Monster Hunter Wilds

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Will you play it at launch?


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Also the sand nigger handler girl, Alma? They should probably change up what she does when you start combat. And her pathing in general. As is, she just rides the bird around in circles like a retard when fighting and early I watched her run into a wall for like 3 minutes in that little cove the Doshaguma Alpha sleeps in. Doesn't have any effect on anything, it just looks retarded.
I already didn't like the handler in World much due to her constantly getting in danger every time she left camp, and our introduction to the new handler is she's the same character except now she's always following you despite being completely useless in a fight. I already dislike her, but I dislike NPCs that always come off as not only useless but getting you into more trouble when they're around. Even somebody like Siegmeyer, a man who loses his mind due to realizing how useless he is, ends up being more helpful due to his tips at certain tricky points and actually helps in a fight.
 
I'll add my first impressions, game runs fine for me but I have decently beefy PC (Ryzen 5800X3D and RX 7900 XT) also overall I think it looks good - a solid improvement from world. The focus mode/wound system is a large improvement over the clutch claw, flowing much more naturally with combat. Also, I like the monster designs thus far.
Of the weapons I've played:
Lance feels weird, sort of like the GU adept lance, will have to play more to see how I feel about it
Gunlance actually feels much better, it seems that GL may actually be a non-meme choice in this game which is a nice change of pace
Chargeblade feels great, slightly improved from world which is good enough since it was already in a good state
Switchaxe feels superb, better integration of the axe and a generally improved and more varied move set
Still need to play my lesser played weapons (the greatsword, bow, and hammer)
 
Switchaxe feels superb, better integration of the axe and a generally improved and more varied move set
I want whatever you're smoking, because whatever the fuck I played in this demo? It's not up to snuff. Unless you mean the fact that it made me want to star in a snuff film. As the victim.
 
I want whatever you're smoking, because whatever the fuck I played in this demo? It's not up to snuff. Unless you mean the fact that it made me want to star in a snuff film. As the victim.
If you liked the world SA you'll like this one, if you don't then 🤷‍♂️. The only negative I've felt regarding the SA is that not having evade extender or quick sheath feels particularly bad in sword mode, but its not the only weapon with that problem.
 
My initial thoughts after what Steam says is 97 minutes:

As far as general gameplay goes, it feels like a mixed bag. The Seikret is weird but I can get used to it; either people will like the vibe of this new spin on how we spend time between monster engagements or they won't. I think I see what they're going for, and I can vibe with it even if it's "different and therefore heretical." I don't feel like the wound mechanics and focus mode really justify their existence yet, but maybe that will change as I keep playing. Right now I'm mostly wondering if they just stuck shit in the game because they felt obligated to have something Different™.
its_aight.jpg

It's pretty good. I found a few things that were pleasantly surprising, like the shape blending feature for face elements. There are better character creators out there for sure, and people wanting to make true works of art will probably be disappointed, but it's aight. I managed to end up with a finished product that didn't get completely fucked over by ingame lighting, so I'll take it.

I decided to try IG because I hadn't seen anyone posting about it yet. Well they've fucked with my most-used weapon and I'm grumpy. Target marking is all crazy now: you can't just aim + launch the kinsect. Instead, holding LT puts you in a kind of mobile aiming mode with a reticle that previews the target point's extract type. It's like someone stuck a Red Dot on your glaive. Pressing RT while in this aiming mode doesn't "launch" the kinsect the same way as Worldborne or Risebreak - it looks like the hunter just kinda swings the insect out in an arc and maybe it hits something? Six minutes with the Chatacabra wasn't enough time for me to figure it out.

I will say that mounting with IG has an extra incentive now, because you're given the option of a "Triple Extract" mounted finisher that hands you all three buffs at the end of its combo. Dunno if that has the potential to make the weapon too brainless, but we'll see. I'll echo what other people have said about this game feeling very low-feedback. Graphical and audio cues are a big part of IG's rotation, and I was honestly struggling to pick out what cues might have been present. That could change with more play time. The kinsect combo attacks are kinda cool, I guess. Whether I'm able to decipher the new target marking mechanics will completely make or break the weapon for me.

I had zero issues maintaining a smooth 60 (capped) at 1440p, which was my first minimum acceptable standard as far as performance. I touched no settings, and let the game go with whatever it wanted to default to. Turns out that was "Medium." I'll screw with settings later, because a custom settings profile will probably give better results in terms of graphics/performance. This system is running the game from a Samsung 980 PRO 1TB M.2, on a Ryzen 9 5900X paired with an RTX 3070 Ti (8GB VRAM) and 64 GB system RAM @3200MHz.
 
