons and armor. There are few better feelings during a hunt than unleashing one of these powerful attacks and seeing the fruits of your labor scattering in every direction as the monster stumbles and falls.

While you can play through the whole game solo, Wilds makes it easy to join up with other people, whether they're friends or not. You can invite pals to two different party types: one for embarking on quests and another for going on field surveys--the latter letting you explore and hunt as many monsters as you want. You can also send out SOS flares or respond to one if you're eager to hunt with random players. This process is usually pretty quick, but on the rare occasion that your SOS goes unanswered, Wilds will gradually fill your party with NPC companions who can more than hold their own in a fight. Multiplayer has always been integral to the Monster Hunter experience, and its implementation here is seamless.

In a first for the series, Wilds also allows you to take two separate weapons on a hunt. While one is equipped on your person, the other is carried by your Seikret--a Chocobo-esque mount similar to the Canynes from Rise. You can summon your Seikret at any point to use as a launch pad for mounting monsters or a ferry to take you from one location to another while you sharpen your weapon and apply buffs. Or, you can hop on to quickly swap out weapons, creating various possibilities depending on the situation and your play style. You could take two versions of the same weapon into battle, each with a different kind of elemental damage for tackling two different monsters on a single hunt. Alternatively, you might switch to a faster weapon like the Dual Blades to deal with an especially quick and aggressive monster, or swap to a ranged weapon when playing with others to create a more balanced team. The choice is yours, but the decision to introduce weapon swapping is clearly predicated on Wilds' shift to an open world.

The strength of [Monster Hunter Wilds'] combat, the seamlessness of its open world, and the impact both of these facets have on a core gameplay loop that remains infinitely compelling

The Forbidden Lands is partitioned into five distinct biomes, yet unlike past games in the series, it's possible to seamlessly travel from one to another while on foot. This isn't something you're likely to do when fast traveling exists, so Wilds doesn't particularly feel like an open-world game. Instead, this change is notable for how it alters the game's overall flow. Rather than having an entirely separate hub area where you'll find the smithy, cook meals, replenish your items, and join friends, each biome now has a base camp that fulfills the same purpose. Since these base camps exist in the open world, you can simply walk out and be on a hunt. There are no loading screens, and preparation doesn't feel disconnected from everything else; you can even pull out a portable barbeque at any point if you need to cook and eat another meal while out in the field. The same is true after you've completed a hunt, too. While most story missions make you return to camp, others carry on if you want to continue gathering materials or track down another monster to slay. This might seem like a minor change, but it strips away a lot of the bloat and ensures that downtime is minimal.

The biomes themselves are certainly varied, from the swaying grasslands and sand-swept dunes of the Windward Plains to the rocky, deep sea-inspired bowels of the Oilwell Basin. Some are teeming with life--a home to roving herds of small and large monsters alike. Others, however, are bereft of living beings beyond the land's most dangerous creatures, such is the hostile nature of the environment itself. Locations like the frigid Iceshard Cliffs are vertically connected, full of deep chasms and otherworldly platforms suspended in midair--a stark contrast to the Scarlet Forest and the way it spreads out before you in every conceivable direction.

Weather also plays a crucial role in the Forbidden Lands, as its ever-changing climate veers wildly from harsh to tranquil. The Fallow period is one of desolation, as hungry predators roam the land looking for food. With resources so scarce, monsters are prone to aggression and often fight each other. This is followed by an ecology-altering Inclemency that differs from one biome to the next. In the Windward Plains, it manifests as an all-consuming sandstorm roiling with thunder and lightning. In the Scarlet Forest, it's a torrential downpour that floods the area, giving aquatic monsters an edge in combat. Once the Inclemency has passed, the land experiences a period of Plenty as life blossoms again and the weather mellows. Monsters aren't as aggressive and are less likely to form packs, while the abundance of endemic life gives you more chances to use the environment to heal and apply buffs.

Fighting a monster amidst a swirling sandstorm is an eye-catching spectacle, with the threat of lightning strikes adding another exciting element to a hunt. But these moments are rare and undermined by how frequently the game's weather system comes at a cost to its visuals. While the Plenty period has flashes of striking beauty with its blue skies and vibrant vegetation, the Fallow period is decidedly drab. This is by design, of course, but plenty of other games have offered bleak environments that aren't this much of an eyesore. The muted lighting just makes everything look flat, and the desaturated aesthetic results in a washed-out look that isn't helped by the prominence of browns and greys in its color palette. It's difficult to even tell the difference between night and day during the Fallow period.

