In the beginning of Monster Hunter Wilds, the atmosphere is all about the softer shades of its ‘Fallow’ season. As I pick my first weapon and dive into those initial hunts, I feel that rush of excitement that only Capcom’s flagship RPG can deliver. Still, I can’t help but reminisce about the brighter vibes of World and Rise. Then, out of nowhere, the ‘Inclemency’ hits—a fierce sandstorm sweeps across the desert, complete with wild lightning strikes. Just when I’m grappling with a massive Alpha Doshaguma, the storm vanishes as quickly as it appeared, and suddenly, the world is alive with vibrant colors; the ‘Plenty’ has arrived. It’s a breathtaking moment that exceeds all my expectations. In many ways, it symbolizes the essence of Monster Hunter. If you can endure those tough early hours and find that perfect weapon, you’ll uncover something truly magnificent.
I’ve spent a ton of time playing Monster Hunter, especially Generations Ultimate, World, and Rise. I’m not trying to show off; I just want to say that I really understand the unique aspects of Capcom’s beloved RPGs, which makes getting into Monster Hunter Wilds super easy for me. I already know how to use all fourteen weapon types, each one detailed enough for a full playthrough. I’m familiar with the routine of eating before hunts, gathering materials, crafting, and navigating the complex weapon forging and upgrade systems. Thankfully, if you’re new to the series, Wilds has made some great strides in making everything clearer and more user-friendly, addressing almost all the major complaints I had about World’s interface and story.
In Monster Hunter Wilds, the progression is divided into ‘Low Rank’ and ‘High Rank’ once again. The Low Rank section is much more story-driven, skipping side quests almost entirely to lead you on a more adventurous journey than the usual ‘here’s a new beast, go take it out’ formula from previous games. It might not be winning any awards for storytelling, but I had a good time with it. There’s a greater focus on the role of hunters and how their actions affect the ecosystem, with every hunt needing approval from your Guild handler Alma, who decides if the monster is too much of a threat. But honestly, she’s pretty easy to convince.
You’ll find the cast to be quite impressive, with some characters that I’m pretty sure are fan favorites, even if it’s never outright said. The animation does a fantastic job of portraying emotional depth, but Capcom also loves to lean into the series’ silliness with some exaggerated moments that contrast nicely with the serious parts. It takes some big narrative risks, and mostly, it pays off. It might not be the toughest standard to meet, but by the time Low Rank ends, Wilds feels way more substantial and well-rounded than any of the earlier stories.
Absolutely, that’s just the tip of the iceberg. Once I jump into High Rank, it’s like the saying goes, ‘The real Monster Hunter journey begins here.’ New quests emerge, different enemies pop up across the map, and all those monsters you’ve battled before return even tougher, smarter, and more aggressive. This is where most players will really dig in, and it’s way more player-driven. You’ll get summoned occasionally to push the main story forward, and you’ll start picking up more Optional Missions from NPCs, but aside from that, you can go about things however you like.
Forget the confusing mix of Investigations, Expeditions, and Optional Quests in the World; Wilds lets you explore at your own pace. You can take on monsters by just attacking them or selecting them from the map. The ‘Field Surveys’ always come with bonus rewards that you can check out beforehand, and you can save any of them as ‘Investigations’ to come back to later. This setup is way smoother and feels more natural, allowing you to dive into battles and exploration for as long as you like.
Wilds really builds on what Monster Hunter World started. The environments are larger, more packed, and feel even more vibrant. Each area has a tougher vibe compared to the more fun zones in World; take the Scarlet Forest, for example, where rainstorms can flood certain spots, so you’ll need to be prepared to avoid getting bogged down. With five or six massive monsters showing up in one area, you’ll often find yourself in the thick of some chaotic skirmishes. The dramatic ‘turf wars’ between the beasts are back and just as epic as ever, but the freeform monster battles feel way more intense this time around.