I never played a MH game before and I tried the beta, to get a feel of the game.
The K+M controls are atrocious.
Performance was ok, on my i9 and 3080 ti.
If you have HDR like i do, it's eye cancer, as everything is bloom and bright for some reason.
Visual vomit on the UI.
Combat was mediocre, and it felt like I was playing Eddie on Tekken 3.
Having your mount on autopilot seems like a retarded feature, for actual retards.

Taking into consideration my disappointment with DD and the 70$ price, I'll be skipping this one.

You guys have fun, if that's your shtick.
 
After testing it again to be certain, they removed the amped phial explosions from axe mode when you're in amped mode switch axe. Why? It was one of the best ways to incentivize you to actually switch. Even the most retarded world-only "veterans" agreed it was a good change.
 
After 7 hours of play, HH only.
(Ryzen 7 5800X - 6900XT)

Performance is okay, I only crashed once after 3 hours of continuous play but I think that's a issue on my end with windows. I did a fresh DDU install of my card a week ago because of issues with another game. I think of the Homer meme where he's clipped all his fat to his back, because that's what frame generation is doing here, all the lifting.

Character Creation is probably the best iteration in the series, always appreciated the more sliders the better. But, the curse of the character looking more like a fetal alcoholic twin of the in CC version is still back despite the engine change. I hope it's because of the lighting being shitty on the plains map.

Wild's HH feels weightless compared to World's HH, and even adept HH in GU.
Also they replaced the encore with continuous song rendition if I had any songs stored in cue. You just set up the bubbles, play your buffs, and then spam a full que of blunt echo songs to just melt monsters. Very riveting. Still leagues better than RiseBreak HH.
It just doesn't feel right, maybe it will feel better in time. It's not noticeable with faster weapons like Duel Blades or SnS, but they really got rid of a chunk of the commitment in heavy weapons. HH was a high commitment, heavy weapon. Now it's a moderate commitment and slightly faster weapon and it doesn't feel good or impactful. I don't feel the strength in my hits due to the negation of hit-stop. It's like going from using a sledge hammer to using a cardboard cut out.

Half the time I couldn't tell if I hit the monster or if the monster hit me. Some of the monster attacks are damaging me but lacked impact as if I was wearing the RockSteady Mantel from World (but at lease the mantel would make a sound when hit.)
The HP bar is still shit, no amount of time will change my opinion on it. Seikret default controls are really bad, but at least they have added options. The Focus and wounds system is better than than clutch claw at least. I still think being able to aim attacks with Focus Mode takes away from the skill of timing and prediction.

ALL the monsters are unbelievably easy and the flee constantly. I would expect to run over Dosha, Chata and Bala (all 4 stars) as a experienced player, but Ray Dau too? I remember the WorldBorne and RiseBreak demos vividly when it came to the hardest difficulty. You'd be fighting a Nergigante in basic gear and only have 15 minutes. That was a decent heart racing challenge. My friends and I did the Sunbreak demo and were one of the 10% of players that successfully hunted the Malzeno. Ray Dau, is fun, but he isn't hard and the full hunt time is super generous. I would hope they might do a demo before launch instead of a beta, but I doubt it.
 
Performance is okay, I only crashed once after 3 hours of continuous play but I think that's a issue on my end with windows. I did a fresh DDU install of my card a week ago because of issues with another game. I think of the Homer meme where he's clipped all his fat to his back, because that's what frame generation is doing here, all the lifting.
After some more time with it, definitely agree. Any settings tweaks I made that involved removing the framegen crutch caused significant framerate drops, and that's just not acceptable. I will not eat the framegen slop.

I came to appreciate the wound system, but "focus mode" still seems totally pointless. Is it an attempt to find some middle ground of attack targeting control between lock-on and free camera? It baffles me.
Half the time I couldn't tell if I hit the monster or if the monster hit me.
Yeah my single biggest issue is the general lack of feedback. Dual Blades felt about like I expected them to, because I'm used to DB having minimal commitment and weight of impact. Now every other melee weapon feels less weighty than it should. Also agree about monster attacks - yes all the traditional tripping and flinching shit gets old if you find yourself playing sloppy or getting slapped around, but it was feedback.

The overall level of visual diarrhea going on is just excessive. I did quickly get to a point where I felt like I was comfortably filtering it all, but players need more options to tone that shit down. I really hope they listen to what everyone is telling them about the UI, because this shit is just too full of visual noise.

Some of the Palico tent interactions are cute as fuck. I think there are ways to fix what's bothering me about Wilds, and I do think I'll eventually buy it. On sale.
 
HH was a high commitment, heavy weapon. Now it's a moderate commitment and slightly faster weapon and it doesn't feel good or impactful. I don't feel the strength in my hits due to the negation of hit-stop. It's like going from using a sledge hammer to using a cardboard cut out.

