Monster Hunter World: Iceborne introduced the Guiding Lands — a dynamic, borderline sandbox map that had monsters of all shapes and sizes come and go as players investigated its more open environments.
Monster Hunter Wilds is essentially the Guiding Lands, but spread across an entire Monster Hunter title. And as a result, Wilds pushes the series in a slightly more freeform direction, where quests can be issued on the fly and each explorable ecosystem feels alive and obsessively detailed.
Having said that, Wilds also opts for a more structured, story-driven campaign, and it's only when the credits roll do you truly feel like you're let off the game's well-meaning but surprisingly oppressive leash.

We'll say it right now: some players won't like Wilds' approach. The 20-hour narrative can be very handhold-y, as you're funneled between cutscenes, dialogue, and tutorial-like missions. If you already know Monster Hunter, some of this stuff is going to be a slog — and that's without even touching upon the title's hit and miss storytelling.
Capcom's tried to make this instalment matter in terms of characters and plot, but a combination of banal writing and surface-level personalities stunt events from beginning to end. Simply put, the narrative is not why you should be playing Wilds (but most of you saw that coming).
Now look, we don't want to completely bury the developer's efforts in dung pods. To its credit, Capcom has crafted what is probably the most welcoming Monster Hunter experience yet; where the linear campaign may drag for some, others might appreciate its willingness to introduce gameplay systems and mechanics at a steady pace.
And to be fair, a few of the story beats are reasonably interesting, especially when they delve into the histories and cultures of the game's various tribes. Plus, the actual cutscenes — the properly rendered cinematics — tend to be brilliant, boasting top notch animation and direction. Almost every monster gets some kind of dramatic intro, and they really help set the stage for the incoming clash.

We like how your custom hunter is handled, too. Wilds, as its name suggests, takes place in a broadly untouched region known as the Forbidden Lands, and your hunter is recruited to be one of the expedition's chief problem solvers.
Your fully voiced protagonist gets a lot of screentime, as they face down seemingly unstoppable threats and impossible odds. The game does a great job of making you feel like the hero — one of the only members of the team who's actually got the skill and expertise to fell creatures ten times your size.
So Wilds' story isn't all bad, but it does find itself in that awkward spot where Capcom's clearly sunk a lot of resources into it, and yet it rarely commands your undivided attention outside of those fantastic cutscenes.
Thankfully, there are plenty of deeply engaging battles spread across the campaign to keep you pushing on. And, mercifully, there are no gimmicks this time around — like the tedious Zora Magdaros fights in World, or the bloated Rampage quests in Rise — to distract from pure monster hunting excellence.

Gameplay has always been king in this franchise, and it's no different in Wilds. Capcom could have come up with one of the best-told stories on PS5 and it'd still be the beast-bashing, creature-crushing gameplay that keeps you coming back for more.
We're tempted to say that this is peak Monster Hunter with regards to the action. Fundamentally, Wilds sticks to the series' decades-spanning blueprint of going toe-to-toe with hulking opponents, and bringing them to heel with a collection of outrageously oversized weaponry.
Combat remains crunchy in a way that no other property has been able to replicate. Without wanting to sound psychotic, the act of smacking, slicing, and gouging all manner of colossal foe is eternally satisfying; there's just nothing like Monster Hunter when it comes to laying into large lizards.

And that's what sets Wilds apart: momentum. The flow of combat now hinges on a new 'wounds' system, where monsters develop visible injuries in places that have been repeatedly targeted by the player(s). Further blows inflict additional damage, and wounds can then be 'destroyed' in order to really pile pressure on your overgrown adversaries.
Not only does destroying a wound deal massive damage, it often forces your foe to the floor, swinging the battle's momentum in your favour. This system gives Wilds' action an aggressive edge that better rewards players who pick the perfect time to strike.
Wilds is still about knowing your enemy's attack patterns and mastering your chosen weapon type, but wounds bring an even greater sense of satisfaction; there's now a defined climax to chipping away at your opponent, knowing that your well-placed wounds will soon result in a serious amount of all-or-nothing damage.
To some extent, we suppose that this is a win for accessibility as well. It's not that wounds make combat easier, it's that they provide an effective route for big damage even if you're a relatively inexperienced player — and that can mean a world of difference for someone who may not have clicked with the more methodical approach of past titles.
