WILD HEARTS™
About Survival and Hunting aspect
I'm a Monster Hunter fan since Monster Hunter 1 in PS2.
One of the thing I like in Monster Hunter the is mix between hunting and survival aspect.
I like that you can hunt monster, cook the meat for food, craft trap, bomb, net, bait to deal with the monster, craft Cool drink, Hot drink, antidote to deal with harsh environment, craft potion, armorskin, lifepowder to survive monster attack.
In summary, you need specific preperation to hunt each monster, add various way to deal with monster and I'm enjoying it. It make me feel like actually survive and hunt in wilderness

I've been looking forward this game and been watching several streamer played it.
So far, the game has building system that can be used for fighting, traversal, and rest. Which remind me of Death Stranding. Which is great
But it seems like the game lack of the survival aspect and the hunting aspect is too simplified. The consumable item is only Healing Water (and buff food?) that you can collect endlessly (maybe) in environment and Karakuri resource.

I'm also worried that Healing water that you can refill easily by collecting it from environment might make the game too easy. You fight monster, out of Healing Water, run and go out to collect it by walking around, and go back to fight the monster. Rinse and repeat.
At least in MH, it's a bit harder or longer process to refill it

But, I might be wrong about that, so that's why I need someone that already played this game to help me address all of my concern
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กำลังแสดง 16-30 จาก 34 ความเห็น
If there is one thing I miss from MH other than the lack of Palicos, it is the lack of the food porn. In Wild Hearts you don't have someone else cook food for you, but instead you essentially cook or make bachelor/survivor food by using techniques such as "Drying" "Pickling" "Smoking" WHY THE HELL CAN'T i COMBINED MY MEAT WITH SOME MISO OR SOY SAUCE THEN DRIZZLE SOME SESAME SEEDS ON IT? AAAAAAAAAAAAAAAAAAAAAAAAAHHASGDJHA; DJHFKLJA;FKDLSJA;GDFSNSGLK GNLDFSKAHNBGLCBNZKLDFGNF
โพสต์ดั้งเดิมโดย Tusnayoshi:
In all honesty, there is something I don't understand when people highlight the so called "preparation" in MH. What's that exactly? Look, I played past MH games, soloed 80% of MHW, soloed Fatalis, defeated all major bosses in Rise demos using random loadouts and whatnot. What's this so called preparation? Don't you take Def and Atk potions in every hunt? Don't you have megapotions ready in every item set? I think people make this "preparation" look bigger than it actually is and needs to be. If you could give me an example, I'd be happy to hear.

And what survival or so aspect of MH? You walk and grab some herb the same way you collect a bug pressing the same button without doing anything special to collect either of them, then you open a menu (you don't even use some pot or stuff) to combine materials and produce something new. I don't think that's something mind-blowing regarding crafting and survival aspects.

Even if we stretch it to using food to bait enemies, let's be 100% honest here: is it truly worth it to the point it's a big deal, a decisive, relevant factor? To me, MH is still simple in those aspects, they're not that relevant to the gameplay and you can literally ignore all that and still destroy the game. Really, I'd like to understand such incredible survival aspects in MH.
Either you're need to be prepared or not, at least the game gave you the option and the feature.
Like I said before, I can hunt same monster, but with different approach (outside different) based on item I prepared. For me, it's a way to make game even more less repetitive.
This is the same thing with Darkest Dungeon, Tarkov and Dark and Darker. Preparation is part of the fun.
Yeah you can just go in bringing the same stuff, but at least it give me the freedom how I prepared my logistic.