The world is full of wild environmental moments, like the stunning waterfall in the Ancient Forest or the shifting sands of the Wildspire Waste, and they just keep getting more intense. Some of these events you can set off yourself, like using your grappling hook to pull down massive boulders. Others are triggered by monsters, leading to some unexpected situations. For instance, while battling the sandworm Balahara in its underground lair, I was caught off guard when a Quematrice suddenly dropped down on us after another Balahara pulled it into one of its swirling sand vortexes. And then there was the time an Alpha Doshaguma swiped at me, sending a poor little Conga flying across the forest and knocking me for a loop.
The magic really lies in the small details. You might spot a monster on the hunt or see a group of tiny critters teaming up to take on a bigger predator by jumping on it or nipping at its legs. I remember one time when I was searching for a rare fish, and a huge school of them swam right by. Soon after, some dinosaur-like birds showed up, diving into the water and coming back up with fish in their beaks, which they tossed into their mouths with joy. If you happen to faint while hunting, the helpful medic Felynes will come to your rescue, splashing you with some revitalizing green goo before giving you a cheeky wave and heading back to their spot. It’s these little moments, often overlooked, that really add to the experience.
The essence of Monster Hunter is its combat – it’s heavy, intentional, and second to none. This is both its strongest feature and a major challenge for those just starting out. The poster emphasizes wounds and Focus Mode. When you target a monster’s specific part, you’ll see the damage turn into clear, visible wounds. You can keep attacking to break them or enter Focus Mode by holding the left trigger on your controller. This will highlight the wounds, making it easier to hit them with a Focus Strike that always connects.
The addition of wounds is a smart twist on the classic damage system and Iceborne’s Clutch Claw tenderizing. It gives you better feedback, encourages you to hit different limbs, and makes the old mounting minigame feel more fluid. As you get to know the monsters, you’ll spot key wounds to aim for to interrupt or topple them, and some weapons even get extra perks from hitting these spots. For instance, the Long Sword’s meter gets a boost, while the Insect Glaive can snag a full set of extracts when targeting wounds mid-air.
I’ve been playing around with every weapon in Monster Hunter Wilds, and let me tell you, they all feel awesome. I could ramble on about the specifics for hours, but I’d probably get in trouble with my editor. Instead, I’ll just mention that each weapon has cool new features that really enhance its character and feel fantastic in action. The heft is way better than in the beta, and the sound effects make every strike feel super satisfying.
The Lance is back with its solid guard and power guard rhythm, and I was initially concerned about the slower thrusts, but after just one hunt, I was totally on board. They pack a punch and feel rewarding, really encouraging clever counterplay, and once you learn the moves, the weapon still has that unexpected speed. I had my doubts about the Bow’s changes, a weapon I’ve loved in earlier games, but by my second fight, I was laughing as I nimbly dodged a fireball and sent a flying volley of arrows straight into my enemy’s head.
The Long Sword has gotten even slicker with its combos and a new dismount attack that’s just as hilariously over-the-top as the Dual Blades’ spine-spin. The Hammer retains its charge-maintaining dash from Rise, and the Hunting Horn’s Performance Beat makes it way easier to queue and play multiple songs, giving it a more dynamic feel. The Bowguns have been updated, making them more useful in the early game while still holding their own in the late game. The Gunlance might not have the wild mobility it had in Rise, but it’s now like a walking fireworks display and has quickly become one of my favorites to play.
By holding down Focus Mode, you can easily adjust your aim and direction, even while moving. This is a game-changer for slower weapons like the Great Sword and Charge Blade, ensuring you rarely miss your True Charged Slash or Super Amped Element Discharge. Other weapons, like the Sword and Shield and Switch Axe, also get a boost, allowing for slight repositioning during combos. Some folks might argue this makes the game ‘too easy’ compared to older titles, but it actually lets monsters move more and reduces the downtime between their attacks, giving players better chances to strike.
Two cool new features to check out are Power Clashes and Offset Attacks. They’re tied to specific weapons, but man, they feel amazing. Power Clashes happen when you block enough hits, and using my Heavy Bowgun’s shield to block attacks while blasting away is super satisfying. Offset Attacks are these special moves that can knock enemies down if you time your counter hit just right. If you’ve ever knocked an Anjanath back in World, you know how awesome these can be. Plus, Slinger pods got a nice boost – the basic elemental ones are more effective for dealing damage or triggering traps, and the special drops from monsters are really strong, making it easier to get things like a tail cut.