While we're on the topic of accessibility, it should be noted that Wilds feels more natural to navigate than its predecessors. Most notably, hub areas now exist within the game's larger environments — you just flit between them as you please without having to select a quest or join an ongoing investigation.
Wilds is structured more like an open world adventure, where you simply head off in a direction of your choosing, or towards a custom map marker — and it helps that its varied environments feel so rich. To be clear, this isn't a fully open world; Wilds is broken up between several large zones, but each of them is impressively dynamic and well-realised.

As alluded, the game excels when you're out in the field, free from the relative shackles of the main story. You travel between camps, harvesting resources and cooking up delicious-looking meals to maintain your stat boosts between battles. All the while, day turns to night, and the game's superb weather system dictates which monsters roam the land. At its best, Wilds provides a sense of proper off-the-cuff adventuring.
What's more, fast travel — via selecting a known location on your map — takes no time at all thanks to the PS5's lack of load times. There's a fluidity to Wilds that Monster Hunter hasn't had before, and that extends to the hunts themselves, which can now be undertaken dynamically just by assaulting a creature of your choosing.
Likewise, getting a co-op session up and running is easier than ever — and it's about damn time. Depending on your settings, you can welcome anyone to any hunt that you begin — dynamic or not — and you can peruse ongoing quests at any time by talking with Alma, your constant companion. Again, there's no need to load back into a hub and hit up a specific co-op quest counter.

Believe it or not, you don't even need to fumble about with room codes. There's just a straight-up 'Invite' option on the menu now — a crazy concept, we know — and when you first boot the game, you can choose whether to begin in a public, private, or single-player session. It's taken about 20 releases for Capcom to get it right, but Wilds finally feels like a title with modern online functionality.
AI-controlled 'Support Hunters' are available as well — a welcome carryover from Rise — letting even the most unsociable of slayers group up for tougher encounters. And of course, you've got your trusty Palico partner to fall back on. Your feline ally's able to use a wide variety of tools this time around, and their support can prove to be a real boon for both beginners and veterans.
But even with Wilds' conveniences, Monster Hunter remains a complex creation. Legacy knowledge still counts for so much when you're learning the ins and outs of this new instalment; convoluted control schemes, clunky inventory management, and menus buried within menus are all elements that will inevitably frustrate newbies.

It's a shame that Capcom has never quite been able to streamline these components, but then in some ways, they're what allow Monster Hunter to maintain its mechanical depth. As per usual, there's a superbly addictive learning curve to Wilds, and once you get over the initial hump, it's a game that may never stop giving.
Less forgivable however, is the game's performance. Three graphics modes are on offer, prioritising visuals, frame rate, or a mix of both — and none of them are particularly close to being perfect. We'd recommend the dedicated performance mode because it's the closest you'll get to a stable 60 frames-per-second, but it makes Wilds look pretty damn blurry at times.
The resolution mode, meanwhile, caps things at an undesirable 30fps, but things do look noticeably sharper. And then the so-called 'balanced' mode might be worth a shot if you can stomach a fluctuating frame rate in exchange for better image quality.

Capcom's managed to massively improve graphics and performance since the beta tests — thank god — but again, none of these options are what we'd call ideal.
But hey, Wilds doesn't look too hot to begin with. While the art direction is genuinely outstanding — across environment, character, monster, and equipment designs — the title is plagued by shockingly low quality textures. Granted, it doesn't make much of a difference when you're in the heat of battle, or galloping through an area atop your reptilian steed, but stop to gawk at the clothes of lesser NPCs or the nearest rocky outcrop, and you'll swear that you're playing the port of an old PS2 release. Rough.
Conclusion
Few games can match the satisfaction of Monster Hunter — and Monster Hunter Wilds might just be the most satisfying instalment yet. Capcom has fine tuned the act of felling colossal foes, creating one of the most rewarding games of the generation in the process. While the overall package is held back by a stalling story campaign and questionable performance, Wilds is an outstanding action RPG at its core, and a worthy successor to the almighty World.
Comments 91
If anyone's got any questions about the game or the review, let me know and I'll try to answer them.