I just hope that people not thinking I'm bashing the game, just want to know if there's such element in Wild Hearts
โพสต์ดั้งเดิมโดย Bryantheart:
โพสต์ดั้งเดิมโดย Audiopython:
my best way to describe it so far is in mh the "preparation" seems shallow and like a timesink, you set up your loadouts and then it's just a timesink to go fill up each time,

in this game you don't manage crafted items, you only manage resources, no wasting time crafting 1000 coatings because we only allow you to add 10 at a time.

you have x ammount of pots if you run out you can gather from the ground or disengage and go camp like in mh.

personally item management was tedious to me in MH, the system wasn't deep or impactfull enough to actually matter it was just a bunch of things that you'd want to make everything easier.

in this game you have to build the right trap at the right time for it to work out the best, it's much more real time reaction to situations, whereas monsterhunter is more spend 50 hours grinding and then go do hunts once you have mats

*edit*
also there's no spiritbirds like in MH rise, ♥♥♥♥ spiritbirds, it's the ♥♥♥♥♥♥♥♥♥ system i've ever tried for buffs in a game like this
but Preparation is what make MH unique to me. Like actualy preparing to hunt monster instead of turning into another action game.
To each their own I guess. That because I like survival game such as Valheim and Don't Starve where you gathering to build something. And preparation before jumping into hunt such as Darkest Dungeon and Dark and Darker.
my point is the preparation in MH isn't the same as preparing in valheim, or dayz, or the forest, or green hell, or any of the myriad of survival games out there which i myself have put thousands of hours into trust me i love survival games aswell, but monster hunter isn't a survival game, you don't have any of the basic survival mechanichs.
i can bring in a full inventory of extra things or i can bring in nothing besides healing the difference in MH is gonna be some minutes extra in hunt time, regular potions can just be bought and spammed anyways.
and it's not like queing up resources and waiting for them at the argosy is riveting gameplay to me.
i like the format here more then mhw or mhr which is the monster hunter's i've played.

imo the item system in monster hunter is trivial at best, and the game itself wants you to spend hours upon hours to interact with it, which was fine if it was deep and rich and impactfull, but it isn't, so it feels tedious and like a chore when you run out of things
No, Bryan, at least I am not thinking you're bashing on the game. I think you just enjoy some more sophisticated kind of survival, or you just like to have the option. I see that in MH you can try different approaches, but take for example using food + trap or just food. Once that's done, we don't have any more major options in the game to keep the strategic, unorthodox approach, so we all end up going back to the same place: fighting the monster head to head. You don't kill a monster without avoiding that aspect: at some point you gotta fight like all of us do.

It's the fact that such aspect plays a small role, too small to be relevant, that I don't get the big deal people make over MH, like you could make your way in the game by just playing strategically. Also, unlike games that have survival as a decisive or even a relevant factor, MH elicits you to repeat quests, and there is simply not many resources at your disposal to make every hunt strategic, you know?

While in MH you have fixed fast travel points/camps determined by the game, you can have your own camp next to a river, where you can use some structure to gather fish for you while you're out. You could even set the drying structure to prepare your food all in one place, in some cozy corner, the way you like. Wouldn't that be a positive point over the pre-determined MH? There's a lot more going on in this game. When I mentioned here you can do things more manually, it's because you can customize your camp the way you want.

What's more engaging for you?

MH: chasing monsters running from place to place.
WH: building structures that optimize your moving from A to B, where you know the next location the monster will be.
From the short time I've put into WH and the many many hours I've put into MHW and MHR combined:

MHW/R - Not sure why I've read that you cant just refill endless amounts of healing...99 bottles in your Item Pouch and when you run low you just disengage and go collect some Herb and Honey, which in short time respawn making them pretty much endless. If you use up all 99 bottles then you are doing something way wrong in the fight. Or just disengage and quick travel to the camp and go into tent to refill all items.

WH - Collect healing Water (dont remember the name) stuff from around the map, max of 10 but I think can be increased. Same thing if you run out just disengage and run around to collect some or run past a well near a tree that you setup. Disengage or use zipline to get away quickly back to a safe spot to refill healing and change gear if needed.


