Monster Hunter Wilds becomes Capcom’s fastest-selling game in history, but does it live up to the hype?

I don’t know about you, but Monster Hunter: World left a Palico-shaped hole in my heart that its successor, Monster Hunter Rise, just couldn’t fill. Although Rise carried over many of World’s mechanics, its release on Xbox and PlayStation didn’t quite grab me in the same way. And, if I’m honest, I can barely remember most of the story, despite completing both the main arc and the Sunbreak DLC. So, as you can imagine, when Monster Hunter Wilds was announced at The Game Awards 2023, promising an open world and a whole host of brand-new monsters, I was pretty damn excited. But after selling over eight million copies in its first three days, making history for Capcom, has Wilds truly lived up to expectations?

I won’t pretend I’ve been a Monster Hunter fan since its PS2 days. World was an entirely new experience for me—one that, I’ll be the first to admit, I struggled with initially. It took hundreds of hours of grinding (and befriending other players in a Facebook fan group who helped me perfect my build) to become… well… not bad at the game. Although I could eventually hold my own against Elder Dragons in a party, I was still carried through legendary black dragon Fatalis, rolling around haphazardly, bow in hand. But I got its gear, and it doesn’t matter how… right?

This experience somewhat prepared me for Rise, and while I wasn’t as taken with it as I was World (because can anything beat catching a giant floating squid and placing it in your home?), I still had fun hunting monsters and customising my character with the friends I’d made from the previous game. And that’s probably the main reason I chose to purchase Wilds soon after its release. Monster Hunter games aren’t ones I enjoy playing alone, but getting together with friends and teaming up to take on the series’ most ferocious monsters brings me a sense of satisfaction and joy that I don’t often get from video games these days.

First impressions

At the time of writing this, I’ve already sunk over 50 hours into Wilds since I purchased it last week. I’ve long completed the story (which I think took around two or three days of playing), and I’m now at the point where, being the completionist I am, I’m mostly wandering each biome, binoculars out, hunting for crowns. And that brings me to one of my favourite additions to the game: I no longer have to save countless investigations and use YouTuber Abyss’s monster measurement videos to determine crown-sized monsters—I can just see them before even initiating a quest! Of course, this isn’t a feature that will wow everyone, but for me, it’s a pretty damn handy addition.

The good stuff

Capcom has always impressed me with Monster Hunter’s landscapes, and the biomes in Wilds are no exception. The fact that they’re all connected in one open world is just the tip of the iceberg. Sure, you’ve got your standard forests, deserts, and hot and cold areas, but there are so many hidden nooks and crannies, high and low points to explore. And the weather shifts when Apex Predators appear? Equal parts thrilling and terrifying.

And the Apex Predators themselves? Their respective hunts are actually pretty damn fun, forcing hunters to struggle in sand, oil or water. These initial fights are slightly more challenging than the previous monsters encountered in the game. I say ‘slightly’ because… let’s be real, Wilds feels a whole lot easier than its predecessors.

Where it falls short

Don’t get me wrong—I’ve had a blast getting together with my old guild and taking on both familiar and new monsters. But I didn’t feel the same level of challenge I did with World or Rise. Our first encounter with the game’s Leviathan, Jin Dahaad, aside, we breezed through the story, taking down Apex Predators Rey Dau, Uth Duna, and Nu Udra with ease. Would it not have been tougher if these beasts weren’t capturable? And honestly? Up until these monsters, most of the others were pretty unmemorable.

And if you’re expecting a grand, epic final battle like Xeno’jiiva or Shara Ishvalda? Prepare to be disappointed. While Arkveld’s design and mechanics are solid, my guild and I were shocked when there was no follow-up quest after beating it. The story felt unfinished. Add to that the pretty bland companions (whose voice lines I so wish I could switch off post-game), and the game ultimately fell short of expectations for me.

A step back in some ways

One of Rise’s best features was its seamless co-op, and Wilds has taken a frustrating step back in this regard. My friends and I spent far too long working out how to join each other for story quests. Having to get to the monster, watch the cutscene, then back out just to join each other? Not exactly a smooth experience. And the fact that we have to invite friends to our environment despite seeing them in the hub? A bit of a pain.

Image courtesy of Capcom / Monster Hunter Wilds official website.

So, is it worth it?

Despite its drawbacks, Wilds gets so much right, and I wouldn’t still be playing it now if I was truly unimpressed. Although my Seikret insists on steering me into walls (please fix this, Capcom) and I’m dangerously low on Guild Points from crown hunting, I’m still having a blast tackling the game’s Guardians, Leviathans, and Apex Predators.

Am I going to buy the upcoming DLC? Of course, I am.

Am I going to spend hours fishing for Whoppers for some grindy achievement? Yeah… probably.

If you’re yet to buy the game, don’t expect it to be some groundbreaking new experience. There are some nice upgrades, but overall, Wilds doesn’t offer much that its predecessors didn’t. But if, like me, you love the Monster Hunter series and thrive on the teamwork aspect of playing with friends, you won’t be disappointed.

Leave a Comment

Your email address will not be published. Required fields are marked *