I'm glad i wasnt the only one thinking this, although you articulated it better then could. Any head hits on the horn felt like conking the monster with a blow up hammer.

Could be my imagination or what you described above but the reach of the horn feels shorter more like hammer now. It doesn't have the long range meaty thunk of hitting someone with a large saxophone. Not sure i like the bubble though it feels a little delayed in its response when i hit the button combos.
 
Could be my imagination or what you described above but the reach of the horn feels shorter more like hammer now.
Use focus mode, you'll hit everything. Switch it to toggling instead of holding down button. Which is why I disagree with opinion focus mode isn't that necessary.
Playing with other melee weapons with wide swing attack, it doesn't seem that bad. But after playing Lance and Chargeblade Savage Axe, I feel the movement directional control is intentionally made worse to compensate for accuracy of Focus mode. I mean, I can't micro adjust attack angle precisely as I want with tilt angle (Foward + Left/Right or Backward + Left/Right) between attack string. Focus mode gives me that, no more whiffing and no more hitting bad hitzone with melee weapon. Up to anyone thinking, this is also a bandaid fix to shorten the gap between ranged weapons and melee weapons damage output.

Hunting Horn overall is fine to me, what I don't like they over correct it with more micro management in it and rhythm game. I mean around (Performance beat) 4:10 in video below, you can deal more damage output with timing input. Also other timing input to preload a song in echo bubbles animation.

And then looking at fucking Longsword, more hyper armor (no interrupt) and every other action game "perfect dodge". Adept dodge from Generations.


Edit: the last sentence to Adept dodge.
 
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But after playing Lance and Chargeblade Savage Axe, I feel the movement directional control is intentionally made worse to compensate for accuracy of Focus mode.
That's what's triggering my 'tism here - I can't shake the feeling that Capcom took three right turns when they could've simply just turned left. Surely there were better ways to solve whatever problem they thought they were solving. Personally I'm content just forgetting that the system exists.

I did forget to mention the perfect dodge thing before; I think it was giving me some kind of buff for a few seconds, but looking all the way up to the extreme top left corner of my screen to try and guess which tiny blinking icon it is when the monster's kickflipping around and there's lightning and dust storms... I'm just gonna fight the monster. If that's what perfect dodge is doing - short duration buff as reward for "correct" evasion timing - I can get down with that.

Seriously though Capcom, the UI needs an intervention.
 
I'll add my first impressions, game runs fine for me but I have decently beefy PC (Ryzen 5800X3D and RX 7900 XT) also overall I think it looks good - a solid improvement from world. The focus mode/wound system is a large improvement over the clutch claw, flowing much more naturally with combat. Also, I like the monster designs thus far.
Of the weapons I've played:
Lance feels weird, sort of like the GU adept lance, will have to play more to see how I feel about it
Gunlance actually feels much better, it seems that GL may actually be a non-meme choice in this game which is a nice change of pace
Chargeblade feels great, slightly improved from world which is good enough since it was already in a good state
Switchaxe feels superb, better integration of the axe and a generally improved and more varied move set
Still need to play my lesser played weapons (the greatsword, bow, and hammer)
With the demo finished I'll add that:
greatsword feels like a strict improvement over world with the focus system allowing aimed TCS, plus the offset attack is fun. The focus mode alone is enough of a buff to make it much more appealing for general play.
Hammer feels alright, haven't played hammer in some time so my point of reference is iffy but it's largely as I remember.
With the aforementioned in mind I wish the switch-axe's offset attack could be held and that it had a larger payoff. The sword mode parry is fine as a hit-trade for light attacks but the offset really should be more of a high risk high reward type deal like it is for GS.
Bow is turbobusted OP as usual (didn't play them but so are bowgun and longsword), although I expect that the balancing won't be as atrocious as rise/sunbreak where the difference between top and bottom tier weapons was a ginormous gulf the likes of which makes the grand canyon look like a mere countryside stream. A funny anecdote regarding the aforementioned is that the first LS user i ran into online was (presumably) a tranny named "tittypills" or something to that effect - I wonder what that says about the average LS main 🤔.

Lance actually does feel good when you get used to it (although it was totally unusable in multiplayer given the absence of flinch free), but I imagine the damage will be subpar as per usual.
Gunlance actually genuinely feels good for once alongside being fun, ty Rurikhan for complaining and making Capcom buff it (if only Lance had an e-celeb that would complain about it as well...)
CB's feels good, but goddamn do I need my focus 3
I still think SwAxe is great (though I grant that the phial explosions being removed from axe mode is unfortunate and that the offset attack needs a buff)

I'm not an IG user but it seems like it got shat on in terms of controls and removal of fun (the helicopter attack).

