Monster Hunter Wilds

Monster Hunter Wilds

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Why this game likely has Mixed Reviews
Hi!

I've played Monster Hunter for a long time! Without divulging, I've finished Monster Hunter World across all platforms, Rise (Solo), Generations Ultimate (Solo), and 3U (Also Solo).

Wilds is... let's say different. It's very different, as a matter of fact, and it's not necessarily a bad thing. However, it's caused a bit of an uproar in the community.

The reasons, at least from my own experience, boil down to this:
The game is needlessly different from World/Monster Hunter as a whole.
The game focuses on a narrative with characters, who are admittedly pretty cringe.
The game doesn't let you explore at you're own pace.
The game has a base level of Stun Damage on every weapon.

Breaking these down point-by-point:

The combos, functionality of items, and various minimal details are strangely different from World. For the uninitiated, World is perfect for newbies because it allows you to be exposed to the raw Monster Hunter Formula with little commitment.
World, unlike previous Monster Hunter Games, has little Gathering. You don't need all the traps and extra items, you can just beat most of the game with simple Potions and a cloak. It's not as hard as other Monster Hunter Games, and thats a good thing! It lets you pick and choose what you try out - whether that's overpreparing for every hunt by making Traps or not.
Wilds changes this formula drastically by making hunts upsettingly easy Early-Game. Not only do you have an Auto-Travel to the exact location you need to be in, but the game will force you down the correct path if you choose to wander. It's very hand-holdy, which isn't like Monster Hunter to do. This is a series that's never been this hand-holdy and that turns a lot of people off of it. Not only this, but an experienced hunter like myself hit the 3 hour mark and didn't even need to craft more potions.
To give a bit of perspective, in WILDS I was able to 'grind' up an entire Armor Set AND it's Weapon in all of 2 hunts. This is absurd even when compared to World or Rise, which are both intended to be easier 'ins' to the series than other titles. I've gotten multiple Armor Sets and multiple Weapons without even STARTING a quest with Alma.

The Narrative and Character Development. This is very new to Monster Hunter, and Mega-Fans are going to get pissy about this point. It doesn't matter how many text-boxes you read, characters need different methods of development. Capcom likes movies, and so they went with the Screen-Time Oriented Development. The more the character is on-screen and talking, the more development they receive.
Alma, for all intents and purposes, is your typical Sub. She's not intimidating, she had no presence or control, and oftentimes acts as an annoying mosquito to the character. She's not interesting, she's a cardboard character that doesn't feel right to have in a leading role.
Then there's Gemma, and the kid Nata. These two are not interesting either. Gemma is an obvious play at a strong female with sex appeal, and Nata is a boring, tacked on character who bares little significance. With cardboard characters and a faceless protagonist to lead the ENTIRE CAST there's little to salvage - because everything's screwed already.
These characters leave nothing to bounce off of. Only basic, paste characters that few can actually latch onto. Of course, they are still characters, and if you like them I apologize for my mean words. But they are not leading roles, they aren't interesting enough to carry a full story on their own - much less as a group. A lot of the 'weight' of the story has to do with the people who lived in these unexplored lands before us. Yet, there's no justification for their existence. Without hunters, what was stopping the monsters from wiping them out years ago? What was stopping them from wiping out the people who lived there months before we even arrived? There's little justification for these things.
All in all, the Narrative is woefully piss because there's little reason for it's existence. The characters are paste attempts to appeal to different groups, and pitifully shallow. The world could be interesting, but nobody buys Monster Hunter for the World. They buy it for the ♥♥♥♥♥♥♥ Monsters.

