Monster Hunter Wilds

Monster Hunter Wilds

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The game is way too on-rails.
At this point, World feels more open-world than Wilds. I cannot fathom why they thought it was a good idea to take control of your character and turn you back around, forcing you to complete a quest instead of being able to freely explore and do whatever you want. I have barely explored any of the maps because exploration is more often discouraged rather than encouraged. The game's main story seems to just wants you to "keep doing the main story". What is the point of creating these massive, connected, "open-world" explorable zones if you never encourage players to explore? For example, in World, you can be out doing a quest with an NPC, and at literally any given point, you can wander off and do whatever you want on the map. In Wilds, if I try to farm an ore that's more than 10 feet from the NPC I'm following, the game takes control of my character and walks me back to the quest. Capcom, take me off of these artificial rails you've forced upon me, and let me wander around. Let me explore if I want to. It makes zero sense.
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Showing 1-15 of 18 comments
BigJ Mar 3 @ 2:44am 
Because the main story is the tutorial, which only finishes once you reach the first end credits. When you start going with the increasing HR, you are FORCED into the open world and rewarded even by just exploring (tracks).
Last edited by BigJ; Mar 3 @ 2:45am
reminder to always turn off Sekiret Objective guidance before wandering around

thank you
Joxer Mar 3 @ 2:46am 
From start to credits is tutorial, come back after you got to HR.
Widgit Mar 3 @ 2:46am 
Originally posted by BigJ:
Because the main story is the tutorial. When you start going with the increasing HR, you are FORCED into the open world and rewarded even by just exploring (tracks).
That may be true. But don't you think it'd be better if they just allowed people the freedom to explore when they wanted to, as they've done in other Monster Hunter games?
Originally posted by BigJ:
Because the main story is the tutorial, which only finishes once you reach the first end credits. When you start going with the increasing HR, you are FORCED into the open world and rewarded even by just exploring (tracks).
it has a longer tutorial than persona games.... its really boaring
Sleepy Mar 3 @ 2:48am 
I don't like what the mounts did to the map design either. The map theming is cool, but the maps themselves are just kind of spaghettied messes that you tune out while on auto-pilot.
Last edited by Sleepy; Mar 3 @ 2:49am
Widgit Mar 3 @ 2:49am 
Originally posted by Patriarch Misha:
Originally posted by BigJ:
Because the main story is the tutorial, which only finishes once you reach the first end credits. When you start going with the increasing HR, you are FORCED into the open world and rewarded even by just exploring (tracks).
it has a longer tutorial than persona games.... its really boaring
I just don't understand why they went with the design decision of "big, seamlessly connected, open-world map" and then also went with "you can't leave your designated quest area". The game feels like it's fighting with itself over its own identity.
Originally posted by Widgit:
Originally posted by Patriarch Misha:
it has a longer tutorial than persona games.... its really boaring
I just don't understand why they went with the design decision of "big, seamlessly connected, open-world map" and then also went with "you can't leave your designated quest area". The game feels like it's fighting with itself over its own identity.
I cant tell ya man there was some hand holdy thing in world but not like this world atleast thruogh you a wall with you first anjunath and gave you the ability to explore early this game is so hand holdy i genuinly am bored
I want to use Nata as monster bait—goodness, that transgender person is so annoying.
Last edited by None-Buy-Nary; Mar 3 @ 2:54am
Widgit Mar 3 @ 2:58am 
Originally posted by None-Buy-Nary:
I want to use Nata as monster bait—goodness, that transgender person is so annoying.
Yeah your username checks out. Your personal grievances aside, I don't recall the game ever saying anyone was transgender at all. Did you project that onto the game yourself? Or is that presented later in the story at some point? Either way, weird.
Greyed Mar 3 @ 2:59am 
Originally posted by Widgit:
...forcing you to complete a quest instead of being able to freely explore and do whatever you want./quote]

Because the quests either introduce you to the area, or once you're in the area you have to activate them.

Want to explore the area? After the first introductory quest, just don't start the next one and walk out of the main camp. It is not that hard.
Originally posted by Widgit:
I have barely explored any of the maps because exploration is more often discouraged rather than encouraged.
Relax -- you're not missing anything. The game isn't really "open-world"; it's more contiguous biomes connected via one entry/exit point, with most of everything inaccessible due to "invisible walls"... even the cloth curtains on entries into huts are walls!
Originally posted by None-Buy-Nary:
I want to use Nata as monster bait—goodness, that transgender person is so annoying.
i dont know where you got that from hes like 8 years old (an annoying badly written 8 year old) but a kid non the less did you see others talking about a transgender on here and got the wrong character? cause its a defrint character (whos also not a transgender) people are talking about
Widgit Mar 3 @ 3:04am 
Originally posted by Greyed:
Because the quests either introduce you to the area, or once you're in the area you have to activate them.

Want to explore the area? After the first introductory quest, just don't start the next one and walk out of the main camp. It is not that hard.

Sure, and I've done that. You're right, it isn't hard. But specifically I'm referring to the mechanic that locks you in a certain area of the map or near certain NPCs until a quest is completed... more specifically, when the game takes control of your character and points you back at whatever your quest objective is. I also think that kind of quest/mission design in a game with what was described as an open, seamlessly connected, explorable world is just... very obnoxious design decision, to say the least.
Last edited by Widgit; Mar 3 @ 3:05am
10 hours to beat story - tutorial, then you access to the real game. Which is open world free-roaming.
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Date Posted: Mar 3 @ 2:42am
Posts: 18