I wish Monster Hunter Wilds wasn’t so afraid of letting me play Monster Hunter
At first, Monster Hunter World seemed like a new acquaintance hesitant to reveal its quirky side. During the Low Rank phase, it appeared as if it was trying to suppress its unique traits, erecting barriers to ensure its dinosaur combat remained comfortably enjoyable. Despite selling over eight million copies within the first three days, it was evident that World would draw in Monster Hunter’s most extensive fanbase yet. Perhaps this increased attention caused Capcom some apprehension.
Just as a genuine friendship allows you to send late-night messages without fear of judgment, such as sharing about your latest Wikipedia rabbit hole, Monster Hunter truly shines when it delves into the peculiar aspects. It’s only towards the end, even post-credits, that Wilds begins to fully embrace its confidence in these more unconventional elements.
In Low Rank, Wilds deviates from the usual pattern of Monster Hunter games, where advancement was achieved by hunting monsters at one level until you unlocked a Priority Quest to move up to the next Hunter Rank. Instead, it’s more narrative-driven, interspersing tutorials with guided Secret-riding sequences that offer glimpses of new areas and lead to the next plot development. Although this streamlined structure effectively introduces the basics of hunting – eat, hunt, craft – I found myself frustrated by its restrictive nature because it limits the unique aspects of Monster Hunter gameplay. The story provides some exciting build-up in cinematic scenes, but I yearned for more freedom in exploration and combat.
Playing in the space
In the realm of Wilds, it’s peculiar that the intricate web of mechanics and systems remains cryptic, unlike the Monster Hunters I encountered in the 2010s. Back then, the freedom to explore and hunt was mine to navigate. Priority Quests served as guidelines, yet never dictated my path completely. This flexibility allowed me to venture off course and tinker with new strategies.
For instance, I’d often pursue Arzuros, a formidable blue-plated bear with claws sharper than daggers, during the early stages of the game. The pelts and parts from these beasts were utilized for crafting an initial helmet. Yet, it was only after such hunts that I’d discover I had extra materials to experiment with a weapon I hadn’t yet dabbled in.
Instead of directly testing the mysterious new switch axe against something at my current skill level, I opted to explore a different region where the prey was easier to fight. This allowed me to uncover a hidden mining spot, understand the various meters on the switch axe, and appreciate the importance of a weapon’s sharpness.
Despite its puzzling nature, Monster Hunter captured my attention a decade ago because mastering its systems often led to skills I could apply elsewhere. For instance, armor sets that initially appeared useless due to stamina skills turned out to be indispensable once I realized how quickly bows and dual blades deplete the stamina bar. After learning I could consistently craft life-saving max potions, every hidden spot with mandragora mushrooms felt like a sacred sanctuary.
Instead of Wilds providing a more winding journey, it offers a more straightforward path. Each time Alma granted me permission to eliminate a creature, the story beats resonated with me. However, upon completing every cutscene, I eagerly anticipated that the next objective would be something like “Alright, now go on, hunt some of this for a while.” Throughout my Seikret conversations, I longed to discover what lay just outside the reach of my slinger.
Railroaded
Monster Hunter: World could have benefited from a bit more guidance. Interestingly, on Steam, only about half of the players who have played Monster Hunter: World for over six years have achieved the Sapphire Star award for finishing the Low Rank storyline. However, if the correction of Wilds’ initial oversight with the hitstop feature tells us anything, it suggests that Capcom may sometimes act too eagerly in their interpretation of player feedback.
In Low Rank, Wilds seemed overly cautious around the blacksmith tree, as if it expected me to bolt at any moment. It wasn’t a subtle pursuit, more like being propelled from a storyline cannonball. Abandoning my main quest for some side missions didn’t feel like an opportunity to learn and delve deeper into this world; instead, it felt like I was stalling, pausing mid-race.
Wilds’ Low Rank leaves less space to trace Monster Hunter’s constellation of systems.
In my playthrough, I mainly stuck to basic weapon enhancements and armor construction, seldom venturing into experimentation. The next level, High Rank, was clearly approaching, as it often does, but a Monster Hunter game with a linear narrative seems to hinder the exploration of the game’s depth. It feels less logical.
By hopping players from one monster to another, the simplistic rank system in Wilds makes it more challenging to discern the pattern of systems within Monster Hunter. It becomes harder to connect armor skills and weapon mechanics to a meaningful context. Understanding why you should care about these aspects is essential to appreciating Monster Hunter, which has thrived on player engagement for 20 years.
In simpler terms, your attention doesn’t stay in crucial areas long enough. I advocate for independent learning, but it shouldn’t take a 2200-word guide like our Wilds multiplayer manual to understand basic features such as how to play with friends or where to find them. Similarly, understanding cooking ingredients, the impact of weapon sharpness, and what affinity is should not be a mystery for new players; they shouldn’t have to stumble through it on their own.
High Ranking
Although Monster Hunter may not explicitly focus on providing full clarity, the Wilds nonetheless contains a fair share of its more gruesome elements. However, it tends to withhold revealing too much until the end of the credits.
In High Rank, Wilds really shines with an impressive climax, whereas Low Rank concludes with a thrilling final battle. The classic Monster Hunter advancement follows suit. Armor sets showcase an expanded selection of skills. Moreover, weapons now accommodate additional slots for custom build creation. Most notably, High Rank removes the constraints on the new season rotation and continuous hunting, offering a vast array of rotating, replayable quest objectives.
As I found myself with some extra space, I decided to set aside my trusty hammer for a while and reignite my passion for the Switch Axe, even discovering a fresh fondness for the Sword and Shield combo. Diving headfirst into the Oilwell Basin, I uncovered hidden nooks that would serve as perfect campsites, making my future Nu Udra farming more efficient. Oh boy, I ended up investing two whole hours trying to catch swordfish, hoping to craft a unique fish-sword!
Initially, I was prepared to endure the Wilds tale despite its simplicity as I assumed that High Rank would comprise a minor portion of my overall gameplay time. However, the reality has proven otherwise; at this moment, I’ve invested close to 140 hours in the Wilds. While not every Monster Hunter player will spend less than ten percent of their time advancing to High Rank, it’s possible that some may have completed Low Rank, felt satisfied, and believed they had seen most of what Monster Hunter offers. Unexpectedly, I found that one of Monster Hunter’s potential issues is the lack of initial complexity. Some newcomers might have already progressed through Low Rank and concluded that they’ve experienced the majority of the game.
High Rank offers a broader range of playthings and significantly, it offers a sandbox for experimenting with these complex toys, figuring out how their mysterious forms and moving parts interconnect. It’s an environment that encourages Wilds to let Monster Hunter be its authentic self. The more Capcom facilitates this, the more enjoyable it becomes.
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2025-03-11 18:48