MHW/R - Stop by the food stall and have the palicos make you some yummy food for 50/50 hp/stm and some other buffs that you pick out for a chance to activate upon eating. Cant eat again while "full" and wears off over a period of time or at end of hunt if you're quick.

WH - Build a drying rack, ect and place raw food stuff to "cook" over time in order to get a buff that activates upon eating. Cant eat again until you sit at the fire and choose your next hunt target.


MHW/R - Bait foods of various types along with pitfall and shock trap, Flash bomb, Sonic Bomb, and what 5? types of barrels (never really used them so didnt pay attention to them) to help with your hunt.

WH - Various structures you can build during the fight to help block the monster, knock down the monster, jump up and over to attack from above, move around the map quicker, or just make the fight more strategic than rush in and pummel.

I know the comparison could go on and on with differences between the two games. However it comes down to flavor of gameplay and how you approach them. Though they are both games where you fight huge monsters, they each have their own style of fighting, preparing, and execution.

BTW throwing in games like EFT, Darkest Dungeon, Dark and Darker, and the like to compare to a game that is vastly different from them to compare is kind of a useless comparison when those games are nothing like the two games you are comparing them to.

EDIT:: Almost forgot--

MHW/R - Palicos and Palmutes to help you fight Monsters with various skills to use

WH - Little clockwork orb things that I forget the name of that can be upgraded as you find more to help you fight monsters with various skills.
แก้ไขล่าสุดโดย Oriayan; 19 ก.พ. 2023 @ 9: 56am
โพสต์ดั้งเดิมโดย Tusnayoshi:
No, Bryan, at least I am not thinking you're bashing on the game. I think you just enjoy some more sophisticated kind of survival, or you just like to have the option. I see that in MH you can try different approaches, but take for example using food + trap or just food. Once that's done, we don't have any more major options in the game to keep the strategic, unorthodox approach, so we all end up going back to the same place: fighting the monster head to head. You don't kill a monster without avoiding that aspect: at some point you gotta fight like all of us do.

It's the fact that such aspect plays a small role, too small to be relevant, that I don't get the big deal people make over MH, like you could make your way in the game by just playing strategically. Also, unlike games that have survival as a decisive or even a relevant factor, MH elicits you to repeat quests, and there is simply not many resources at your disposal to make every hunt strategic, you know?

While in MH you have fixed fast travel points/camps determined by the game, you can have your own camp next to a river, where you can use some structure to gather fish for you while you're out. You could even set the drying structure to prepare your food all in one place, in some cozy corner, the way you like. Wouldn't that be a positive point over the pre-determined MH? There's a lot more going on in this game. When I mentioned here you can do things more manually, it's because you can customize your camp the way you want.

What's more engaging for you?

MH: chasing monsters running from place to place.
WH: building structures that optimize your moving from A to B, where you know the next location the monster will be.
I already make it clear that the building thing to make traversal easier is positive aspect of WH for me (Death Stranding vibe) that is why I have a mixed feeling about this.
Let me take one example when talking about survival aspect. In Monster Hunter, in hot biome, you need Cool Drink nullify the Heat, or in cold biome, you need Hot Drink to nullify the Cold. Yes in MHW, you doesn't really need that because it's not as punishing as previous Monster Hunter unfortunately. But still, it was a cool feature from Monster Hunter.
It bring the unique in each zone.

This environment hazard is one the thing I'm looking from Wild Hearts. Outside of traversal and monster type, does each zone give the unique challenge? Since the itemization is so simple, how the preparation for each zone?
I don't want Forest, Frozen, Desert, Volcano biome is just a gimmick and feel the same.
It's very important if I want to sink hundred hours into it.

