Monster Hunter Wilds Review

Monster Hunter Wilds Review

After Monster Hunter: World blew the doors of the series wide open for a huge new audience in 2018 and Monster Hunter Rise gave us high-flying Wirebugs to more quickly zip around in 2021, it makes a lot of sense that Capcom would do whatever it can to welcome that newfound following into the next frontier. That’s exactly what Monster Hunter Wilds does, smoothing out the already excellent process of turning big scary dragons into silly little hats to be faster, more flexible, and less fiddly than ever before. The other side of those Dual Blades, however, is that Wilds is light on any real challenge, even for what I’d expect at launch, never asking me to think hard about my equipment. But while the monsters may not pose much of a threat this time around, smart tweaks to combat still mean the act of carving them up has rarely felt better.

A clear example of how Capcom has tried to better welcome new players is that the campaign in Wilds isn’t just a totally forgettable excuse to kill anything that crosses your path this time. Okay, it’s still mostly that, in that you and the Hunter’s Guild set out to explore yet another “uncharted” land in order to solve some environmental mystery – but while the story itself isn’t particularly fresh, the difference here is that the characters within it are actually pretty great. Whether it’s the excitable engineer Gemma, your empathetic handler Alma, or the total space cadet of a biologist Erik, your team is full of likeable personalities and little character arcs throughout the gorgeously animated cutscenes. That was enough to get me more invested in Wilds’ campaign than I’ve been in any previous Monster Hunter.