The Exploration is garbage, and the attempted sequences where we are supposed to feel 'tense' or 'worried' are scripted railroad sequences with QTE's in between. I don't care what you think, we aren't pressing buttons or engaging with the game until it pauses time and tells us to look at a pillar, hold Left Trigger, and press Circle. These are QTE's with extra steps. In between hunts you are treated to the chracters yapping non-stop about ♥♥♥♥ you never asked about.
I don't know who said Palicoes need to talk, but they need to be hurt. Physically. I've literally never heard anyone at any point say Monster Hunter needs more people talking. Much less an annoying voice saying cringey lines throughout your entire hunt. Let me focus, don't bother me with stupid ♥♥♥♥ I never cared about.
You get taught how to track a monster, then are immediately teleported into the monster's face. I don't understand this decision, why teach us a mechanic then never showcase it's importance?? I guess it isn't important, since you can get all of the materials required for anything you want from hunting the monster once for the assignment - then again when you spot it on a jog.
If you wander too far from the people you never asked to come along, you'll be tugged right back to where you're supposed to be. This is extra aggravating when you simply want to track the monster, but the damn quest presented forces you to do it THEIR WAY - again, only to be teleported into the monster's mouth.

This final point is likely going to be the most contentious, but take it from me. I'm a Longsword user to a T. I've always used it, it was my first weapon pick and it'll always be.
In previous Monster Hunter games, you'd imagine a HAMMER to be a Stun Weapon. Something where you hit the monster a dozen or so times, and it'll stagger. The LAST WEAPON you'd EVER IMAGINE to be a STUN WEAPON is a Longsword. It's a long ♥♥♥♥♥♥♥ sharp length of steel dude, it's not going to be stopping the monster in it's tracks.
I've gone through entire hunts where I'm beating the monster senseless, knocking it around the zone - with a LONGSWORD! With a LONG SHARP TOOTHPICK! How!?!
It's simple. They wanted new players to feel more in control of the hunts at hand, and they wanted new players to feel a certain amount of agency when they are presented a challenge that feels difficult. Meaning, a weapon as minimal on stun as the Longsword can still knock monsters around like it's a Greatsword, Switch Axe, or Hammer.
MAYBE there isn't a base level of Stun Damage. Maybe it's a result of the new Wounding System, and it needs tweaking. But when I am knocking around the monster like it's weak as ♥♥♥♥ with a Longsword, I start to have issues. In NO MONSTER HUNTER GAME could you do this with your STARTING GEAR - yet in Wilds I was doing it flawlessly. This has made the Low Rank hunts feel so easy that I was never once intimidated, worried, or concerned at any plot point.

We all have some spicy opinions on this game, and it's understandable how a lot of people came to these perspectives. There are other issues to mention, but to me these are the reasons why this game isn't the same. Why it's got Mixed Reviews. Why, at least to me, it's not a Real Monster Hunter Game. I spent 70 bucks on it like the rest of you, and honestly I feel very disappointed that I overpaid for a movie.
I do like certain elements of this game, and I do believe it can change for the better. But there are core decisions here that break it away from the Core Monster Hunter Formula in a bad way. Imagine someone playing this, and thinking that you can grind up a set + weapon in ANY MONSTER HUNTER GAME! That would lead to a very quick reality check.
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Showing 1-15 of 28 comments
kl250d Mar 5 @ 12:40am 
Mate thats a whole lotta words but i can distill the reason down to this:

"I cant play on ultra or high settings on 120-240fps on my 4k monitor how dare anyone expect me to put my settings down to medium or low"
Originally posted by John Redcorn:
Why this game likely has Mixed Reviews
Hi!

I've played Monster Hunter for a long time! Without divulging, I've finished Monster Hunter World across all platforms, Rise (Solo), Generations Ultimate (Solo), and 3U (Also Solo).

Wilds is... let's say different. It's very different, as a matter of fact, and it's not necessarily a bad thing. However, it's caused a bit of an uproar in the community.

The reasons, at least from my own experience, boil down to this:
The game is needlessly different from World/Monster Hunter as a whole.
The game focuses on a narrative with characters, who are admittedly pretty cringe.
The game doesn't let you explore at you're own pace.
The game has a base level of Stun Damage on every weapon.

