Not that it was ever going to be a shock, however Monster Hunter Wilds was completely one of many standouts of Tokyo Recreation Present for me. Barring some disaster, that was at all times going to be the case – and whereas I am completely involved with the technical state of all of it, doubly so after this 12 months’s Dragon’s Dogma 2, that does not diminish from the whole lot the sport has performed properly – and all of the promise it holds for the way forward for the franchise.
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In the event you’ve performed Monster Hunter World, and skim my hands-off Summer time Recreation Fest impressions for Wilds, you already know the whole lot to count on right here. Many of the adjustments and additions to the sport had been defined properly sufficient then; and so I haven’t got an excessive amount of so as to add on the specifics. What I’ll say is that I am very pleased with the brand new additions to Gunlance, and the return to type of Looking Horn; these had been the 2 weapons I opted to make use of throughout my quick session throughout Tokyo Recreation Present, and I am unable to say I walked away displeased with the state of them. Each monsters I tackled had been pretty low energy, so I haven’t got an excessive amount of to share about the way it feels to deal with a few of the higher challenges – however at a baseline, Wilds feels simply pretty much as good as World did.
One facet that I hadn’t actually understood previous to my demo, is how multiplayer matchmaking seems to work; since now you can stroll from a village proper right into a hunt, as soon as you have completed preventing a monster, you are not robotically despatched again to base – in actual fact, everybody in a celebration is free to return to their very own gadgets, and you can begin one other hunt by targetting a particular massive monster – as soon as sufficient injury has been dealt, it is going to be labeled as your subsequent goal, alerting everybody else within the get together.
It is a relatively completely different gameplay loop from World, in that sense. When you may deal with expeditions, letting you endlessly hunt in a zone – there is a completely different nuance to how quests work in Wilds. It is extra of a mixture between the prevailing two gameplay types, and I am unable to say I dislike it – no less than for now. It sort of jogs my memory of how looking monsters in Iceborne’s Guiding Lands labored out, and I do not suppose that resemblance was unintentional.
Talking of Iceborne, I discussed final time that Focus Mode jogged my memory a little bit of Iceborne’s tenderize mechanic; and now that I’ve had some hands-on, I am assured in my assertion that it is one other tackle the identical thought. In Iceborne, periodically gamers can be strongly incentivized to make use of the clutch claw to latch onto a monster, to both tenderize a piece of their physique in order that gamers would deal further injury, to make use of slinger ammo to slingshot them right into a wall for a burst of harm and a knockdown, or to collect extra slinger ammo as a drop. Focus Mode is kind of a bit completely different in follow, even when the core thought appears like an iteration of the identical core mechanic.
As you battle an enemy, they’re going to acquire scars and wounds on particular physique elements. Focus mode allows you to goal particular physique elements with an assault, and when you goal highlighted physique elements, not solely will your focus mode assaults deal further injury – however they will trigger a sequence response on these wounds, resulting in a burst of additional injury and a topple. In essence, it is all of the core mechanics of the clutch claw in a single, however in a far much less inconvenient bundle. You are not given any particular tells to utilize it, not like the considerably awkward pose that monsters would make in Iceborne; and the act of utilizing focus mode is a much more seamless affair that does not actively detract from the hunt.
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Now, I by no means had any explicit issues with clutch claw conceptually – but this undoubtedly appears a significantly better match for the Monster Hunter formulation, no less than going by the quick hands-on we had. With that out of the way in which, nonetheless, let’s speak the opposite elephant within the room – efficiency.
I alluded to it earlier than, however the demo that we performed showcased some downright surprising efficiency and visuals. The underlying property look nice, however you would actually really feel the sport struggling to take care of a gentle framerate. It is uncapped – in tents you may see the sport hit 60 FPS – however wherever exterior of these menus is very variable. Even worse, no matter TAA algorithm that Capcom is utilizing for upscaling is, frankly, a smearing mess. Perhaps it is going to be higher on PS5 Professional, in the event that they choose to help PSSR – and doubtlessly on PC most gamers will profit from DLSS – however it’s not an awesome search for consoles. I shudder to suppose how the sport will maintain up on Collection S, too.
Perhaps issues will enhance by launch; just lately Dragon’s Dogma 2 noticed a patch that significantly improved efficiency in CPU-bound eventualities on PC. It is also value noting that on base PlayStation 4 Monster Hunter World additionally had its fair proportion of efficiency woes; so perhaps it is simply the truth that many video games have shipped with 60FPS efficiency modes in recent times that has coloured my expectations. Regardless, for anybody seeking to play the sport on consoles – get your expectations in examine, if Dragon’s Dogma 2 hadn’t already tempered them.
Regardless – Monster Hunter Wilds is seeking to be certainly one of 2025’s most fun RPGs, and I am unable to wait to see extra. We’ll must see if the total sport can meet these expectations when it launches for PlayStation 5, Xbox Collection X|S and PC (Steam) on February 28, 2025