Btw, our conversation remind me of MH fans debate about do we want Sharpening mechanic in game or be removed LOL
Some argue that sharpening need to be removed because it just a hassle,
Some argue that sharpening give the immersion, realism and preparation aspect into the game
โพสต์ดั้งเดิมโดย Oriayan:
From the short time I've put into WH and the many many hours I've put into MHW and MHR combined:

MHW/R - Not sure why I've read that you cant just refill endless amounts of healing...99 bottles in your Item Pouch and when you run low you just disengage and go collect some Herb and Honey, which in short time respawn making them pretty much endless. If you use up all 99 bottles then you are doing something way wrong in the fight. Or just disengage and quick travel to the camp and go into tent to refill all items.

WH - Collect healing Water (dont remember the name) stuff from around the map, max of 10 but I think can be increased. Same thing if you run out just disengage and run around to collect some or run past a well near a tree that you setup. Disengage or use zipline to get away quickly back to a safe spot to refill healing and change gear if needed.


MHW/R - Stop by the food stall and have the palicos make you some yummy food for 50/50 hp/stm and some other buffs that you pick out for a chance to activate upon eating. Cant eat again while "full" and wears off over a period of time or at end of hunt if you're quick.

WH - Build a drying rack, ect and place raw food stuff to "cook" over time in order to get a buff that activates upon eating. Cant eat again until you sit at the fire and choose your next hunt target.


MHW/R - Bait foods of various types along with pitfall and shock trap, Flash bomb, Sonic Bomb, and what 5? types of barrels (never really used them so didnt pay attention to them) to help with your hunt.

WH - Various structures you can build during the fight to help block the monster, knock down the monster, jump up and over to attack from above, move around the map quicker, or just make the fight more strategic than rush in and pummel.

I know the comparison could go on and on with differences between the two games. However it comes down to flavor of gameplay and how you approach them. Though they are both games where you fight huge monsters, they each have their own style of fighting, preparing, and execution.

BTW throwing in games like EFT, Darkest Dungeon, Dark and Darker, and the like to compare to a game that is vastly different from them to compare is kind of a useless comparison when those games are nothing like the two games you are comparing them to.

EDIT:: Almost forgot--

MHW/R - Palicos and Palmutes to help you fight Monsters with various skills to use

WH - Little clockwork orb things that I forget the name of that can be upgraded as you find more to help you fight monsters with various skills.
the comparison EFT, Darkest Dungeon, Dark and Darker, HZD is not to compare entire gameplay to MH and WH, I'm just using that as example to explain the itemization mechanic.
โพสต์ดั้งเดิมโดย Bryantheart:
โพสต์ดั้งเดิมโดย Tusnayoshi:
No, Bryan, at least I am not thinking you're bashing on the game. I think you just enjoy some more sophisticated kind of survival, or you just like to have the option. I see that in MH you can try different approaches, but take for example using food + trap or just food. Once that's done, we don't have any more major options in the game to keep the strategic, unorthodox approach, so we all end up going back to the same place: fighting the monster head to head. You don't kill a monster without avoiding that aspect: at some point you gotta fight like all of us do.

It's the fact that such aspect plays a small role, too small to be relevant, that I don't get the big deal people make over MH, like you could make your way in the game by just playing strategically. Also, unlike games that have survival as a decisive or even a relevant factor, MH elicits you to repeat quests, and there is simply not many resources at your disposal to make every hunt strategic, you know?

While in MH you have fixed fast travel points/camps determined by the game, you can have your own camp next to a river, where you can use some structure to gather fish for you while you're out. You could even set the drying structure to prepare your food all in one place, in some cozy corner, the way you like. Wouldn't that be a positive point over the pre-determined MH? There's a lot more going on in this game. When I mentioned here you can do things more manually, it's because you can customize your camp the way you want.

What's more engaging for you?

MH: chasing monsters running from place to place.
WH: building structures that optimize your moving from A to B, where you know the next location the monster will be.
I already make it clear that the building thing to make traversal easier is positive aspect of WH for me (Death Stranding vibe) that is why I have a mixed feeling about this.
Let me take one example when talking about survival aspect. In Monster Hunter, in hot biome, you need Cool Drink nullify the Heat, or in cold biome, you need Hot Drink to nullify the Cold. Yes in MHW, you doesn't really need that because it's not as punishing as previous Monster Hunter unfortunately. But still, it was a cool feature from Monster Hunter.
It bring the unique in each zone.

