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Long story short: yes it does matter.
I don't really mind if a fight doesn't take 40 minutes and if I don't have to be dodging attacks constantly. I've never found monsters like Gore super fun to fight. I have hated Rajang in every single iteration. That kind of difficulty isn't fun for me. I don't mind where Wilds is in terms of difficulty, it's content that I'm missing most.
That said, a meaty challenge does have to exist for the kind of player that wants it.
I don't really know if I do need a monster hunter game to have a big bad like Fatalis again, because there's been so many moments in Wilds that will stick with me for the rest of my life, all of the apex reveals being by far the most meaningful to me.
I dunno, I would like people to really engage with the idea! I know it's really easy to brush off, but I think it could be a very neat thing to consider :D
The game is like people say, fun, and nothing more. We had 0 topics here of people saying the get stuck on this or that monster, 0 topics of people saying they finally beat this or that. Just people saying the game is hard but failing to express the bare minimum of emotion while talking about it.
While in world, and i use world as example because i always assume that's the only game people played, people complained about how difficult Anjanath was. And this is just one example.
All the "merit" of going through something 'difficult', the learning curve, the satisfaction of using what you learned to beat something you couldn't, everything was stripped from players in wilds.
So, yes. The game doesn't need to be the most difficult game ever created, it doesn't even need to be the most difficult MH ever created.
But when things are this easy, the game become just one more game there, an $70 of nothing special. The game is so boring in difficult that i can't even remember the name of the new monsters without either open the game or google it.
Edit: That's partially lie actually, i remember Rey Dau, because it was the best the game could offer in terms of new monsters.
Like, I agree that wilds is missing something that made older games special, and I can't say that I don't miss the struggle, but it feels incredibly myopic to simply view MH games through the lens of difficultly and raw gameplay, to not even care to engage with the things it puts forth (lore, story, a absurdly indepth look into the ecology of the world and it's interconnected functions).
Also uh, man, all of the monsters made really heavy impressions on me, kinda shocked to hear that it just didn't really mean anything to you because it wasn't hard. Very much something I cannot relate to
Different type of games (and difficulties) give different kind of satisfaction, enjoyment.
And yes, personally, I do find Wilds is easier than previous titles. I was joking with my friend that this game should be called MH Casual instead of Wilds. BUT I'm not mad at it. I do play a lot of casual game.
And tbh, Worlds was not really hard, until Behemoth and later Fatalis.
Tbh, a lot of the complaints and outrage here, I find quite hard to take seriously.
Consider when World came out, people was complained about how it was easier and changed from previous entries. THEN when Rise came out, people was complained about how it was easier and changed from previous entries.
NOW Wilds came out, guess what...
Also people who complained about Wilds being short and lack of contents, but when other pointed out that previous entries like World was the same when they first came out, THEN those people was like "OMG, how long, how many years has it been since. The new game should improve, get with the time!... blah blah".
But then people complained about the game changing, and it should stay with the "tradional MH way", blah blah...
So... do people want changes or not...?
Sometimes it feels like many people just want to complain for the sake of complaining, and just like to be outraged.
For me, atm, it's too early to draw a definitive conclusion about this game. I have to see how it will be when they add more stuff down the line, like G-rank/Mater rank, more end game boss monsters, expansion like Iceborne/Sunbreak... to see how this game actually is.
AND yes, there a lot more to the MH experience than just the tough monster encounter.
People are really focusing on the wrong thing, because to constantly complain about the game not being Iceborne Alatreon tier of difficulty is tone deaf. MonHun has had a VERY consistent pattern of having an accessible base game with harder challenges added later to ensure that any and all new players who got the game at launch have time to get everything down. Then, we get the G Rank expansion which is where the real sh*t starts, and then they go crazy with the post launch updates there. Wilds is not really meaningfully easier than World or especially Rise, or GU or 4U. Even the Wound system really only needs a few adjustments to its values (how quickly wounds generate and how much damage it takes to break them) to fix how exploitable it is, and Sunbreak's post launch support has proven that the developers CAN and WILL respond to community requests.
No, you know what this game is missing? HUNTING. We have the most complex maps yet, we have more monsters on the map than ever, and monsters have bespoke schedules as they move around the area and interact with what's around them. The Scoutflies are back, and we have the Seikret for mobility across these massive maps. And they brought Paintballs back! If there was ever a game to go ham on the hunting and preparation element of the series, it was this one. AND YET, the map is a super satellite that shows the monsters at all times just like in Rise and the bird literally requires player input to NOT beeline you straight to the target.
THAT, more than anything else, is going to be MonHun's downfall. You may love the combat in the series, and that's perfectly fine, it's literally the core gameplay concept. But having to interact with the world around you, and having the ecology and environments matter, is what makes the series MONSTER HUNTER and not Dauntless or Toukiden. And as soon as Monster Hunter is no better than those games, you can bet that a difficult challenge will be the only thing you have left to discuss, as the games just get further stripped of all their flavorful fat to become the video game equivalent of a completely unseasoned filet mignon.