Breaking these down point-by-point:

The combos, functionality of items, and various minimal details are strangely different from World. For the uninitiated, World is perfect for newbies because it allows you to be exposed to the raw Monster Hunter Formula with little commitment.
World, unlike previous Monster Hunter Games, has little Gathering. You don't need all the traps and extra items, you can just beat most of the game with simple Potions and a cloak. It's not as hard as other Monster Hunter Games, and thats a good thing! It lets you pick and choose what you try out - whether that's overpreparing for every hunt by making Traps or not.
Wilds changes this formula drastically by making hunts upsettingly easy Early-Game. Not only do you have an Auto-Travel to the exact location you need to be in, but the game will force you down the correct path if you choose to wander. It's very hand-holdy, which isn't like Monster Hunter to do. This is a series that's never been this hand-holdy and that turns a lot of people off of it. Not only this, but an experienced hunter like myself hit the 3 hour mark and didn't even need to craft more potions.
To give a bit of perspective, in WILDS I was able to 'grind' up an entire Armor Set AND it's Weapon in all of 2 hunts. This is absurd even when compared to World or Rise, which are both intended to be easier 'ins' to the series than other titles. I've gotten multiple Armor Sets and multiple Weapons without even STARTING a quest with Alma.

The Narrative and Character Development. This is very new to Monster Hunter, and Mega-Fans are going to get pissy about this point. It doesn't matter how many text-boxes you read, characters need different methods of development. Capcom likes movies, and so they went with the Screen-Time Oriented Development. The more the character is on-screen and talking, the more development they receive.
Alma, for all intents and purposes, is your typical Sub. She's not intimidating, she had no presence or control, and oftentimes acts as an annoying mosquito to the character. She's not interesting, she's a cardboard character that doesn't feel right to have in a leading role.
Then there's Gemma, and the kid Nata. These two are not interesting either. Gemma is an obvious play at a strong female with sex appeal, and Nata is a boring, tacked on character who bares little significance. With cardboard characters and a faceless protagonist to lead the ENTIRE CAST there's little to salvage - because everything's screwed already.
These characters leave nothing to bounce off of. Only basic, paste characters that few can actually latch onto. Of course, they are still characters, and if you like them I apologize for my mean words. But they are not leading roles, they aren't interesting enough to carry a full story on their own - much less as a group. A lot of the 'weight' of the story has to do with the people who lived in these unexplored lands before us. Yet, there's no justification for their existence. Without hunters, what was stopping the monsters from wiping them out years ago? What was stopping them from wiping out the people who lived there months before we even arrived? There's little justification for these things.
All in all, the Narrative is woefully piss because there's little reason for it's existence. The characters are paste attempts to appeal to different groups, and pitifully shallow. The world could be interesting, but nobody buys Monster Hunter for the World. They buy it for the ♥♥♥♥♥♥♥ Monsters.

The Exploration is garbage, and the attempted sequences where we are supposed to feel 'tense' or 'worried' are scripted railroad sequences with QTE's in between. I don't care what you think, we aren't pressing buttons or engaging with the game until it pauses time and tells us to look at a pillar, hold Left Trigger, and press Circle. These are QTE's with extra steps. In between hunts you are treated to the chracters yapping non-stop about ♥♥♥♥ you never asked about.
I don't know who said Palicoes need to talk, but they need to be hurt. Physically. I've literally never heard anyone at any point say Monster Hunter needs more people talking. Much less an annoying voice saying cringey lines throughout your entire hunt. Let me focus, don't bother me with stupid ♥♥♥♥ I never cared about.
You get taught how to track a monster, then are immediately teleported into the monster's face. I don't understand this decision, why teach us a mechanic then never showcase it's importance?? I guess it isn't important, since you can get all of the materials required for anything you want from hunting the monster once for the assignment - then again when you spot it on a jog.
If you wander too far from the people you never asked to come along, you'll be tugged right back to where you're supposed to be. This is extra aggravating when you simply want to track the monster, but the damn quest presented forces you to do it THEIR WAY - again, only to be teleported into the monster's mouth.