I don’t want to give away the entire lineup of monsters in Monster Hunter Wilds because discovering them is part of the excitement. But I can say it’s way more varied than what we saw in World, featuring some really cool enemy types. Getting knocked around by a spinning wyvern tail or a flailing tentacle (and yes, you can chop them off and they still squirm while you carve) is such a visual treat that even when I mess up in battle, it’s almost as satisfying as when I win. Plus, the returning monsters have some fresh moves to surprise hunters who’ve faced them before. Those annoying siege events are out, and honestly, the main story battles in Wilds are some of my absolute favorites.
Capcom really nailed the sound design in this game. You can hear everything from the subtle sounds of nature and your footsteps splashing in puddles to the fierce roars and screeches of the monstrous creatures. If you faced off against Rey Dau, the top monster in the Plains during the beta, you know how spine-chilling its mechanical, alien screams can be. Plus, the orchestral music always seems to sync up perfectly when you land your biggest hits on it. This level of sound quality is consistent across the entire cast.
The fights are a real visual treat. The detail on the creatures is impressive, especially when you see the wear and tear as you battle them. The fur and hair look fantastic, and the elemental effects have really improved since World; I love how you can see flames building up in a wyvern’s cheeks before it launches a fireball. As I mentioned before, the colors really pop when the Plenty hits. It’s easy to wish for that all the time, but I’ve learned to appreciate the differences – Wilds still looks stunning during the Fallow periods, and the vibrant colors really stand out when the seasons change.
You’ve got two companions with you on your hunt: your Palico and Seikret. Your Palico has clearly been working hard in training and is now super skilled. They’ll whip out healing potions, toss you status cures, and provide buffs, and they’re clever enough to hold off on using items if you’ve got it covered. They can even chat in English now, but I found myself going back to their original language because it felt a little unsettling.
Meet the Seikret, a fun combo of Chocobo and Velociraptor that acts as your mount, just like Rise’s Palamute. It’ll hop through shortcuts and get you to waypoints while you sharpen your weapon and manage your inventory. If you’re in a tough spot, you can even jump on it mid-battle, though I often found that going for the ‘superman dive’ was a smarter way to stay out of trouble. Overall, it’s a fantastic feature, especially with the expanded maps.
Alma is pretty much with you all the time now. Your new handler sticks close as you explore, keeping her distance from danger. But she’ll swing by to check on you whenever there’s a break in the action. If a monster moves, she’ll remind you to grab any loot or point out a tail that’s been left behind. After the hunt, she’ll come over to take notes on the monster you defeated, and there’s a fun victory animation where your Seikrets bump heads to celebrate. She’s also right there if you want to jump into your next quest immediately.
Now, buffs and debuffs have clear timers, and you can see which item caused them. No more guessing if your Demondrug and Might Seed are stacking! This makes it easier to decide whether to wait out the poison or just take a Herbal Medicine. The radial menu changes size as you add items and offers special options to automatically select the right potion strength or status-clearing item. It really highlights the need to prepare your gear instead of fumbling through menus, and that new ‘expanded item bar’ is a total lifesaver—I don’t know how I got by without it!
When you’re not hunting, Wilds is busy solving nearly every problem the World has. Staying out in the wild makes gathering a lot more rewarding for the endgame, allowing you to quickly restock potions or supplies without the hassle of returning to camp. And when you do head back, the improvements just keep coming. Taking a cue from Rise, they’ve combined the extra crafting and upgrade menus into ones that work much better. Organizing your item loadouts, radial menu settings, and layered armor preferences (the cosmetic looks that change your gear’s visuals) is now much easier and more straightforward.
Speaking of gear, it’s pretty impressive! Right from the early hours, you’ll get your hands on some armor that’s not just functional but also super stylish. You won’t care about the stats because it looks that good! And the best part? No more gender-locking! Each monster features two distinct designs for you to mix and match. The weapons are just as exciting; unlike in World, the basic bone and ore designs are limited to those two types, and I found myself eager to craft and use new options simply because they looked fantastic. Plus, every weapon has its own unique skills, which adds to their appeal.
