Date: April 18th, 2026 4:56 PM
Author: Diamond Dallas Chad
Zaza
32 reviews
Not Recommended
135.5 hrs on record
POSTED: MARCH 30
Having given it some thought, and having 100%'d it, Monster Hunter Wilds might be my least favorite game.
I'm an old hunter. I started with Monster Hunter Tri back on the Wii and I love that game to bits. But I'm not some jaded old gen guy who hates everything new; Monster Hunter World is another of my favorite games, and though it had its issues, namely the story and pacing, the game was still Monster Hunter at its core and I still enjoy playing World to this day. I'm saying this as context when I say that Wilds was one of the worst gaming experiences I've ever had.
Almost nothing about this game works. I say almost because there are legitimate improvements in Wilds worth recognizing; the ability to use your binoculars to check the sizes of monsters is something that should have been in the series years ago, as is the ability to skip the 60 second end of quest timer. These are good changes. Unfortunately, they're subsumed by a cavalcade of baffling game design choices.
Let's start with the least of my issues; the pacing. To the game's credit, the pacing of the game is, at first, pretty good! Monster Hunter has always had issues with getting players into fighting big monsters and this one does it the fastest, and after the intro you're already fighting a boss. However, afterwards the game's pace rams straight into a brick wall and doesn't pick up again until the third act.
Until then, you are railroaded on these truly - and I do mean this - TRULY boring walk and talk scenes where nothing happens and the characters talk about the most boring things imaginable. If these dialogue segments were written well, I wouldn't have minded so much, but almost every bit of dialogue in this game is stilted and uninteresting to listen to, much like the story. It's not the absolute worst story I've ever had the displeasure of sitting through, but it is still a boring, melodramatic mess that cuts into time I could have been spending slaughtering the local ecosystem for new boots, and while yes, the cutscenes are skippable, the frequent walk and talk scenes are not and you have to sit there on your mount as the characters around to drone on about nature or whatever. Have fun!
Let's get into why this game really grinds my gears. The gameplay of Wilds was gutted from previous games. Hard. Monster Hunter's combat has always been about proper positioning; knowing where you should be to hit a monster's weakspots while not getting killed yourself. It was simple, it was engaging, it was unique and it was fun. Monster Hunter Wilds introduces new mechanics that remove all of that; Focus Mode and the wound system can effectively stunlock monsters to the point where they are a non-threat and almost laughably easy to kill. You don't need proper positioning when the answer is always aim for a wound and pop it with focus mode, which means you can basically just wail on a monster and kill it in five minutes. What made Monster Hunter's combat so unique has been replaced by hack and slash gameplay and I think that is unbelievably disappointing.
Continuing from monsters being a non-threat in this game, returning monsters from older games have been slowed down significantly or gutted of their moves to the point where they're hardly the same monsters anymore. Even new monsters have attacks that just leave them wide open for several seconds, and it comes off as unnatural and video game-y, which is ironic considering the story of Wilds. This is a nitpick, but for as much as folks like to rag on Capcom for reusing assets or recoloring monsters in older titles, this is the game that feels the most like I'm just fighting the same monsters over and over with different body shapes.
Wilds is also painfully easy. I was killed one time during the entire low rank campaign, and it was because of a camera issue. Monsters simply do not do enough damage to you throughout low rank to justify getting new armor past, like, the midway point, it's pathetic. Preparation, a key component in older titles, has been streamlined to the point where it's almost unnecessary. Your cat friend can heal you, cure you of all statuses the instant you get them and buff you, removing any urgency you may have getting poisoned or burned. Luckily the cat can be turned off, but the random endemic life that does the same will always be out in the open for you to use, removing the point of half of this game's items.
This is the big one: Your mount will automatically take you to your quest target, removing the need to learn your environment and understand a monster's behaviours. This is one of the core components of Monster Hunter and it was completely removed: Actually HUNTING the monsters. Now you just always know where your mark is, you go to it and you hunt it. Yes, it's more convenient, yes, it's easier to get into playing the game but it removes so much nuance and charm and uniqueness the older games provided to the point where Monster Hunter Wilds doesn't even feel like Monster Hunter anymore.
It feels like just another action game, its individuality and personality torn to shreds and its mechanics broadened to make Capcom as much money as possible from as many people as possible. And it worked. Capcom will never learn from this because it sold like hot cakes. They will never make another Monster Hunter game again, but they will keep making games like Wilds devoid of what made Monster Hunter, well... Monster Hunter.
And I think that is a genuine shame.
(http://www.autoadmit.com/thread.php?thread_id=5858032&forum_id=2/#49825591)