I've spent around 80 hours with Wilds. Finished the whole campaign, all the side missions, and hunted every monster. Still grinding for the best possible equipment, and I'm still loving the core gameplay loop. Just never gets old for me.
While the game is already long and robust at launch, I do think this is one where Capcom can make it better and better and better through updates, which is an exciting prospect. I'm expecting even better support than what World and Rise got.
Thanks for reading!
Dodgy performance after months of dev time since the first warning signs is immensely disappointing.
Seems like a wait for patches scenario yet again when it comes to “AAA” releases.
Yep I think this will have to be a "wait till it's fixed" situation for me; even with the Pro I feel like a bit of time will iron things out (similar to DD 2)
Plus KC II is going to be my priority for the next few weeks at least.
EDIT: DF analysis is up https://www.youtube.com/watch?v=Ya17cyrfO-0
LOL subheadings have been on point lately! Great review! Wish I could love this series but I'm happy this is good for those who will enjoy it.
Performance issues are still in the game but at least those can be fixed through patches. Hopefully sooner rather than later.
Seems like some significant negatives to still be getting a 9 🤔
A fantastic review that avoids spoilers while illustrating the series' unique appeal. Thank you!
My body is ready, especially after finding some time to beat beta Arkveld last weekend w/ Switch Axe. Maybe I'll rewatch Tár to pass the remaining time...
Day 1 purchase.
@Jacko11 I think performance issues shouldn't affect the game score in a huge way. Only because those can be fixed post-release. But, you might be correct that it should maybe affect it a bit more than a 9/10.
Tested on PS5 Pro but PS5‘s performance is dodgy? Did you mean Pro too?
Thank you for the review. I really need to check and see if there's video comparison of the versions, because the beta on PS5 looked like dog water, but I do prefer to play on the sofa instead of sitting on my desk.
@ShogunRok
Did they manage to make the wound-pop animations a little less disjointed? Sometimes in the beta, due to timing, you'd do a melee Focus combo to a monster 20 feet away and it'd look pretty bad.
Is it too easy? Some of the other reviews seem to indicate that it is.
I really hope they continue to work on the graphics and performance. A game with this budget shouldn't be having these issues.
Not sure what best in class combat is supposed to mean. It has it's satisfying formula but it's a step back from rise sunbreak and that needs pointing out.
Capcom does these weird 2 versions of MH where the so called portable titles take risks and expand and advance the series and the mainline such as this that are more conservative and reel things back.
I am not a world iceborne fan. I think that game didn't move the series forward in anything but graphics and actually was a step back with the horrible clutch claw mechanic and throwing away all the combat advancements from generations.
Wilds is what world should've been. It incorporated some of portable games advancements.
I know some people prefer the slower combat. I don't think it's an improvement, but wounds certainly are a better system than the clutch claw and the tenderising nonsense.
This is certainly a step forward from world iceborne but it's a step back from rise sunbreak.
Wilds will be great entertainment but the next entry should be something special that will push the envelope once again and I am excited about what that will be.
@ShogunRok did you get to play on Pro at all? If so, how did it run/look?
@DonJorginho While I don't have high hopes for the improving visuals/performance on the base ps5... they did mention a fairly big day 1 patch that should address certain complaints and issues.
@Jacko11
Dodgy performance should automatically be a 0 in my book, with a re-score once fixed.
I'll play it once it's fixed.
Not paying premium for a game that had performance issues from the first beta and a fix still hasn't happened.
I suffered that through Dragon's Dogma 2 and it was a much better game 6 months after the release.
Capcom needs to improve their engine ASAP. Every game they release has graphical glitches and poor performance.
Super happy that it is getting good scores and Friday can’t come soon enough now. ( if anything it’s slightly higher than I expected)
I’ve only skimmed the review as always I try not to read if I’m going in day 1.
I'm really excited for the game. I'll be playing on PC and while the beta test ran like absolute garbo when I was in the camp, it did run at a pretty solid 60 fps when I was out in the field. I'm curious to see if Capcom did any improvements since they did decrease the required specs on Steam.
Also, the low texture quality isn't too bad of a detriment since FF7 Rebirth, which I just finished on PC, still had a lot of low quality textures scattered about, kinda like Remake on PS4, so it's not the worst thing.