Muddy, low-resolution textures do little to alleviate the problem, although this is mainly confined to the environments--character models, and especially the monsters, still look fantastic for the most part. There is a high-resolution texture pack on PC, but it wasn't available to download during the review period, so I haven't tested it out. Not that it's a viable option for most people anyway, considering 16GB of VRAM is required to use it. I have an RTX 3090, Ryzen 7 7800X3D, and 32GB of RAM, and managed to achieve a somewhat steady 60fps with DLSS on "performance" and everything else set to "high." It's playable, despite the occasional dip, but anything higher than that was too erratic, and the visual fidelity still left me wanting for such a demanding game.

These issues are disappointing, but at least they never hampered how much fun I had fighting the game's rogues' gallery of diverse monsters. Whether you're battling returning foes like the flatulent Congalala and fire-spewing Yian Kat-Ku or taking on a slew of exciting, new beasts, there's never a dull moment when engaged in the throes of Wilds' combat. Take the fearsome Quematrice for example: this massive wyvern might resemble a Tyrannosaurus Rex with its short-armed build, but the comb protruding from its head gives it an appearance reminiscent of the mythological cockatrice.

No Caption Provided

When it's not trying to peck you to death like a giant, angry chicken, it's spreading a flammable powder over the battlefield that ignites with each sweep of its sagging tail. Or there's the Rompopolo, a nightmarish creature covered in bulbous sacks that could only be filled with poisonous gas. With a stinger on the end of its tail, this mosquito-inspired monstrosity loves to inject the ground, making use of the Oilwell Basin's flammable oilsilt to create violent explosions. Deflating its sacks offers some reprieve, but then you're left with a truly horrifying sight.

I won't spoil any of the other monsters you'll come across, but there's seemingly no end to the cavalcade of creative monster designs coming out of Capcom. This has always been Monster Hunter's greatest strength. Whether you're alone or playing with others, Capcom understands the value of throwing you into one climactic battle after another in what would be a set-piece boss fight in almost any other game. Monster Hunter Wilds suffers from some performance issues, the environments are often bland, and the story feels superfluous, but when you're face-to-face with a fearsome monster, few situations are quite as riveting. Monster Hunter Wilds may only make iterative improvements to further refine the formula, but that's all it really needed to do.

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The Good

  • New mechanics add depth to its spectacular monster-slaying
  • There's a fluidity to combat where even the heaviest weapons feel nimble, allowing you to maintain combos more effectively
  • Focus Mode is very satisfying
  • The open world is seamless and keeps you in the action
  • Another bestiary of fantastic monsters to fight

The Bad

  • Emphasizes story more than usual but tells a predictable tale
  • Environments often look bland and washed out
  • Performance is demanding without the visual quality to justify it

About the Author

Richard played Monster Hunter Wilds for 40 hours, breezing through the main story before delving into its comprehensive endgame. Review code was provided by the publisher
46 Comments  RefreshSorted By 
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dmblum1799

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According to Digital Foundry, it runs substantially better on PS5pro, which is a nice option. I really like the last one, but by the time Iceborne came out I played that hub so much I was kind of sick of that verson and am happy to have a new iteration. Really, auto buy for me, and 90 on metacritic is just gravy. The one complaint is maybe it's a little too easy- but that's good for me, as I contracted cancer since the last one and am now a "50 percent at best energy gamer". Just turning on the console means I'm at peak performance so too easy is not a problem.

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HayatoJin

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Edited By HayatoJin

Good review, glad you touched on the performance issues.

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chuckratm1

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Gamespot gave something an 8……shocking since that is the peak of their ability to count

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mogan

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mogan  Moderator

@chuckratm1: There have been three 9s this month. One is at the top of the front page right now.

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Miquella

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Edited By Miquella

Re Engine is not suitable for open world games

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maxtor

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Coming from PSP, to MH Tri, to DS XL, to World, to Wilds, I think the environments look pretty cool! I'm not picky! I'm just happy to get another monster hunter.

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sakaiXx

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RE Engine is such a shit engine for open world. Really wish Sony would license Decima as that engine is freaking goated in open world settings. All games running on that engine looks incredible and plays amazingly smooth.

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cboye18

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I don't feel that excited for the upcoming game MH Wilds tbh. Being open-world isn't really interesting nowadays and with no new weapon types or mechanics that are innovative (focus mode looks meh), I'm not feeling it this time around.

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phili878

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I am going to sit this one out

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HAWK9600

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The betas were a blast. Excited to dive in on thursday!

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d3ad4ng3l

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"Environments often look bland and washed out"

Do you expect a theme park in middle of the desert?

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Gr4h4m833zy

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Pirate Yakuza in Hawaii > monster hunter wilds. monster hunter is fun but I'm just more of the single player type. Not games that have a tacked on single player when there's really no use because the game just isn't meant to be played alone. I loved tiny Tina and borderlands but playing those games alone was too frustrating. I like to play online sometimes but I prefer the full single player experience.