This final point is likely going to be the most contentious, but take it from me. I'm a Longsword user to a T. I've always used it, it was my first weapon pick and it'll always be.
In previous Monster Hunter games, you'd imagine a HAMMER to be a Stun Weapon. Something where you hit the monster a dozen or so times, and it'll stagger. The LAST WEAPON you'd EVER IMAGINE to be a STUN WEAPON is a Longsword. It's a long ♥♥♥♥♥♥♥ sharp length of steel dude, it's not going to be stopping the monster in it's tracks.
I've gone through entire hunts where I'm beating the monster senseless, knocking it around the zone - with a LONGSWORD! With a LONG SHARP TOOTHPICK! How!?!
It's simple. They wanted new players to feel more in control of the hunts at hand, and they wanted new players to feel a certain amount of agency when they are presented a challenge that feels difficult. Meaning, a weapon as minimal on stun as the Longsword can still knock monsters around like it's a Greatsword, Switch Axe, or Hammer.
MAYBE there isn't a base level of Stun Damage. Maybe it's a result of the new Wounding System, and it needs tweaking. But when I am knocking around the monster like it's weak as ♥♥♥♥ with a Longsword, I start to have issues. In NO MONSTER HUNTER GAME could you do this with your STARTING GEAR - yet in Wilds I was doing it flawlessly. This has made the Low Rank hunts feel so easy that I was never once intimidated, worried, or concerned at any plot point.

We all have some spicy opinions on this game, and it's understandable how a lot of people came to these perspectives. There are other issues to mention, but to me these are the reasons why this game isn't the same. Why it's got Mixed Reviews. Why, at least to me, it's not a Real Monster Hunter Game. I spent 70 bucks on it like the rest of you, and honestly I feel very disappointed that I overpaid for a movie.
I do like certain elements of this game, and I do believe it can change for the better. But there are core decisions here that break it away from the Core Monster Hunter Formula in a bad way. Imagine someone playing this, and thinking that you can grind up a set + weapon in ANY MONSTER HUNTER GAME! That would lead to a very quick reality check.

Gamers are bad reviewers, and you kinda prove that point with that post of yours.
BigJ Mar 5 @ 12:41am 
I disagree on the exploration part while the performance issues are clear. You can explore freely aslong as you don't iniciate a quest...

Similar issue with bg3 and "forced" romance, you can say no. Gamers really need better awareness on their actions, of you lock in a quest, the quest will have a text that will PREVENT anything from taking you out of it, if you wanna explore or play with friends just don't take it.

Stun values been present on all PHYSICAL weapons doesn't mean they are stun weapons, the difference between hammer and longsword stun wise are massive and very noticeable in hunts. Longsword will never knock out a monster as well, which hammer, hunting horn and physical charge blade do. It's a replacement for everyone been able to cc the monster with clutch claw slam.

In High rank, the meat of the game you'll need multiple hunts.

There's no QTE.
Last edited by BigJ; Mar 5 @ 12:48am
Kamakura Mar 5 @ 12:44am 
Yeah you spent way too much time on that, when it had little to do with any of that. It's almost entirely because it has performance issues.
Originally posted by John Redcorn:
Hi!

I've played Monster Hunter for a long time! Without divulging, I've finished Monster Hunter World across all platforms, Rise (Solo), Generations Ultimate (Solo), and 3U (Also Solo).

Wilds is... let's say different. It's very different, as a matter of fact, and it's not necessarily a bad thing. However, it's caused a bit of an uproar in the community.

The reasons, at least from my own experience, boil down to this:
The game is needlessly different from World/Monster Hunter as a whole.
The game focuses on a narrative with characters, who are admittedly pretty cringe.
The game doesn't let you explore at you're own pace.
The game has a base level of Stun Damage on every weapon.

