Having recently ventured into the realm of Monster Hunter, I admit I’m quite the newcomer in this world. For a long while, my interest waned as the series remained tied to handheld consoles that never quite caught my attention, not to mention that the games seemed to struggle in terms of performance.
My true entry point was Monster Hunter World, a game that truly captured my heart and converted me into a fan. Fast forward to now, and with over twenty hours invested in Monster Hunter Wilds, I’ve chosen to focus on the main campaign before diving into side quests. Honestly, that experience left much to be desired.
Let’s face it, Monster Hunter campaigns aren’t exactly celebrated for their riveting narratives or intricate setups. They mainly act as elaborate tutorials, guiding you through the myriad mechanics you’ll become intimately familiar with over the next hundred hours or so. They’re essentially designed to introduce you to the game’s array of creatures.
The formula is somewhat predictable: your team is on a mission to track down an elusive monster that’s causing chaos in different regions. Along the way, you’re constantly sidetracked by other creatures until finally, you uncover the real source of the disruption. After a climactic battle with the big bad, the campaign wraps up and you’re thrust into the High Rank tier, where the ‘real’ game unfolds.
In terms of the broad strokes, Wilds’ campaign might mirror that of World, but the specifics tell a different story. These details can make a campaign thrilling and memorable, or fade into obscurity.
In Monster Hunter World, the central focus was Zorah Magdaros—a truly spectacular new type of monster, massive enough to require an entire village’s collective effort just to slow it down. This beast’s sheer size allowed for battles atop its back, with plenty of room to spare.
This encounter was no small feat; it was an ambitious attempt to elevate the Monster Hunter experience with new challenges. While many players didn’t take to it, due to its departure from the core Monster Hunter gameplay involving complex fortifications and cannon loading to whittle down Zorah’s health, I found it refreshingly different.
For me, Zorah’s unique gameplay broke the monotony that can sometimes settle in with repetitive battles. Plus, the monster’s migration through the world doubled as both a narrative device and a means for progression. Exploring newly unlocked areas and witnessing the ecological impact left by Zorah created a tangible sense of urgency and mystery surrounding its true motive.
Contrast that with Wilds—where there’s a notable absence of Zorah or any imminent threat. Arkveld, the marquee monster, makes sporadic appearances, only to disappear again, leaving the players puzzled. It’s not even the final adversary; that title goes to an entirely different giant, introduced late in the game without much buildup.
The campaign misses the mark in uniting disparate groups to confront a shared danger. Certain monster entrances feel almost haphazard, as if Capcom struggled with their proper integration, resulting in sudden encounters that feel forced.
There’s this nagging sense that a deeper connection between the factions was intended, but something vital got lost in the process. Snippets of NPC dialogue and cinematic hints suggest a richer story that never fully materializes.
Even the intriguing subplot regarding the precursor civilization and their ominous weather technology falls flat, coming across more like an afterthought reserved for a codex.
The Wilds campaign in many ways exemplifies the core issues plaguing the main game. Its attempts at streamlining and accessibility seem to strip away much of the franchise’s inherent charm.
While the main campaign of Wilds might soon fade from memory as the broader game’s successes and failures unfold, I can’t help but speculate what a true continuation of World’s compelling saga might have brought to the table.