I wish Monster Hunter Wilds wasn’t so afraid of letting me play Monster Hunter

by admin

In its first dozen hours, Monster Hunter Wilds felt like a new friend anxious about showing their true, weirder colors. Throughout Low Rank Wilds seemed convinced it had to curb its own character, throwing up guard rails in an effort to keep its dinosaur swordfights pleasantly agreeable. Even before selling eight million copies in three days, it was clear that Wilds would attract Monster Hunter’s widest audience yet. Maybe that attention made Capcom nervous.

Like a real friendship—the kind that won’t shame you for a 1 am text about whatever Wikipedia hole you just fell down—Monster Hunter is at its best once it gets to the sicko stuff. Wilds eventually finds its confidence, but it takes until after credits roll to get there.

(Image credit: Capcom)

In Low Rank, Wilds breaks from Monster Hunter tradition, where progression meant hunting at one difficulty tier until you unlock a Priority Quest that bumps you to the next Hunter Rank. It’s much more story-focused, scattering a few tutorials between on-rails Seikret-riding sequences that give you a taste of a new region on your way to the next cutscene. This compressed structure does a serviceable job of laying out the fundamentals of hunting: eat a meal, kill a monster, turn its parts into pants. But while the story delivers some satisfying hype in cinematics, I chafed against its fenced-off structure because it stifles what makes Monster Hunter so singular.

Playing in the space

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