Breaking these down point-by-point:

The combos, functionality of items, and various minimal details are strangely different from World. For the uninitiated, World is perfect for newbies because it allows you to be exposed to the raw Monster Hunter Formula with little commitment.
World, unlike previous Monster Hunter Games, has little Gathering. You don't need all the traps and extra items, you can just beat most of the game with simple Potions and a cloak. It's not as hard as other Monster Hunter Games, and thats a good thing! It lets you pick and choose what you try out - whether that's overpreparing for every hunt by making Traps or not.
Wilds changes this formula drastically by making hunts upsettingly easy Early-Game. Not only do you have an Auto-Travel to the exact location you need to be in, but the game will force you down the correct path if you choose to wander. It's very hand-holdy, which isn't like Monster Hunter to do. This is a series that's never been this hand-holdy and that turns a lot of people off of it. Not only this, but an experienced hunter like myself hit the 3 hour mark and didn't even need to craft more potions.
To give a bit of perspective, in WILDS I was able to 'grind' up an entire Armor Set AND it's Weapon in all of 2 hunts. This is absurd even when compared to World or Rise, which are both intended to be easier 'ins' to the series than other titles. I've gotten multiple Armor Sets and multiple Weapons without even STARTING a quest with Alma.

The Narrative and Character Development. This is very new to Monster Hunter, and Mega-Fans are going to get pissy about this point. It doesn't matter how many text-boxes you read, characters need different methods of development. Capcom likes movies, and so they went with the Screen-Time Oriented Development. The more the character is on-screen and talking, the more development they receive.
Alma, for all intents and purposes, is your typical Sub. She's not intimidating, she had no presence or control, and oftentimes acts as an annoying mosquito to the character. She's not interesting, she's a cardboard character that doesn't feel right to have in a leading role.
Then there's Gemma, and the kid Nata. These two are not interesting either. Gemma is an obvious play at a strong female with sex appeal, and Nata is a boring, tacked on character who bares little significance. With cardboard characters and a faceless protagonist to lead the ENTIRE CAST there's little to salvage - because everything's screwed already.
These characters leave nothing to bounce off of. Only basic, paste characters that few can actually latch onto. Of course, they are still characters, and if you like them I apologize for my mean words. But they are not leading roles, they aren't interesting enough to carry a full story on their own - much less as a group. A lot of the 'weight' of the story has to do with the people who lived in these unexplored lands before us. Yet, there's no justification for their existence. Without hunters, what was stopping the monsters from wiping them out years ago? What was stopping them from wiping out the people who lived there months before we even arrived? There's little justification for these things.
All in all, the Narrative is woefully piss because there's little reason for it's existence. The characters are paste attempts to appeal to different groups, and pitifully shallow. The world could be interesting, but nobody buys Monster Hunter for the World. They buy it for the ♥♥♥♥♥♥♥ Monsters.

The Exploration is garbage, and the attempted sequences where we are supposed to feel 'tense' or 'worried' are scripted railroad sequences with QTE's in between. I don't care what you think, we aren't pressing buttons or engaging with the game until it pauses time and tells us to look at a pillar, hold Left Trigger, and press Circle. These are QTE's with extra steps. In between hunts you are treated to the chracters yapping non-stop about ♥♥♥♥ you never asked about.
I don't know who said Palicoes need to talk, but they need to be hurt. Physically. I've literally never heard anyone at any point say Monster Hunter needs more people talking. Much less an annoying voice saying cringey lines throughout your entire hunt. Let me focus, don't bother me with stupid ♥♥♥♥ I never cared about.
You get taught how to track a monster, then are immediately teleported into the monster's face. I don't understand this decision, why teach us a mechanic then never showcase it's importance?? I guess it isn't important, since you can get all of the materials required for anything you want from hunting the monster once for the assignment - then again when you spot it on a jog.
If you wander too far from the people you never asked to come along, you'll be tugged right back to where you're supposed to be. This is extra aggravating when you simply want to track the monster, but the damn quest presented forces you to do it THEIR WAY - again, only to be teleported into the monster's mouth.

