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All that "Exploration" you are talking about in the past was running through different loading screens till you reach the zone with the monster. And you had to do that ONCE and then just remember the number of the zone it starts in. There was no studying the environment to find the thing. It might have felt like that because they were your initial MH experiences.
But maybe take off your nostalgia glasses and accept that a series has to move forward.
If they had remained on that same course the franchise might have died entirely now.
But hey, don´t like wilds? Play one of the titles you do like. If you REALLY don´t like it you´ll talk with your wallet and won´t buy it.
Also, to claim that the mount and map system are improvements that advance or modernize the game is misleading. Quite the opposite, in fact diverges from the very elements that made Monster Hunter successful in the first place.
On paper, even Monster Hunter: Wilds sells itself by thriving on these core elements, allowing players to fully engage with the environment, understand ecosystems, and prepare strategically for each hunt.
So the series hasn't "Progressed" as you say. Fortunately, not yet.
Reducing the game to a mere monster-fighting experience shows a lack of understanding and appreciation for its complexity. This perspective often aligns with the mindset of players more accustomed to fast-paced games like Fortnite, who may not grasp the depth and richness Monster Hunter offers.
Simply put, this is not a discussion between nostalgics and new players. The auto play feature is just a bad features for everyone!!
Those who try to portray it as a good thing for everyone are simply ridiculous and this is evident when you suggesting that only the nostalgics don't like it. It's not true because in fact don't like to anyone who is not a whining fanboy, as demonstrated so far.
I've been playing MH since the very first game until now, including all the PSP games, some of the JP titles, bought a Gamecube & WiiU to keep up w/ the series, and I have even played MHFrontiers a bit (though the last was more recently on private servers, tbh);
'Exploration' - as in needing to discover new things and figure out where things are - has existed in MH since the first game; however, the caveat here is that once you found out where things/monsters were, the need to explore was largely finished; any random element was completely absent. (You could even cobble together an Autotracker set in MH1 with a weird mismatch of armor pieces, if you really wanted to)
MHDos mixed this up a bit by adding seasons and a day/night cycle (and I'm pretty sure it was the first game to add 'Expedition'-style missions? Those that were finished with a ticket to the delivery box - I couldn't read Japanese to be sure what they were originally called
Treasure Hunt missions were another thing altogether with fresh item pools (and man I really miss those, they were tons of fun!), but even these still relied on knowledge of the areas that you'd likely have gained by the time you decided to tackle them.
But MHWorld is the first game that really made exploration worthwhile (endemic life was a huge part of this for me, personally!), and added a system that felt like legit tracking. I think MHWilds will include the same, as there are track items to find in the beta, as well as the paintball. I assume things were simplified to cater to newcomers trying the game out.
I'd say - if anything - mounts are actually pointing towards us having more options for exploration. They can traverse areas our hunter can't, opening up new venues of discovery!
As for Farming resources i need to hugely disagree, the tedium of grabbing resources and how clunky it felt has always imo been MHs biggest weakness, the dynamicism of the new way of remote grappling items along with your handler finallly being useful and grabbing items too is just massive QOL
And the seikret pathing doesnt just open up the possibility for more complex monster retreats and routing but opened up mounted combat.
MH is slowly moving towards Hunters becoming Riders and thats a good thing.
Rise did it better, that's for sure. And wilds would feel way better without the mount.
Starting a petition for capcom to change the game to its core 4 months out from release because it has something I dont like here's the link.
https://www.youtube.com/watch?v=hB7CDrVnNCs
Seikret is not optional, and as others have said mounts are a symptom of a larger problem with maps.
Then if you add the "auto-play" feature to it...simply not defensible.
And what is the issue? the map was perfectly fine to me
I've already spent a decent amount exploring in the beta. And there is probably a lot of things i missed that i need to explore again. And not to mention it is really nice for inventory management, and two weapons for longer trip ^^
Im sorry you can't explorer cause you lack patient :(
"Don't use that feature".
Lately in a lot of modern games there are gameplay mechanics that clearly are integrated to the way how the game is MEANT to be played. But at the same time those mechanics make the games incredibly trivial and simplified.
A lot of players nowadays don't want to restrain themselves artificially in order to have a better/harder experience in a game, unless of course it's not their first playthrough anymore.
Also, a lot of players want to earn their rewards through difficult goals. Not them handed to them from the very start of the game.
I hate it that now you can easily find the monsters, you don't have to learn their patterns and behavior and if they run away, you can just hop on your ride and go get a cup of coffee while it runs after your target.
I think the off-brand chocobo is a cool addition though, because it doesn't change the core concept of monster disengagements-- I'll explain.
Monster disengagements should make you do one of two things
A) Take a breather, head back to camp, craft ammo, collect resources, do whatever, meander around, fishing, tactical choices, set up traps, etc. (The side-salad: Things that pace the hunt out, and let you explore and breathe)
B) Risk it all and chase critical damage moments such as sleep bombs, cycle-skips, stopping monsters from collecting resources or entering special states, etc. (The meat and potatoes: The stuff we learn while grinding for HR cap)
Both have been in the formula for a long, long time. All the seikret ride does is streamline essential upkeep (food, drinks, coatings, ammocrafting, etc) so more dedicated players don't get tired down by mechanics and long-winded interactions. (Seriously go back and play MHGU or P3RD-- They're fantastic games for those that understand the formula, but they're relics when it comes to casual audiences)
I don't think it ruins the game exactly, besides making things faster, and by extension less tedious (Easier? Debatable, idk)-- What I can say is it does keep aggressive play-styles aggressive, while still limiting player movement far more than breakout titles like Rise.
Also keep in mind; we only saw up to 4⭐ in this Beta; I'm sure Capcom will find new ways to punish players who rush their meat and potatoes, when they should have picked at the side salad for a bit maybe... :)
As always, NEVER PREORDER.