This environment hazard is one the thing I'm looking from Wild Hearts. Outside of traversal and monster type, does each zone give the unique challenge? Since the itemization is so simple, how the preparation for each zone?
I don't want Forest, Frozen, Desert, Volcano biome is just a gimmick and feel the same.
It's very important if I want to sink hundred hours into it.

Btw, our conversation remind me of MH fans debate about do we want Sharpening mechanic in game or be removed LOL
Some argue that sharpening need to be removed because it just a hassle,
Some argue that sharpening give the immersion, realism and preparation aspect into the game
the preparation of each zone is building up your bases and ziplines etc on the zone, you get a bsaic camp with a travelpoint and then you fill up each zone yourself with whatever you want, so far i haven't seen any zone actually do anything besides aesthethics.
Well, I can't say about further biomes, as I haven't reached those areas. Still, I think that the simple fact of drinking cold or heat drink is really too small to be something worth of note, in my opinion. I say that because gathering the materials to prepare them is easy, and you can spam produce 50 of each very easily. The level of prepare said here equals going to a Fire-type gym in Pokémon and placing your water-type Pokémon first: that is, an extremely simple decision that you don't even have to think about.
โพสต์ดั้งเดิมโดย Tusnayoshi:
Well, I can't say about further biomes, as I haven't reached those areas. Still, I think that the simple fact of drinking cold or heat drink is really too small to be something worth of note, in my opinion. I say that because gathering the materials to prepare them is easy, and you can spam produce 50 of each very easily. The level of prepare said here equals going to a Fire-type gym in Pokémon and placing your water-type Pokémon first: that is, an extremely simple decision that you don't even have to think about.
when I'm talking about cold or heat drink, I'm talking about Environmental hazard to make each zone/biome unique, and it's only one of the aspect I take as example. Yes, the environmental hazard isn't as punishing in MHW compared to previous Monster Hunter game, but the fact that it's exist is enough for me rather than doesn't have it all.
For me gameplay is not only about combat and fighting big monster, it's also include prep/management of provision, exploring, gathering, crafting, survival, traversing, character progression as whole package
I can see Wild Hearts nailed in the of combat, big monster, traversing. But I'm worried about the provision prep, exploring, gathering, crafting and survival aspect.

I think I need to see more of the gameplay of Wild Hearts.
But so far, outside weapon type and Monster, the gameplay of the game feel very repetitive to me. I seen some streamer reach Frozen biome, but it's still the same, collect Healing Water, mining Karakuri Rock
That's why I love to mention survival builder game, because in most of the great survival game, each biome has it's own uniqueness, each own resource to gather, each hazard. To make exploring more satisfying.
And this is not what I found in Wild Hearts.

TLDR. even though the Wild Hearts probably not for me, I think this game could be a positive thing for Monster Hunter game in the future.
I hope Monster Hunter will add building system. Not like Fortnite style, but like survival game such as setting up camp, fishing spot, zip-line, mounted weapon, wall, etc
But I hope they didn't remove or simplified the itemization and environmental hazard/resource, in fact make it even more depth and meaningful
โพสต์ดั้งเดิมโดย Audiopython:
โพสต์ดั้งเดิมโดย Bryantheart:
I already make it clear that the building thing to make traversal easier is positive aspect of WH for me (Death Stranding vibe) that is why I have a mixed feeling about this.
Let me take one example when talking about survival aspect. In Monster Hunter, in hot biome, you need Cool Drink nullify the Heat, or in cold biome, you need Hot Drink to nullify the Cold. Yes in MHW, you doesn't really need that because it's not as punishing as previous Monster Hunter unfortunately. But still, it was a cool feature from Monster Hunter.
It bring the unique in each zone.