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RSM-HQ

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@gr4h4m833zy: Errr. MH was always both Single-Player and Multiplayer. It was never one or the other..

If you prefer a story thick action Beat em' Up like the new Pirate game that is fine; one doesn't make the other bad. They have very little overlap. Being in very different genres.

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Gr4h4m833zy

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@RSM-HQ: I never said any monster hunter was co op only but I am saying that those games aren't as fun in single player. Monster hunter wilds IS a good game. The only reason I brought up the new Yakuza game is because it just came out and I am still playing it. But yeah, monster hunter wilds is awesome. Just wish they had a single player that can't be played with others. Then it would feel like an actual single player game.

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RSM-HQ

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@gr4h4m833zy: You can very easily play solo, use the pause feature and go offline.

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cboye18

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@RSM-HQ: The game is more co-op than single-player. Sure you can play it single-player but the fun factor isn't as good then.

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Ohaidere

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@cboye18: I mean it certainly has the potential to be more fun in coop, but I've spent most of my time solo and it's still one of my favorite series. Pre World solo wad rough, but World and Rise are easily playable solo for almost anything.

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sakaiXx

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Edited By sakaiXx

@cboye18: many people go through the games solo. Some people enjoy the co op and some others enjoy it solo. Game is very balanced.

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Ohaidere

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@gr4h4m833zy: I've played a lot of MH, and the majority solo or duo. World and Rise (and presumably Wilds) both are pretty full on SP with MP being optional.

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Gr4h4m833zy

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@Ohaidere: I have rise too. I just can't finish it because it has a slow pace and seems barron and generic compared to world but world is still worse because it is not as geared toward offline single player.

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Ohaidere

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I'm pretty sure 8 is the default GS rating for MH games the past dozen years.

4U 9

Gen/X 8

Worlds 8

Rise 9

Wilds 8

All of them are awesome.

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RSM-HQ

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@Ohaidere: They also wrote one of the most cringe & funny rage articles about Alatreon I've ever seen.

While they took the time to whine Alatreon was unkillable I was finishing up having the complete set of its armor/ weapon.

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Gr4h4m833zy

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Uh oh, here comes the "THIS GAME IS AWESOME!!! EVERY OTHER REVIEW IS GLOWING!!! GAMESPOT REVIEWS ARE TERRIBLE!!!" Comments in 5, 4, 3, 2...........prove me wrong.

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NatasboB

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@gr4h4m833zy:

lol. You said pirate yakuza was better. You sound like a hater. I admire your irony though.

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RSM-HQ

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Edited By RSM-HQ

@gr4h4m833zy: I dunno, biggest MH fan around and 8/10 is a good score. They gave World the same score but with far more confusing negatives "game too hard"... seriously moronic.

RE Engine has been having a ton of performance issues with Wilds so that's a fair reduction, something the game can improve on as the roadmap gives us more monsters.

The game does looked washed out as well, for most to get this running better the graphics will have to be knocked down. Which only makes its visuals less appealing.

The final one will depend if you're a fresh baby playing a first MH or a Vet. Vets don't give a **** for the story, MH shines in its end-game hunts. However with Wilds having more a focus on the story portion and it being bloated, it will standout and put off new players. Capcom has never been master story tellers and it's about time they took the memo.

I'll be playing Wilds all year regardless and sink thousands of hours into it.

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Psyny

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Edited By Psyny

@RSM-HQ: Im a MH vet and I care for the story. I enjoy multiple aspects of the game. And most ppl I know just finish the story and don't do the endgame anyway, and Im sure if we draw some stats for the past games, thats what most ppl do. So I dont think it will put off any considerable amount of players. If anything, they could go deeper into the story part.

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RSM-HQ

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@Psyny: I would say it's very uncommon for an experienced MH fan to care for the story. But you do you.

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Tiwill44

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I'll give this one a shot. The seamless open world sounds to me like they were finally able to fully realize their vision for this series, and I want to be there for that.

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RSM-HQ

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Edited By RSM-HQ

@Tiwill44: It plays a lot like the sequel to Monster Hunter World so I don't follow your take on "fully realize their vision for this series"

Wilds isn't trying to be the definitive MH experience. It's taking what sold 30 million copies and building on it.

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Tiwill44

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@RSM-HQ: Iterating on what worked and making it seamless for the first time sounds like the definitive MH experience to me. It helps the monster hunting fantasy that there are no transitions between areas and you can set up a camp anywhere. I don't know what I said that is so disagreeable.

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RSM-HQ

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@Tiwill44: You can't set up camp anywhere, not sure why you think you can. You have more areas to put camps at the cost that they can be destroyed as well.

All of Gen 5 also didn't have zone transitions. Wilds sell is the areas are larger and have shifting weather that can alter the hunt.