@Pat_trick This. I was burnt by them buying DD2 on release so no way I'm getting a capcom game on release especially if the review says it has dodgy PS5 performance.
@Hapless I'm pretty sure you can hide the chat through the options menu. You can also just host a private or single-player session and just have people join through your SOS flares instead of being in a lobby with them.
@Cerny We played it on both.
N.i.c.e. monster hunter world is one of the best games ever made and now monster Hunter wilds is amazing also.word up son
Already preordered. Very glad that finally cross-play is an option and I can play on PS5 with my friend on PC. Will pick sword and shield this time.
@VaultGuy415 I never noticed any disjointed wound animations while playing, so I suspect it was some kind of beta-only issue.
It's hard to say whether the game's too easy. I didn't run into any serious problems, but then I played about 1,000 hours of World, and I used the same weapon (which now seems to be even better) in Wilds.
We'll have to wait and see what the broader playerbase thinks!
Cannot wait for this!!
@Loamy Yeah I played on Pro and Stephen played on the base PS5.
The game definitely runs better on Pro, but like the review says, it's still not perfect. The performance mode hits a smooth 60fps, and we think it's got a higher resolution, but the other modes suffer from fluctuating frame rates (although you can cap them).
Welp, I was really hoping to hear better things about performance on the PS5 Pro. Not sure I want to jump in day one now.
Isn't the Pro patch meant to be dropping on DayOne or did the review code app have Pro support?
Looking forward to seeing if this is the game that makes me pull the trigger on a new PC... I managed to get things stable and shiny on the benchmark but who knows how the full thing will perform!
I am very ready to lose another 2-300 hours of my life all without needing PS+ for the best bit of Monster Hunter - random hunts with random people!
Looking forward to it! But I'm not so keen on the shift towards all the story stuff. It feels like the MonHun stories always suit the background way more than having fully voiced characters and constant set pieces.
@ShogunRok was the 40fps Pro mode available to try?
Can't wait. I'm on the fence a little about buying a pro because of this game
I have never played any of the series but I appreciate that community. They seem super passionate.
Always was happy for them.
It uses the RE engine doesn't it it seems that they are pushing it to it's limits, I bought RE4 Remake on PC and yes my RX6600 8GB and 5600 isn't a beast but I do play at 1080p 144hz at the moment but it tanks so bad in certain areas even when I've tweaked it. Inside plays fine but certain area my god does drop frames and it seems to be an issue for a lot of people on higher end GPUs as well.
But this game had performance issues before and I expect it to for a while and it even was using upscaling as well
Gonna see what it runs like on base ps5,it is a shame about the performance but world on base PS4 wasn't the best either.
@bowzoid Hopefully we'll hear more details about the day one patch before release day.
@bowzoid We got access to the patch early.
Confession: I've never played a Monster Hunter game. The gameplay loop in my mind doesn't sound appealing, but Wilds looks incredible and very tempting. Would this be a good place to start for a series n00b?
@Loamy Yeah, we've tried out all the modes. We've got a more detailed Hands On article coming soon that covers the graphics options.
@ButterySmooth30FPS Resounding yes, just be ready to google a bit to learn some of the deeper mechanics as you go through it
@ButterySmooth30FPS You should start with World. It's dirt cheap these days and has a smooth on boarding process for new players (mostly smooth anyway). It's also a brilliant game in its own right.
How reliable are the AI support hunters especially when fighting against tougher monsters and do their gears scale accordingly to the monsters we hunt?
I played Rise on switch, I'll be good with whatever.
Great review, can’t wait to jump into this game.
@WanderingBullet They're solid, I think I've only ever seen a Support Hunter get KO'd two or three times across tens of missions (I've been playing with them in the endgame, but did the whole campaign solo).
I don't think their equipment changes as you progress, but their stats probably do — otherwise they'd be getting one-shot by the stronger monsters in the endgame.
@ButterySmooth30FPS the newest entry at any time would be the best choice. They've been made consistently "more accessable" over the years. For worse or better - although mostly better.
@ShogunRok Awesome. Thanks.
@ShogunRok do you need a certain level of story progress to play co-op with someone? Can you play a level later in the game that your friend is at but you haven't reached yet?
Is it possible to play the game co-op only? Are you going to have to do single player at some point?
