
Monster Hunter Wilds
Capcom's highly anticipated new hunting game, but falls short of expectations in content richness and design innovation. Launch content is sparse, update frequency is slow, many classic monsters are absent, making this one of the more disappointing series entries.
Art Appreciation
Rating Breakdown
Deductions
The mechanics aren't complex and the content isn't rich, so hunting overall offers little challenge.
It chases hunting convenience, the difficulty leans easy, and weapon balance is poor.
Many of the cross-generation design choices backfire, and apart from the graphics there's no real innovation; the core hunting gameplay ends up less challenging instead.
The mount controls feel poor.
You mostly follow the designers' route, with few chances to explore the world freely, so immersion falls short.
Many classic monsters and their signature mechanics don't appear.
Deductions
Launch optimization was poor.
The Seikret sometimes fails to trigger wall-climbing and gets stuck.
Deductions
On mouse and keyboard you can't even click the toggle to hide head armor — who gets it? Control guidance for newcomers is terrible, especially the first time you capture a bird wyvern.
Deductions
Standard Monster Hunter fare: one errand after another, then a hunt. Story has never been the series' strong suit.
It introduces artificial life, a fairly novel concept for the series, and has just uncovered the secret of an ancient nation, yet never digs deeper; the ending feels rather limp.
A bit too fast.
Deductions
Neither the main and side content nor free exploration of the world map can be called rich.
Same as quest variety.
There's too little content; the actual main story is only about ten-odd hours. Later chapters do continue the story, but they lack motivation, especially for players who aren't series fans.
Thin launch content has already become its most criticized point, and the slow update cadence keeps drawing the community's discontent.