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Tiwill44

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Edited By Tiwill44

@RSM-HQ: Pretty much any website talking about this game is saying that. This very review says "There are no loading screens, and preparation doesn't feel disconnected from everything else; you can even pull out a portable barbeque at any point if you need to cook and eat another meal while out in the field. The same is true after you've completed a hunt, too. While most story missions make you return to camp, others carry on if you want to continue gathering materials or track down another monster to slay. This might seem like a minor change, but it strips away a lot of the bloat and ensures that downtime is minimal."

Also from a different website: "Attacking monsters out in the field and dealing enough damage can now start quests if you deal enough damage to your target. The seamless map and the ability to receive quests right away make it possible to hunt multiple monsters in succession."

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RSM-HQ

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Edited By RSM-HQ

@Tiwill44: "pull out a portable barbeque"

that has been a feature since the original on PS2.

"While most story missions make you return to camp, others carry on if you want to continue gathering materials or track down another monster to slay"

Yes and no. The game is already confirmed to have multiple maps. They showed off the winter map in the last trailer. So you will have to load in the new maps. And in Investigations you never had to leave a map in Gen 5 and could keep gathering materials.

It's the Hub that has been removed. Some prefer it and some don't like it. I'm indifferent and didn't mind in the Beta; which I sunk 50 hours in.

Have fun with the game anyway.

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Tiwill44

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@RSM-HQ: "A Pop-Up Camp is a new feature introduced in MH Wilds that lets hunters build a camp on-the-go."

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Edited By RSM-HQ

@Tiwill44: Yes you can, in restrict areas for those pop-up camps. They even show these areas on the map looking like small houses.

Again I've played the Beta, everyone who played the demo knows how the feature works. You can't build it anywhere, and most areas will knock it down. So best to put it out the way near a monster lair.

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Tiwill44

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@RSM-HQ: Well... okay, maybe not literally "anywhere", but I hope you can see my point. You can freely go out into the wild, hunt monsters and rest at your pop-up camps or go back to base, and all of it is seamless. Maybe some people will fast travel everywhere and sit through loading screens if that's more efficient, but that's not how I'm gonna play it. I want to immerse myself in that seamless world and live that hunter life. Making it as seamless as possible is a big deal to me, it might not be a big deal if you were already a fan of the games though, I get that.

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@Tiwill44: You could unlock more camps in Gen 3 onwards in MH, when you explore you unlock more camps. Usually three to five per map. Difference being in Wilds they're temporary and has more placements. If you enjoy customizing your camp then yes that is entirely new to Wilds.

Though in Gen 5 Hubs you could customize your home so it's essentially the same feature repurposed for the temp camps.

Very excited for Wilds and happy for what it's altering to its gameplay. However I do feel if you're impression is it's doing a lot World never did, that's not entirely true. It's building on it's most successful game, and for most well-praised sequels, that's all it needs to do.

I think now they need to double-down on optimization, namely for the P.C. only crowd.

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Litchie

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Edited By Litchie

"Environments often look bland and washed out"
"Performance is demanding without the visual quality to justify it"

That's pretty lame to hear, considering how well World runs and how amazing its environments are. The Wilds beta ran and looked worse than World for me, I was hoping the finished product wouldn't be that way.

EDIT: With some tinkering in settings, I managed to get the game running at 80fps on average and looking great. The performance isn't bad, and the environments look great. Don't listen to this review, guys.

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Psyny

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@Litchie: World runs well now... It's PC launch was very bad at the time with a lot of CPU bound bottle necks and frame rate instability.

But as for graphics... I was wondering the same. The visuals doesnt seem so good for how demanding the game is. Even for detail density, I havent played Wilds yet, but from screenshots, World environments felt more detailed.

I love MH and I will play this game anyway. But this was not the next gen leap I was hoping for.

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CarlitosWay

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@Psyny: Yea i remember MHW on PC launch and it was buggy as hell and barely worked for me early on

That being said, part of the "blandness" i see in the videos (i havent played the demo) is the amount of overall atmospheric particles, and it feels overall like there is a haze filter over everything, making everything look like Zack Snyder directed it. The colors dont seem vibrant at all. Mind you i dont play for the visuals really, but i will say it disappoints me a bit.

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Litchie

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@CarlitosWay said:

@Psyny: Yea i remember MHW on PC launch and it was buggy as hell and barely worked for me early on

That being said, part of the "blandness" i see in the videos (i havent played the demo) is the amount of overall atmospheric particles, and it feels overall like there is a haze filter over everything, making everything look like Zack Snyder directed it. The colors dont seem vibrant at all. Mind you i dont play for the visuals really, but i will say it disappoints me a bit.

Regarding the colors, Capcom thought it was great to have the brightness level to max. When you slide it down to a sane level, the game looks much better.

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RSM-HQ

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Edited By RSM-HQ

Best game.

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