@ThomasHL From what I can tell, co-op progression works similarly to World. You can join someone else's main story quest only if you've already completed it, or if you're up to that same point yourself.
Co-op is available early, just a couple of hours in if I'm remembering right. Basically once the first few main quests are over, and you've established a dedicated hub.
I'm not totally sure about being able to play co-op only. There are some story quests where you're automatically joined by a companion NPC, and I don't know whether that blocks other players.
I should also clarify that only the quests are co-op. You can't join a friend's game and walk around with them between missions, or watch story cutscenes with them as they happen.
Great review, I'm sold on picking it up. I'm looking forward to seeing if they tie-in any events or missions from other franchises, The Witcher content in MH World was brilliant. It's early days yet but I'd love to see the same kind of post release content.
I need to wait and see how it fairs on PS5 Pro, because holy hell the game looked bad in the beta without Pro upgrades. One of the worst looking games I've seen so far this gen. Worse looking than World, which is like a 7 year old game at this point.
Tbf I don’t buy any Japanese game for its narrative as they are borderline ridiculous most of the time. It’s the gameplay that gets you 👌
@ShogunRok I just asked those very questions about coop, but I'll delete my other comment! Cheers!
@ShogunRok thanks for the answer. Sadly that rules it out for me. It's what killed off my worlds play through. At least you've saved me some money!
@ShogunRok How difficult was the campaign for you? I was watching ACG's review on it and he said it was incredibly easy which is a bit of a shame.
@Nepp67 I'd say reasonably easy, with some tougher fights here and there where I had to really concentrate.
But like I said in an earlier comment, I put about 1,000 hours into World, and Monster Hunter games do tend to feel easier when you already have a lot of experience with past titles.
I think if you're totally new, there are mechanics in Wilds that probably make it easier than previous instalments, but it's hard to say whether it's truly an easier game without it being in the hands of more people.
Heck yeah. 3 more days 😭so hyped. My teammates is ready
@ShogunRok Oh my bad, I pretty much asked the same question the other guy did but I appreciate the more detailed response! It'll probably be easier for me then since I have put in a 1000 hours as well!
Will wait till they improve the performance and for a discount, same as with DD2 which i still havent bought.
That’s so frustrating that with the pro we’re still having to pick a performance mode to get 60fps…..
@ShogunRok Sorry to go on about PS5 Pro performance. So, if it's not very good at all for PS5 Pro, did you test it on standard PS5 for the majority and if so, is it ass ?
Im a massive MH fan, but I was pretty appalled with the image quality of the game on base PS5, so I did a potentially silly gamble and got a Pro for this game. It was a gamble, but Capcom came out weeks later to say there will be a patch for Pro on release. However, after reading this review, I am pretty much thinking I poo'd my pants thinking getting a Pro was going to save us.
I guess that PSSR didn't do the magics as it did on FFVII Rebirth (in terms of image quality). On the Wilds Beta, on base (and later on my Pro), the 60FPS mode's image quality would tend to smear the image at times. Pretty ugly. Ah well. That'll teach me.
I might check this out one day since it has a story. My review of Worlds would have been: "An endless repetitive grind for slightly better weapons and armor, set in a beautiful world with good music."
@Jacko11 A perfect boring game is still a 5, at best, but a flawed fun game will be 9.
I'm not saying that they don't need to optimize and polish it ASAP. At the end of the day, a fun game trumps almost everything.
This games is fun.
@bowzoid Wilds definitely looks and runs better on the Pro, but there's still no ideal solution, which is annoying. If you want a smooth 60fps, you need to sacrifice ray tracing and image quality, just like on the base console (except not quite as bad, as far as we can tell).
We did a performance overview article here that goes into more detail (and has tables on how the game runs on Pro and PS5): https://www.pushsquare.com/previews/hands-on-monster-hunter-wilds-performance-certainly-isnt-perfect-on-ps5-ps5-pro
Hopefully that helps!
I'm reading here and there that the game is fairly easy and not challenging. Like you can beat the campaign without feeling required to upgrade your armor and weapon. If that's true, this is disappointing
Does PS5 Pro improve the game any?
The reality is that certain hyped up games don't get graded on the same standard that titles coming from smaller or lesser known outlets. We've seen this time and time again.
Just a psa on details left out of the push Square performance article.
