Review: Monster Hunter Wilds

by Tyler
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Alright, buckle up, folks—’cause this might be the first time in Monster Hunter history I’m not tearing into Capcom for phoning it in. “Wilds” isn’t just a slapped-on subtitle; it’s a statement of intent. These devs decided to throw tradition out the window—at least a good chunk of it—and guess what? It actually works. Let’s break it down.

A Bigger, Badder Hunting Ground

You want open-world? You got it. Sort of. They’ve split the map into five massive regions, linked by these winding paths that force you to pay attention while you haul your gear from one biome to the next. Forget waiting in the same boring hub for a mission. You can crash out of your camp, chase down a monster, and instantly kick off a hunt without loading screens popping up to kill your momentum. It’s about time they gave us the freedom to roam around and actually feel like we’re in a living, breathing ecosystem instead of a glorified mission menu.

Granted, the visuals can be hit-or-miss—some weather effects look like someone cranked up the brightness to “retina burn,” and the color palette can go from “wow” to “why?” pretty fast. But hey, at least the environment feels alive: little critters scamper around, storms whip the vegetation, and everything is in constant motion. If you’re not too picky about top-tier graphics, you’ll probably dig the atmosphere.

Two Weapons, Twice the Mayhem

In a Monster Hunter game, brand-new systems are usually accompanied by endless tutorials, half of which you skip because they’re about as riveting as reading software patch notes. But the two-weapon loadout is a genuine game-changer. Capcom finally realized: “Hey, maybe people want to slice tails and also knock skulls in with a hammer in a single hunt.” Now you can carry a second weapon in a handy little pouch on your new rideable bird-thing (the Saikrii).

Speaking of the Saikrii—imagine the Palamutes from Rise but feathered, faster, and with zero interest in fighting. They’ll track monsters for you, let you use items mid-gallop, and even let you jump into a sweet aerial attack. Doesn’t matter if you’re new to the series or a grizzled vet who’s memorized every monster spawn on the map—having that second weapon on deck opens up a ton of tactical variety. Paranoid about missing that tail carve? Switch from hammer to longsword mid-hunt and do some real damage.

Combat: Faster, Meaner, and Rewarding

Wilds cranks up the pace. Weapons are more fluid, combos flow better, and the devs clearly wanted us to stay in the monster’s face. Perfect blocks, counters, offset-attacks—whatever your style, there’s a new move that rewards timing and aggression. There’s no more turtling in a corner waiting for a monster to finish a 20-second animation. You’ve got to engage.

And let’s not pretend the monsters are pushovers. These things will lunge, jump, spin, and sometimes sit just long enough to bait your big finisher, then blindside you with a delayed attack. But it never feels cheap; their animations and tells are top-tier. If you get slapped around, it’s because you screwed up, not because the game is broken.

Endgame That Won’t Let Go

Campaign done in 15 to 20 hours? Cute. That’s just your appetizer. The second you unlock High Rank and start seeing the real nasty monsters, new gear, new variants—poof, there goes your free time. And I mean gone. The “just one more hunt” syndrome hits harder than ever because the progression loop is damn near perfect. You hop from one quest to another without slogging through load screens or a boring hub. It’s more “I’m already out here; might as well kill that acid-spitting lizard before bed.” Then it’s 3 AM, and you’re still forging parts for your dream gear set.

Oh, and for all you folks who can’t corral your buddies onto the same platform—Crossplay is in. Finally. That means no more excuses about who owns which console or PC setup. You can all hop in, form a hunting party, or “guild,” or whatever they’re calling it this time, and chase after big scaly jerks to your heart’s content.

That Monster Hunter Story? Actually Not Bad

Let’s not kid ourselves—Monster Hunter narratives have always been a step above “Do you want fries with that?” But Wilds legitimately tries to give you a reason to care about these new characters, from the warm-hearted Alma to the blacksmith with a complicated past. It’s never gonna be Shakespeare, but for a series where “hit big monster ’til it dies” was usually enough, this feels like progress.

The (Minor) Gripes

  • Graphics: Like I said, it can look gorgeous or totally washed out depending on the time of day and the weather. Tweak your brightness settings, or be ready for eyestrain.
  • Multiplayer Wounding: The new “wound mechanics” are a blast when you’re solo (the synergy of cracking a monster’s skull at just the right moment is awesome), but get four players stepping on each other’s toes, and it’s a scramble to see who breaks the damn thing first. Nothing a little coordination won’t fix, but it can be annoying.
  • Still Monster Hunter: If you’re brand new, the menus and item crafting system can feel like you’re drowning in spreadsheets. It’s an acquired taste, folks—but hey, at least the devs tried to make the weapons a bit more accessible.

Final Verdict

Monster Hunter Wilds is a breath of fresh air for the series—faster hunts, an actual open-ish world, two-weapon loadouts, crossplay, and a story that isn’t totally forgettable. The devs clearly tore some pages out of World and Rise and spliced them together into something that feels both familiar and brand-new.

Whether you’re a Monster Hunter fanatic who’s clocked a thousand hours in previous entries or a fresh-faced newbie looking to see what the hype is about, I’d say Wilds is worth your cash. Trust me: once you’ve tasted the adrenaline rush of these hunts, you’ll be too busy chasing that next big kill to remember your sleep schedule.

And that, my friends, is the mark of a damn good game. Don’t say I didn’t warn you.

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