This final point is likely going to be the most contentious, but take it from me. I'm a Longsword user to a T. I've always used it, it was my first weapon pick and it'll always be.
In previous Monster Hunter games, you'd imagine a HAMMER to be a Stun Weapon. Something where you hit the monster a dozen or so times, and it'll stagger. The LAST WEAPON you'd EVER IMAGINE to be a STUN WEAPON is a Longsword. It's a long ♥♥♥♥♥♥♥ sharp length of steel dude, it's not going to be stopping the monster in it's tracks.
I've gone through entire hunts where I'm beating the monster senseless, knocking it around the zone - with a LONGSWORD! With a LONG SHARP TOOTHPICK! How!?!
It's simple. They wanted new players to feel more in control of the hunts at hand, and they wanted new players to feel a certain amount of agency when they are presented a challenge that feels difficult. Meaning, a weapon as minimal on stun as the Longsword can still knock monsters around like it's a Greatsword, Switch Axe, or Hammer.
MAYBE there isn't a base level of Stun Damage. Maybe it's a result of the new Wounding System, and it needs tweaking. But when I am knocking around the monster like it's weak as ♥♥♥♥ with a Longsword, I start to have issues. In NO MONSTER HUNTER GAME could you do this with your STARTING GEAR - yet in Wilds I was doing it flawlessly. This has made the Low Rank hunts feel so easy that I was never once intimidated, worried, or concerned at any plot point.

We all have some spicy opinions on this game, and it's understandable how a lot of people came to these perspectives. There are other issues to mention, but to me these are the reasons why this game isn't the same. Why it's got Mixed Reviews. Why, at least to me, it's not a Real Monster Hunter Game. I spent 70 bucks on it like the rest of you, and honestly I feel very disappointed that I overpaid for a movie.
I do like certain elements of this game, and I do believe it can change for the better. But there are core decisions here that break it away from the Core Monster Hunter Formula in a bad way. Imagine someone playing this, and thinking that you can grind up a set + weapon in ANY MONSTER HUNTER GAME! That would lead to a very quick reality check.
Wilds is different.
Wilds gameplay is good.
New systems are broken and not tested enough to balance.
Monsters stats are ABSURD and not tested enough.
80/90 percent of the basegame is unsatisfying without mods.
Game is poorly optimized on some rigs.
Easy grinding, or none. This hurts a LOT the game.
0 Challenge. Chill experience.
Wilds is a game that has not been prepared for gamers and have to FIX all of this or it will put the series again to a big Flop in the future.
Last edited by Yu Ryujin; Mar 5 @ 12:49am
Despell Mar 5 @ 12:49am 
Originally posted by kl250d:
Mate thats a whole lotta words but i can distill the reason down to this:

"I cant play on ultra or high settings on 120-240fps on my 4k monitor how dare anyone expect me to put my settings down to medium or low"

you would be surprised to find out that there is no real performance increase going from ultra to lowest without touching frame gen.

The real reason would be more like:

"Even on the latest mid to high end hardware i cannot even reach stable 60 fps regardless of resolution and the developer expects me to use frame generation to compensate for the lack of optimization."

There are much better looking games out there that not even nearly as performance hungry.
Tolsyak Mar 5 @ 12:54am 
Originally posted by BigJ:
I disagree on the exploration part while the performance issues are clear. You can explore freely aslong as you don't iniciate a quest...
Why would you explore while you already have a complete interactive map from the get go ? Everytime i needed something, i simply looked at the (horribly bloated) map, put a pin and pressed autopilot.

Exploration is fun when its rewarding.

In World, knowing how to navigate the zones was needed, and you discovered point of interest by snooping around. In Rise, you needed to know where the spiritbirds were.