Resolutions for the 3 modes:
Resolution : 1650p
Balanced: 1200p
Frame rate: 720-900 p
All modes are using the now 4 year old Fsr1, the worst upscaling option in the market to try and get this blurry washed out gray mess to look current Gen.
This results in the worst looking RE engine game this gen.
Their naming convention for their games reminds me of Microsoft's for Xbox consoles. I tried to keep up and then decided I just didn't care.
@B0udoir Not every game has to be souls-like to be enjoyable. Was this series ever difficult?
"Journey before destination."
@tselliot World was quite difficult, at some point it's all about grinding materials and optimizing your gear if you want to be able to take down big monsters. I would have never finished the story alone without multiplayer help.
@KundaliniRising333 I've seen the DF video analysis and it's indeed disappointing. That plus the nerfed gameplay to please everyone, it's quite a cold shower after years of waiting. I will probably get the game on PS6 once it will need expanded and fixed. Right now my choice is made to jump on KC2.
Seriously? Dreary story telling, clunky menus, dodgy performance, and low quality texture issues make for a 9? I love Monster Hunter and this is a day one buy, but by your own and reviewing criteria this is not a 9 out of 10. “A game awarded this score ensures an excellent experience across the board.”
Been watching reviews and jesus chirst the visuals are so dull thanks to Capcoms brain dead choice to make everything look like brightness is set to really low, even DF pointed this out. World might have lesser visuals from a technical stance but it looks so much brighter with better colours.
The gameplay looks great of course and i'm excited for a new MH but the technical state is just awful from the performance to visuals. The RE engine is not suited to open world games at all.
i played the beta seen plenty of videos , it looks great to me , but seems like it plays pretty well which what i care more about. i've been playing monster hunter since the the beta on the ps2 i still have the beta playtest disc, i'm excited for this.
Seriously? I love Monstet Hunter and this is a day one buy, but by your own and reviewing criteria this is not a 9 out of 10. At most it should be a 7 by the review criteria set by your editors, maybe an 8 if you’re really pushing it. Not saying it’s a bad game or even not fun, but the deficiencies you point out… weak plot, poor optimization, low texture quality. This is a PS5 game, NPCs shouldn’t look PS2 quality.
Clunky and convoluted menus? Oh yeah, I'm so in. I can't wait for this.
@Wilforce monster hunter has review plot armor!
@B0udoir
Was World really that difficult? I did all of the base game solo when that came out. Difficulty is also subjective, some people might breeze through it while others will struggle. Personally I'm introducing a lot of new players to this game so I'll be happy if it starts out on the easier side, so they can get used to and learn the mechanics. Feel free to wait until the expansions release, as that's when we all know the difficulty really ramps up with these games.
@ShogunRok
Great review, and also really appreciate the second opinion.
The only thing that puts me off is the trial and error element brought up by the “memorising attack patterns” comment. I’m really not into the tedium and eventual predictability of that, and prefer more dynamic and reaction based combat.
Could you comment on whether lots of preparation and trial and error are necessary for the hunts - unblockable moves that need to be memorised and such - or if you can brute force some with reflexes, weapon upgrades, and levelling (are their levels?)
@thefourfoldroot1 That's a good question. Generally speaking, Monster Hunter isn't anywhere near as punishing as something like Elden Ring, or a comparative Souls-like.
Becoming familiar with attack patterns is crucial to success, but you're given a lot of room for error. Fights tend to be quite slowly paced, and attacks are clearly telegraphed for the most part. As long as you're paying attention, you can learn a monster's behaviour while you fight it, and you'll have plenty of time to adapt.
You also have a wealth of healing items to take into battle, and Wilds introduces a mount that can get you out of hairy situations very quickly. Plus, you always have three lives; getting KO'd just sends you back to your nearest camp, and there's no additional downside (the enemy's remaining health stays the same, etc.).
There's no levelling as such — all of your strength is derived from the equipment that you have (weapons and armour), so the whole gameplay loop revolves around hunting, slaying, and then using the monster's materials to craft better stuff.
In short, you can definitely force your way through some encounters. Your first fight with a new monster will inevitably throw up some surprises, but the game's designed around repeated hunts of the same opponents, so you gradually get better and better at killing them.
