If there’s one thing that’s become clear to me after spending some time with Monster Hunter Wilds’ open beta, it’s that Monster Hunter is changing. Not just in the way that there’s new combat mechanics, weapon changes, and monsters – but in a manner that’s uprooting the foundations the older games have been built on.
Where Monster Hunter World captured the hearts of many new players by modernising CAPCOM’s timeless formula, Wilds is seeking to do something new with it. It’s a bittersweet sensation as a longtime fan, but one I’m happy to embrace if this snapshot of Wilds is what we can expect with the full game.
If Monster Hunter Rise is reminiscent of a bygone era of Monster Hunter, Wilds is a confident embarkation into the ideas brought to the series with World. After character creation and a quick story introduction, you’re let loose into Monster Hunter Wilds’ living world. The ecosystem of the Forbidden Lands feels alive. This sentiment also rung true in World, but Wilds feels like it goes so much further in this regard. Monsters roam around in packs, endemic life is scattered through different environments, and a dynamic weather system is constantly shifting the environment.
The seamless nature of this environment is also found in Wilds’ general structure. There’s no longer a need to return to the Gathering Hub post-hunt, you can remain in the open world, looking for the next target that’s unlucky enough to happen upon you during your travels. It a fluid, no frills gameplay loop that’s somewhat blurred the line between preparing for a hunt and actually undertaking it. Part of me misses that regimented structure of old, it feels odd to not return to base as you work out your next hunt over a meal, but it also isn’t a bad change. It’s a different kind of Monster Hunter experience.
If there’s one thing that feels more familiar, it’s the combat and weapon design. The core roster is here, most of which fulfill the promise of their distinct fantasies with some fun new additions. The bow feels particularly great to use, with a focus on new movement options that makes for a high-octane dodge centric playstyle that keeps you in the fight and dishing out damage.
The big new addition in Wilds is the introduction of the Wound and Focus systems. By holding the left trigger, you’ll enter Focus, making it easier for you to target a particular area of the monster. Eventually, these areas will become wounded, which are highlighted red while in Focus mode. Wounds take more damage from your regular attacks, much like tenderising from Iceborne, only you don’t have to commit to refreshing every few minutes. These wounds can also be exploited with Focus Strikes, giving you access to certain weapon mechanics and devastating attacks that will often knock a monster down at the cost of removing the wound.
It’s a fun expansion on the tenderise idea introduced in Iceborne but it does feel shallower in these early hunts when compared to other combat additions in recent Monster Hunter titles (rest in peace, Wirebug). It’s easy to fall into a loop of creating a bunch of wounds and immediately using a Focus Strike for big damage or a free knockdown. It’s nice to have something to work towards in regards to unlocking the full potential of your weapon in a hunt, but I hope there’s more thought and deliberation on how to best use Focus Strikes to maximise the damage you get from a wound.
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One thing I’m not so torn on is the monsters. Even in the small selection that the beta brings, there are some really fantastic new designs and ideas here. The lumbering Doshaguma combines the bear-like tendencies of Azuros with the hulking size of Goss Harag and the Chatacabra feels like a monster from early Monster Hunter in all the right ways. My undisputed favourite is Rey Dau, a new flying wyvern that conjures up thunderstorms and makes use of electricity with lethal efficiency. I simply can’t wait to see what else the game has in store in this regard, as there’s some real highlights here.
It’s also remarkable how much is packed into this world when you’re exploring. The slinger makes a much welcome return from World, now allowing you to nab resources and activate endemic life from a distance on top of its usual functionalities. It feels great to set off a Paratoad at just the right moment as you hit it from a distance with your slinger, or to knock monsters loose as the clamber on top of unstable terrain. The size of the map here also isn’t an issue thanks to the Seikret – a bipedal bird wyvern you can ride ala the Palamutes from Rise.
While I remain skeptical of the longevity of certain combat additions in Monster Hunter Wilds, I’ve come away from my time with the beta impressed and eager to play more. This is an undisputed evolution of Monster Hunter, one that feels more experimental and risky than any that’s come before it. It’s strange after pouring so many hours into Rise and Sunbreak over the last few years, but I’ve little doubt that my playtime for Wilds will come to rival other recent Monster Hunter titles.
Monster Hunter Wilds launches on the 28th of February, 2025 on PS5, Xbox Series X|S, and PC.