In Wilds, the maps are painful to navigate manually because they have clearly be conceived to be navigated via Seikret autopilot, and everything is discovered by default, save for maybe rare endemic species. No reward, no need to, hence no fun or incentive for doing it.
BigJ Mar 5 @ 1:00am 
Originally posted by Tolsyak:
Originally posted by BigJ:
I disagree on the exploration part while the performance issues are clear. You can explore freely aslong as you don't iniciate a quest...
Why would you explore while you already have a complete interactive map from the get go ? Everytime i needed something, i simply looked at the (horribly bloated) map, put a pin and pressed autopilot.

Exploration is fun when its rewarding.

In World, knowing how to navigate the zones was needed, and you discovered point of interest by snooping around. In Rise, you needed to know where the spiritbirds were.

In Wilds, the maps are painful to navigate manually because they have clearly be conceived to be navigated via Seikret autopilot, and everything is discovered by default, save for maybe rare endemic species. No reward, no need to, hence no fun or incentive for doing it.
Theres hidden sections of the map, perfect grind spots, pools for the fish lovers and even camp locations that speed up future hunts, you even get a title for finding all of them. And several ancient coins.

There's also around 9 marked places that your Seikrit cannot access and you must go on foot, they tend to be the highlight of the endemic life quests. They ain't worth it (the quests) but the exploration is fun even if short.
Last edited by BigJ; Mar 5 @ 1:02am
Tolsyak Mar 5 @ 1:13am 
Originally posted by BigJ:
Originally posted by Tolsyak:
Why would you explore while you already have a complete interactive map from the get go ? Everytime i needed something, i simply looked at the (horribly bloated) map, put a pin and pressed autopilot.

Exploration is fun when its rewarding.

In World, knowing how to navigate the zones was needed, and you discovered point of interest by snooping around. In Rise, you needed to know where the spiritbirds were.

In Wilds, the maps are painful to navigate manually because they have clearly be conceived to be navigated via Seikret autopilot, and everything is discovered by default, save for maybe rare endemic species. No reward, no need to, hence no fun or incentive for doing it.
Theres hidden sections of the map, perfect grind spots, pools for the fish lovers and even camp locations that speed up future hunts, you even get a title for finding all of them. And several ancient coins.

There's also around 9 marked places that your Seikrit cannot access and you must go on foot, they tend to be the highlight of the endemic life quests. They ain't worth it (the quests) but the exploration is fun even if short.
While i am glad that some people have fun with the side activities, i've never found them very enticing, because they don't mesh well with the core gameplay, besides maybe the camps.

The additional camps do not save much time for the ones i found, and the game is actively discouraging you from looking from them since most of them can be randomly destroyed by a passing monster.

Finally, the exploration is still a downgrade from what we had in World and Rise.
I'll try to snoop around a bit more, but i don't think i'll find it as fun as the previous episodes.
Originally posted by BigJ:
I disagree on the exploration part while the performance issues are clear. You can explore freely aslong as you don't iniciate a quest...

Similar issue with bg3 and "forced" romance, you can say no. Gamers really need better awareness on their actions, of you lock in a quest, the quest will have a text that will PREVENT anything from taking you out of it, if you wanna explore or play with friends just don't take it.

Stun values been present on all PHYSICAL weapons doesn't mean they are stun weapons, the difference between hammer and longsword stun wise are massive and very noticeable in hunts. Longsword will never knock out a monster as well, which hammer, hunting horn and physical charge blade do. It's a replacement for everyone been able to cc the monster with clutch claw slam.

In High rank, the meat of the game you'll need multiple hunts.

There's no QTE.
eh? the entire combat system is QTE unless it's been totally overhauled from world and rise.
BigJ Mar 5 @ 1:34am 
Originally posted by Kodaxmax:
Originally posted by BigJ:
I disagree on the exploration part while the performance issues are clear. You can explore freely aslong as you don't iniciate a quest...

Similar issue with bg3 and "forced" romance, you can say no. Gamers really need better awareness on their actions, of you lock in a quest, the quest will have a text that will PREVENT anything from taking you out of it, if you wanna explore or play with friends just don't take it.