The only sticking point for some players might be the one-hit kill, unblockable attacks that very few monsters have (usually the big bosses). These attacks require some kind of environmental manipulation to survive, like hiding behind a fallen rock. Bound to take you by surprise at some point, but again, the learning curve is more than reasonable.
A score of 9 seems really generous considering the Negatives listed in the Review.
Performance Issues and Low Textures should really bring down the game to an 8 at best, and a 6 or 7 at the worst.
@ShogunRok thanks for the review. Do you need a PS+ subscription to play co-op/online with other players? What about cross-play? Online capabilities were available during beta testing.
@ShogunRok “ the one-hit kill, “
Nice review which I somehow missed yesterday. 20 hours was how long it took me to get to the credits in Rise playing single player only on Switch. I made it w/o a single failure, getting down to 6 or 8 seconds once as a big bird ran past me and killed itself running head first into a wall. And it really felt like the credits were the games way of saying- ok you’ve made it through the tutorial now it’s time to start playing the game.
So, do the fights still have the time limits? I really really hate those. 😝
Do any of the big boss fights get helped out by other creatures attacking like in Rise, or is that what the mount is for? You said the mount is new in this game but I feel like I rode something in Rise, the dog maybe? Maybe it was just during the fights when you captured things.
Looking forward to playing this at some point. Hopefully the 1 hit kill attacks get nerfed by then. Or we get a “survive death” charm. 😁
@throwmeaname Yeah, you'll need PS Plus to play online. Free-to-play games and things like betas are the only things you don't need PS Plus for.
@rjejr Yep, quests still have time limits but they're very generous given how quickly you can kill monsters in this game (partly thanks to the wound system allowing you to do much more damage in a short space of time).
And yeah, you'll often see other monsters wander into the battle and start causing chaos. The game's very dynamic like this — sometimes it helps, sometimes it makes things trickier!
You're right about Rise by the way, there was a dog-like mount. In this you've got a dinosaur-like mount that can glide. Functionality is largely the same, though.
You can call your mount at any time and it'll come and pick you up, making it great for dodging huge attacks or getting out of a particularly chaotic situation. These new mounts even have a kind of automatic dodge that can really save your skin as you're running away.
Removed - unconstructive
@N1ghtW1ng nah. Why stop there? I'd say a 2.
So ready! Thanks for the review. I didn't need to read a review to know I m already going to play it, but thanks!
I was hesitating between Monster Hunter and Kingdom Come Deliverance 2. I went for KCD2 but .... got it refunded by Sony because it is still unplayable on PS5 three weeks after launch due to an uncorrected bug issue with sound stuttering. So all my money back went to pre order Monster Hunter. Hopefully the game will be playable!
@DonJorginho is Monster Hunter "AAA"?
@B0udoir It's not true.
People who say it's easy play games 24/7 or at least as part of their job; most players have a job outside of gaming and live a life.
@throwmeaname
Yes to PS+ sub and yes for cross-play all platforms unless you turn it off yourself.
Ok, now that i played it i can dispute this review when it says near perfection and top of class combat.
The game is good, don't get me wrong. But first, the combat is a step back from Rise/Sunbreak and it gets dull pretty fast. The aim feature actually removes the importance of positioning. It's what makes the game "easier" as they say.
The performance and graphics the review addresses a bit but are completely unacceptable. There are tons of low res textures all over the place and many are even streched on the ground. Something like a book on the hands of an NPC looks like a PS2 model... it's alarming. The models in cutscenes look much better than the ones in the game on resolution mode. It's like we are playing on the switch and not PS5. Heck Rise on switch looked more consistent than this does.
This is not an issue solved with hardware either. A PS5Pro will not solve the texture and performance problems. It will just make them slightly less pronounced in the performance and will do nothing for the textures, ofc.
This game is clearly still in a beta state and was rushed to make the fiscal year for capcom. We should really push back against this kind of release.
I do not recommend anyone expect a polished experience to buy it yet. Wait until they fix this stuff and buy on sale or be prepared to deal with them. I expected this to be the case after i played the beta. I did not believe the copium cause i have done this dance enough times to know this stuff doesn't get fixed in 3 months. I was prepared to deal with it. But i am still tempted to just wait for patches before continuing. The gall to print discs with this though...
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