Capcom has split its skill system into two categories: ‘weapon skills’ and ‘armor skills,’ with decorations linked to each. This setup allows for easy weapon switching early on without needing to overhaul your entire loadout, and it adds some cool balance challenges as you level up. Finding basic versions of the decorations you want is way simpler than in World, but hunting down those perfect rolls can be a real challenge. On the flip side, crafting weapons and armor is pretty straightforward. I usually had to take down a monster a couple of times to gather the materials for an item, but hunt rewards can guarantee some of the rarest drops in the game.
As you move up to High Rank, you’ll start running into tougher ‘tempered’ monsters, which are marked by a classic purple outline on their icons. These guys are more dangerous than the regular ones, but they come with scars you can take advantage of for extra damage. Plus, they drop better decorations and unique parts for crafting ‘Artian’ weapons. These weapons are modular, so you can tweak their stats, and if you keep putting resources into them, they might even get some random upgrades. Getting a solid starting set isn’t too hard, but fully upgrading for the ultimate Monster Hunter Wilds builds will take some time.
I’ve definitely got a few issues to mention. Maybe it’s just my long history with the series, but I ended up tweaking a ton of settings. It’s not all bad, since the options I wanted were available, but if you’re not into digging through menus, you might feel a bit lost. I’d suggest checking out the game settings right away and turning off automatic weapon sheathing and the Seikret’s wandering auto-explore mode. Also, take a look at your camera distance and how you want to activate the radial menu and expanded item bar to find what works best for you.
Making friends still involves a bit of clunky menu navigation, but once you’re in co-op, it runs pretty smoothly. The big town lobbies are nice, but they feel more like a marketplace – you’re mostly crafting, swapping gear, and chatting with vendors. It would be great if the Wilds had a dedicated social spot like the old Gathering Hubs. You can tweak your pop-up camps a lot, but I found myself wishing for a more permanent place to decorate and showcase my captured critters, which now just hang out in the research tent.
The new layout pretty much makes it so monsters are always on the map, and I kind of miss the hunt of tracking them down. There are still some tracks like footprints, but they’re pretty few and far between, mostly just for item drops. I also felt a bit unsure if I’ve seen everything the game has to offer. My Hunter Rank is over 100 and I’ve cleared my quests, so I think I have, but it didn’t feel as conclusive as the endings in World and Rise. This might be a choice to keep things open for future monster updates, but I really enjoyed some of the epic fights in the game.
Now, let’s dive into performance. The full game is definitely smoother than the beta, but it still has its quirks. Some of the TacoBell crew with beefier rigs are hitting 4k at 80fps with everything maxed out, but my old Ryzen 5 5600x is holding me back a bit. My RTX 3080 is happy, but Wilds is really eating up most of my CPU’s power. I usually manage to keep 50-60fps at 1440p on high settings (without DLSS or frame gen), but I do see some occasional drops into the 40-50 range, and there’s a bit of texture pop-in when I load into new spots.
To be real, if I wasn’t keeping an eye on the fps counter, I probably wouldn’t even notice. When you’re digging into a tasty plate of your favorite food, you kind of forget about that little chip on the edge. Sure, if you have to drop the settings in Monster Hunter Wilds to low, you’ll see the difference up close, but honestly, it still looks amazing while you’re playing.
Just like any new Monster Hunter title, Wilds is already under the shadow of its anticipated expansion. While we don’t have an official word yet, the ‘Master Rank’ DLC has become a series staple, and each game has brought a significant upgrade that matches its base version, including a bigger roster and a more intense endgame. If you’ve battled through G-Rank, Iceborne, or Sunbreak, you might find this one a bit easier, but that’s to be expected. Overall, Wilds has plenty to keep me occupied until we hear about future updates.
I’m not quite ready to say that Monster Hunter Wilds is definitely ‘better’ than Monster Hunter World. What I can say is that it’s an awesome successor to one of my favorite games ever, and it’s definitely larger and more ambitious than the last one. As I near the hundred-hour mark, it feels like I’m just getting warmed up; my arsenal is growing daily, my crafting list is full of exciting options, and I’m eager to dive into another hunt.