Monster Hunter Wilds Preview – The Chase Continues

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    Monster Hunter is known for its protagonists overcoming seemingly insurmountable odds in an attempt to eradicate the massive monsters that populate the region, but with Monster Hunter Wilds, Capcom takes it to a whole new level. is going. During the Summer GameFest Playdays, I took an extended gameplay demo that included an alpha monster hunt. I left the demo excited to get a seemingly better look at what the hugely popular Monster Hunter World had to offer in 2018.

    Monster Hunter World served as Capcom’s major push to create a more mainstream and universally appealing entry in the franchise. The team worked hard to bring the franchise up to global triple-A standards and added several quality-of-life improvements as well as additional localization of the ship’s history and language simultaneously in the Japanese and Western markets. The result was a huge success, with Monster Hunter World currently topping the franchise’s sales charts. Capcom and the Monster Hunter development team hope to go even bigger with Wilds.

    “For Monster Hunter Wilds, it’s a very similar approach to what we’ve achieved with the world that we want to use to create the world of Monster Hunter in unprecedented detail and depth at this time. The highest quality machines were available to do this.” Series. Producer Ryozo Tsujimoto says. “That was true for Monster Hunter World, and for Monster Hunter Wilds, it’s the same approach, but now, the hardware has advanced so much in the intervening years that we’re able to go much further in that direction. “

    From the start of the demo, the graphical enhancements are obvious. Lush environments, better animations, and better faces are immediately apparent as the on-screen character moves through a base camp inhabited by humans and Palico, but once the character climbs his mountain (which is much larger this time) , the wilds really begin. Cooking with gas.

    A new tool that allows players to pick up items remotely while riding a mount is just the beginning, as we look to hunt down Alpha Doshagoma. There is no load screen required to exit Base Camp into the named jungles, and thanks to the day/night cycle, players must be deliberate about when they start hunting as certain monsters only spawn at certain times. I appear. Because of this, the character must wait for hours for the prime Doshgoma hunt, so he asks his Paliko friends to set up a mobile camp in the field. These camps are extremely useful, but they can be destroyed by monsters, so you must be strategic about your placement.

    Before the hunt, the character cooks through an extended cooking sequence that is, in the words of the demo’s reviewer, quite sensitive. The detailed food looks fantastic, and the character’s facial expressions and voices reflect it as well as it tastes. After eating, the hunter sets out to find Doshagoma. Using the Ghille Mantle, the Hunter goes right past standard monsters to Alpha. He delivers a mighty blow, and all chaos breaks loose. The giant bear-like monster warns all his friends, and they take the hunter into a closed space.

    The only way for a hunter to avoid this is to try to thin the herd, but that won’t happen in this tight space. The hunter calls out to his mount and makes a break for it. Four assembled monsters gave chase. While they are hot on your tail, you have ways to slow them down or take them out of the fight. You can guide them through an area of ​​brambles or even other monsters. In this case, the demo player takes them through a pack of small monsters that don’t hesitate to pounce on four Doshagomas. This slows them down, but the two stay on the hunter’s trail.

    After a few more maneuvers, the hunter loses all of the Doshagoma except the alpha target. Now it’s time to trap him further in hopes of slowing him down and doing some damage. First, the hunter leads them into Balahara’s territory, which causes Balahara to open a sand trap that sucks Doshgoma into it. The bear-like monster escapes, so the hunter enters with a nearby thunderbolt. There, the area’s Apex monster appears and attacks Dushagoma but does not finish him off. The hunter then moves into a nearby cave where rocks crash through the ceiling onto the monster.

    It’s clear that learning about the map will pay dividends as you battle powerful monsters like this Alpha Doshagoma. “With the maps now being so big – twice as big as Monster Hunter World or more – being completely seamless, my approach is to give the player as broad a toolset as possible and keep those things. so they can choose what kind of strategy they want to take,” says director Yuya Tokuda. “It’s a game that you can play for dozens or hundreds of hours, and even though it’s huge, you’ll see the same field many times, and I don’t want it to feel static, but we’re always trying to make our, ‘ I know that if I go here, that’s option A, and there’s also option B: the way the field actually changes with the daylight cycle and extreme weather systems means you’re always It’s like, ‘Okay, well now that it’s this time of day, if I go here, I know. [a particular monster] Will be available for me to track. Or the next time it’s a different time of day or a different weather option, we’ve provided the information to let you decide how to take it differently this time. You can go through your old favorite strategies or just decide to switch it up on a whim. I think my job as a director or a designer is to give you the tools you need to explore. How you use them is really up to you.”

    To prevent players from being overwhelmed by the options available to them, Palico, who can talk this time around, will speak to make sure the player is aware of what is at their fingertips. “They’ll call out these things just to make you aware of them, but it won’t force you to do them,” Tokuda says. “So, if there’s a storm coming, one of the characters will tell you to watch out for it. […] I just want to make sure players don’t miss out on all the exciting new features we’ve added because they didn’t know what to look for.

    After being chased through the cave, Alpha Doshagoma begins to limp, but the hunter also needs to rest, so he lets the monster escape. The hunter mobile returns to camp, transforms into a longsword, and sends a signal to call co-op partners. Together they set a trap in the area where the monster roams. One hunter sets up a messy trap while the others develop their own methods. Once ready, our main hunter sneaks up on Doshagoma and plants an explosive barrel near where he is sleeping. The hunter detonates the barrels, and they explode, serving as the most ridiculous alarm clock ever. It wakes up, becomes unconscious, and chases the hunters once more. The lead hunter leads it into a tangled trap, where it gets stuck in the ground, and the team takes down the already wounded beast. Doshagoma climbs out, but the main hunter jumps on his back, grabs his mane, and starts stabbing him from above. Thanks to this tactic, the pre-existing injuries from the thrilling chase, and the teamwork of fellow partners, Alpha Doshagoma finally collapses, and the hunters use a carving knife to cut up the corpse. The entire sequence was white-knuckle, breathless, and edge-of-my-seat thrilling, and I can’t wait for a similar chase once I get my hands on the game.

    When Monster Hunter World came out in 2018 I was excited to give the series a shot. I liked what I played, but I didn’t make it very far in the campaign. After dropping off my Monster Hunter Wilds demo and talking with the creators, I’m ready to download World and its Iceborne expansion in anticipation of Monster Hunter Wilds’ 2025 release.

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