I've honestly been viewing the "game's too easy!" folks as tourists from Souls-games where they need that sense of overcoming a challenge (even if the challenge is artificial) to validate their gaming experiences. Now, I'm not being demeaning when I say "tourist", I'm saying that they're looking for something they love in a game that's similar to what they're looking for. For example: I love the Anno Franchise and I consider myself a tourist when I play Cities:Skylines. They're both city builders, but what I'm looking for when I play Cities:Skylines is that sense of logistics, optimization, and managing resources that makes me love building cities in Anno. So I end up not enjoying Cities:Skylines as much as Anno games after I get a city started because the only thing to manage is traffic and making the city look nice. I enjoy the game, but I'm a tourist.
Monster Hunter has never been "defined" by the difficult fights. They're memorable, absolutely, but I have more love of Gore/Shagaru from my time in 4U's story or Fatalis because of its incredible lore and design than over beating Alatreon...
People who want difficulty just have a need to prove themselves TO themselves and others. It is born of insecurity. I, for one, have absolutely no qualms about bullying a monster below my level if it makes narrative sense to do so. I crave immersion, not challenge.
And how do you misspell "difficulty" not once but twice?
After that, when you clear the hunt, you get a feeling of accomplishment - of having beaten what seemed unbeatable before.
Then there's the community aspect of it. You are in a hunt that seems impossible and you see what someone else does differently and manages it smoothly. Once you master it, you pay it forward helping others beat their "walls".
For me, the series would not be fun without this loop.
although i agree that low rank wilds is a bit too easy but it didn't bother me too much, i still had fun and by high rank things did get a little better with tempered monsters, remember that wilds is still kinda incomplete so harder challenges may come later on with TUs.
A simple way to understand this is to think of a claw machine where you can adjust the win rate. If you play a claw machine with a 100% win rate then you don't feel any excitement for winning because "everyone wins" by default. Alternatively if you play a claw machine with a 10% win rate and win you will be excited. It boils down to, "if everyone is a winner then nobody is a winner"
When it comes specifically to modern "post World MH games" we have ♥♥♥♥♥♥ to the point of "to maximize sales every player will be a winner" The biggest difference between pre-world games and post world games is that in the older titles you were allowed to fail. Originally if you properly prepared thrn MH was "tough but fair" however we know that the bulk of the fanbase (especially if new) do not prepare at all and would fail quests accordingly. Eveything is provided to new players in modern MH. I thought it was horrible when world added a camp to restock indefinitely but wilds take it even further and has your mount restock so now you don't even need to make it to camp and can restock in a battle. So yeah you have a large percentage of players breezing through wilds wanting a challenge then Capcom has to create a "super" monster to compensate for their making the game a cake walk because players seek a challenge.
Its such an easy fix too. Frankly the monsters (in general but especially high rank) don't do enough damage. Tempered monsters are, overall, a joke. 95% of the time I can't tell the difference between a high rank monster or a tempered monster. In the old games once you hit high rank that was when the challenge started. The old monsters had modifications to their stats so they had more health, moved faster, did more damage, etc. Wilds base monsters desperately need a damage buff. In the old games even with elder dragon gear the threat of death was always looming. Typically between 2 to 4 solid hits and you were on the kitty kart ride. In Wilds the basic high rank monsters just don't do enough damage and feel like a weird middle ground between low rank and high rank. Some tempered monsters (Arkveld, Gore, etc.) feel like the actual high rank monsters while the others just need a slight damage buff. In the old games pre World, you were never really "safe" and if you got caught slipping just about any monster could kart you with a good 3-4 hits. In wilds it seems even the "mega hits" do not 1HKO. The "arch tempered" solution they are implementing sucked in world and it will suck in wilds too. You are taking an already limited roster and narrowing it down to what? 4 mega hard hitting arch tempered monsters.
The solution is such an easy fix. Low rank is your "tutorial" and is arguably the easiest so all the casual players can fight all the monsters and win while completing the story mode. High rank should essentially "new game+" so ALL the monsters should have stat modifications similar to arch tempered monsters (or between tempered and arch tempered...by default. Let high rank be difficult and/or a challenge again. It's so dumb you buy a game and have 90% of the player base waiting until "g/master rank" for a challenge. Let players struggle through high rank like in thr pre World days. Give the monsters additional attacks. Make high rank, "tough but fair" and not difficulty for difficulty sake...because that is what tempered monsters should be for. Tempered monsters should have G/master rank stat modifications by default. For example back in MHFU, there was a special one horned Diablos quest called "Diablos the demon king" available in village high rank except the Diablos had G rank stats. In the japan version of the game it game a unique armor.
I cannot fault all the "Wilds is too easy" players for wanting a challenge in a franchise known for it's difficulty. The old games being difficult is what nudged teamwork. Maybe a monster was too hard to solo but if you got a few people then it would be easy. The modern MH games lost that