This environment hazard is one the thing I'm looking from Wild Hearts. Outside of traversal and monster type, does each zone give the unique challenge? Since the itemization is so simple, how the preparation for each zone?
I don't want Forest, Frozen, Desert, Volcano biome is just a gimmick and feel the same.
It's very important if I want to sink hundred hours into it.

Btw, our conversation remind me of MH fans debate about do we want Sharpening mechanic in game or be removed LOL
Some argue that sharpening need to be removed because it just a hassle,
Some argue that sharpening give the immersion, realism and preparation aspect into the game
the preparation of each zone is building up your bases and ziplines etc on the zone, you get a bsaic camp with a travelpoint and then you fill up each zone yourself with whatever you want, so far i haven't seen any zone actually do anything besides aesthethics.
Ahhh, i get it. So far this game has thing that MH doesn't have, but missing aspect that MH have. The problem is, that aspect is really important to me.
So that's why I have a mixed feeling
Bryan, we spent years on the same maps in MHW, none of them were different from each other, only Elder Recess had the lava area, which, guess what, gave you the material for cold drink right on the first slope to get to the lava area. That's completely unrealistic and breaks immersion. Ideally, you should find that somewhere else to then be able to enter that area, don't you agree with me? We were introduced to the snowy one years later, so the whole thing about environment hazard was never a thing in both titles.

Old MH is past now, we are talking about modern gaming, not even Capcom is taking the old school aspects of MH anymore, so let's stick to what's been around lately. In Rise, there's the lava area, your character doesn't even sweat inside that area, but do you still like it? I don't understand how that's possible, since that means zero immersion. It's as bland as you're claiming WH to be. I don't think "it's better having something than nothing at all" is enough to claim game X has kind of survival elements. No, something poorly implemented that can be completely overlooked doesn't convince anyone that it is a survival element. How can it be a survival element if it doesn't even threaten my own HP?

How's it cool to visit an NPC that cultivates insects, mushrooms and plants for you, out of your sight, just through a menu? At least in WH you can set up a camp to do something similar for you, which your eyes can see, unlike in MH, which is more a "managing menu" simulator than anything else in that regard. Don't get me wrong, I love MH, I dedicate hours to master it, love the series, heck, I even have a Japanese 3DS MH themed brand new with box and whatnot (pic on my profile), before you think I hate the series. Got all Monster Hunter Stories games etc.
แก้ไขล่าสุดโดย Tusnayoshi; 20 ก.พ. 2023 @ 1: 55am
โพสต์ดั้งเดิมโดย Tusnayoshi:
Bryan, we spent years on the same maps in MHW, none of them were different from each other, only Elder Recess had the lava area, which, guess what, gave you the material for cold drink right on the first slope to get to the lava area. That's completely unrealistic and breaks immersion. Ideally, you should find that somewhere else to then be able to enter that area, don't you agree with me? We were introduced to the snowy one years later, so the whole thing about environment hazard was never a thing in both titles.

Old MH is past now, we are talking about modern gaming, not even Capcom is taking the old school aspects of MH anymore, so let's stick to what's been around lately. In Rise, there's the lava area, your character doesn't even sweat inside that area, but do you still like it? I don't understand how that's possible, since that means zero immersion. It's as bland as you're claiming WH to be. I don't think "it's better having something than nothing at all" is enough to claim game X has kind of survival elements. No, something poorly implemented that can be completely overlooked doesn't convince anyone that it is a survival element. How can it be a survival element if it doesn't even threaten my own HP?