Stun values been present on all PHYSICAL weapons doesn't mean they are stun weapons, the difference between hammer and longsword stun wise are massive and very noticeable in hunts. Longsword will never knock out a monster as well, which hammer, hunting horn and physical charge blade do. It's a replacement for everyone been able to cc the monster with clutch claw slam.

In High rank, the meat of the game you'll need multiple hunts.

There's no QTE.
eh? the entire combat system is QTE unless it's been totally overhauled from world and rise.
Monster hunter games don't have quick time event fighting, outside of binds/grabs/clashes which are not even remotely close to half the fight.
Last edited by BigJ; Mar 5 @ 1:39am
Croc Mar 5 @ 1:36am 
Originally posted by Tolsyak:
Originally posted by BigJ:
I disagree on the exploration part while the performance issues are clear. You can explore freely aslong as you don't iniciate a quest...
Why would you explore while you already have a complete interactive map from the get go ? Everytime i needed something, i simply looked at the (horribly bloated) map, put a pin and pressed autopilot.

Exploration is fun when its rewarding.

In World, knowing how to navigate the zones was needed, and you discovered point of interest by snooping around. In Rise, you needed to know where the spiritbirds were.

In Wilds, the maps are painful to navigate manually because they have clearly be conceived to be navigated via Seikret autopilot, and everything is discovered by default, save for maybe rare endemic species. No reward, no need to, hence no fun or incentive for doing it.

That's a you issue. You have an option to be lazy so you choose to be lazy. Wilds maps are incredibly easy to navigate and learn monster habitats. You control the buttons you press.
Tolsyak Mar 5 @ 1:39am 
Originally posted by Croc:
Originally posted by Tolsyak:
Why would you explore while you already have a complete interactive map from the get go ? Everytime i needed something, i simply looked at the (horribly bloated) map, put a pin and pressed autopilot.

Exploration is fun when its rewarding.

In World, knowing how to navigate the zones was needed, and you discovered point of interest by snooping around. In Rise, you needed to know where the spiritbirds were.

In Wilds, the maps are painful to navigate manually because they have clearly be conceived to be navigated via Seikret autopilot, and everything is discovered by default, save for maybe rare endemic species. No reward, no need to, hence no fun or incentive for doing it.

That's a you issue. You have an option to be lazy so you choose to be lazy. Wilds maps are incredibly easy to navigate and learn monster habitats. You control the buttons you press.
It is not a me issue when several people are complaining about it.
Niwoh Mar 5 @ 2:11am 
Reason why many people have a problem with it: Horrible performance on a LOT of systems.

Reasons why veterans have a problem with it: All of the systems and mechanics are getting neutered, dumbed down or straight up removed in the name of "QoL" and game is too easy (partly as a result of that).
Kinxil Mar 5 @ 2:20am 
Well, the game gotta get a negative from me if I'm still locked with repeated crash by the end of the week. And before the fanboys ♥♥♥♥♥ me :
- I'm a huge fan of World (and a bit less of Rise)
- This is the only unstable game in my whole library
- The beta was laggish, BUT stable
- I went through ALL the troubleshooting (with the exception of the suggested AMD software beta version, which is unavailable for my hardware as per current date)
- I disabled frame generation, with same result
- My graphics are in very low
- Out of crash I can achieve 120 FPS, so it's not a matter of hardware performance

It's possible something in my hardware (Ryzen Z1 Extreme) make it incompatible with the game. Something which hinted me that my peculiar chip might be part of the problem is that while it crashing on Windows (with the hanging GPU error a lot have), on Bazzite the game instead ran into several minutes of freeze (hanging GPU ?) before I was forced to power off the device.

But that doesn't change the fact that there is ONE game in my library which doesn't run. And that game is the 70€ Monster Hunter Wilds.
Last edited by Kinxil; Mar 5 @ 2:25am
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Date Posted: Mar 5 @ 12:33am
Posts: 28