How's it cool to visit an NPC that cultivates insects, mushrooms and plants for you, out of your sight, just through a menu? At least in WH you can set up a camp to do something similar for you, which your eyes can see, unlike in MH, which is more a "managing menu" simulator than anything else in that regard. Don't get me wrong, I love MH, I dedicate hours to master it, love the series, heck, I even have a Japanese 3DS MH themed brand new with box and whatnot (pic on my profile), before you think I hate the series. Got all Monster Hunter Stories games etc.
this is why i'm a bit confused about his position aswell, because what he calls survival elements and hunt preparation is what i call wasting my time in menu's for the most part.
a good example of time wasting is try crafting coatings in MHW or MHR, say you want power coatings which easily spend 50 coatings per hunt, and you wanna craft 5000 so you have for a while, in MH you have to go up in increments of 10, it will literally take you minutes just sitting there holding down a key to craft the ammount you want.
and if you like spending time in menu's fair enough, but at that point it's not really a problem with the game it's the fact that you don't want to play you wanna interact with a menu system

in WH i have to activeley engage with the game to complete these task's in MH i go talk with someone and learn a menu by heart so i waste as little time as possible there.

and instead of having 500 material nodes as MH does theres a couple ones and then food nodes for sinking gathering time into if you want to do that.
โพสต์ดั้งเดิมโดย Tusnayoshi:
In Rise, there's the lava area, your character doesn't even sweat inside that area, but do you still like it? I don't understand how that's possible, since that means zero immersion. It's as bland as you're claiming WH to be.
That's why I never talk about Rise at all because the fighting is too fast pace with Wirebug thingy and some aspect trivialize for me so I never played it.
And that's why I'm confuse why you "Rise this, Rise that" when I'm mostly talk about MH1 and MHW

Like I said about Sharpening analogy.
For some people, Sharpening was such an hassle and should be removed.
But for me, it was great thing, because it's realistic to sharpening your weapon and the more aspect or mechanic that make you immerse in surviving in wilderness, the better.
It's like reloading in Tarkov. You put bullet in each magazine before your put in your gun.
While in CSGO/Valorant, you just press R and you automatically reload. No need to manage your inventory.
Some people like reload in Tarkov, some people just want reload like in CSGO/Valorant.
I'm more into Tarkov.

But I thing I will stop right here because I didn't get anymore new info about Wild Hearts but instead got questioned about my taste on why I like certain aspect in video games.
For now, I think I have clear picture of what Wild Heart is. Thanks
โพสต์ดั้งเดิมโดย Bryantheart:
โพสต์ดั้งเดิมโดย Tusnayoshi:
In Rise, there's the lava area, your character doesn't even sweat inside that area, but do you still like it? I don't understand how that's possible, since that means zero immersion. It's as bland as you're claiming WH to be.
That's why I never talk about Rise at all because the fighting is too fast pace with Wirebug thingy and some aspect trivialize for me so I never played it.
And that's why I'm confuse why you "Rise this, Rise that" when I'm mostly talk about MH1 and MHW

Like I said about Sharpening analogy.
For some people, Sharpening was such an hassle and should be removed.
But for me, it was great thing, because it's realistic to sharpening your weapon and the more aspect or mechanic that make you immerse in surviving in wilderness, the better.
It's like reloading in Tarkov. You put bullet in each magazine before your put in your gun.
While in CSGO/Valorant, you just press R and you automatically reload. No need to manage your inventory.
Some people like reload in Tarkov, some people just want reload like in CSGO/Valorant.
I'm more into Tarkov.

But I thing I will stop right here because I didn't get anymore new info about Wild Hearts but instead got questioned about my taste on why I like certain aspect in video games.
For now, I think I have clear picture of what Wild Heart is. Thanks

if you think rise is too fast paced, you probobly won't like wild hearts as it's even faster.
we're comparing to rise seeing as that's the current MH title they are activeley working on at capcom.

yes these are all subjective details about the game, and not something we understand when you say survival aspect, because again monsterhunter isn't a survival game.

this is why we're questioning your taste in videogames, if you use buzzword like survival aspects in a non survival game, we need to know what you mean by that specifically otherwise we can't answer you properly.
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วันที่โพสต์: 17 ก.พ. 2023 @ 9: 03pm
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