Switching the topic - based on the demo numbers I imagine the game will sell really well. It may be the "Elden Ring" of the MH series in terms of sale numbers (far outselling even world, making world comparable to "DS3" in this analogy). Time will tell of course, the gaming industry has had plenty of surprising results recently (with both unexpected flops and successes).

That's what's triggering my 'tism here - I can't shake the feeling that Capcom took three right turns when they could've simply just turned left. Surely there were better ways to solve whatever problem they thought they were solving. Personally I'm content just forgetting that the system exists.

I did forget to mention the perfect dodge thing before; I think it was giving me some kind of buff for a few seconds, but looking all the way up to the extreme top left corner of my screen to try and guess which tiny blinking icon it is when the monster's kickflipping around and there's lightning and dust storms... I'm just gonna fight the monster. If that's what perfect dodge is doing - short duration buff as reward for "correct" evasion timing - I can get down with that.

Seriously though Capcom, the UI needs an intervention.
The fact that there are full videos explaining which settings to change for a better experience is quite indicative of how bad the UI is in this game, lol. Granted there's a lot to cram in there and it is at least better than world's (though that's hardly saying much given that World's UI was fucking atrocious and it still boggles my mind that the same normalfaggots who can't understand a file system were able to put up with it in order to play the game).
 
I keep flip flopping on GS. Being able to aim your strikes means you don't need to worry as much about timing and positioning. Just do a 180 TCS bro. But I also understand it's a necessity in order to keep up with the increasingly hyper active monster design that Iceborn introduced.

I think I sorta, actually dislike Long Sword now. There's even less commitment than in Rise. You can cancel your helm-breaker mid air with no consequences since you dont lose any meter and youre set up to do regualr air attacks for a mount. The "fade slash-> special sheath->spirit round->cancel to fade slash" loop is busted in terms of mobility and defense, and I can only imagine the damage you'd be able to pump out if you managed to hit a lot of those counters too. Plus you've got the double slash that auto fills your gage keeping you topped up. AND once your meter is red your normal attacks change and it's like a mini Dual Blade Demon Mode. Wtf man. Some of this is fine, all of it together is busted.
 
But I also understand it's a necessity in order to keep up with the increasingly hyper active monster design that Iceborn introduced.
Iceborne was a moderate improvement over the absolute lethargic helpless blobs of hp that base world has, but I'd call it pretty far from "hyperactive" when returning monsters in this G rank expansion are often slower than their LOW RANK counterparts from previous games, especially with how buffed hunters are. Wilds seems like yet another "buff the hunters, but nerf the monsters!" situation.
 
Use focus mode, you'll hit everything. Switch it to toggling instead of holding down button. Which is why I disagree with opinion focus mode isn't that necessary.
Playing with other melee weapons with wide swing attack, it doesn't seem that bad. But after playing Lance and Chargeblade Savage Axe, I feel the movement directional control is intentionally made worse to compensate for accuracy of Focus mode. I mean, I can't micro adjust attack angle precisely as I want with tilt angle (Foward + Left/Right or Backward + Left/Right) between attack string. Focus mode gives me that, no more whiffing and no more hitting bad hitzone with melee weapon. Up to anyone thinking, this is also a bandaid fix to shorten the gap between ranged weapons and melee weapons damage output.

Hunting Horn overall is fine to me, what I don't like they over correct it with more micro management in it and rhythm game. I mean around (Performance beat) 4:10 in video below, you can deal more damage output with timing input. Also other timing input to preload a song in echo bubbles animation.
https://youtube.com/watch?v=cLhMn13I4AE:250
And then looking at fucking Longsword, more hyper armor (no interrupt) and every other action game "perfect dodge". Adept dodge from Generations.
Longsword.mp4
Longsword 1.mp4
Edit: the last sentence to Adept dodge.
HH was miles between in World and Rise so I was curious how they'd go forward but fucking hell.. Convoluted ass shit just to give you free notes in between attacks and shit. Just rework the system if you're gonna keep making these "1 hit 2 notes" things. I really don't fuck with Wilds so far. Messy, no distinct camps or systems you can't pull out of your literal ass.

I'll buy it, i'll enjoy the early game, but once it becomes "flying mecha wyvern shoots lasers", I'm out. So nothing unusual lol
 
but "focus mode" still seems totally pointless. Is it an attempt to find some middle ground of attack targeting control between lock-on and free camera? It baffles me.
Focus mode feels like it was added for shitters. There isn't any need to learn the monster's movements or good positioning anymore, just go bananas because you don't have to commit at all. I'm a long time gs main and end up dabbling in different weapons, this iteration of mh doesn't have a gs I like. Its a giant slab of metal you slam into the monster, removing the commitment big hits required(applies to other weapons too) and dumbing it down just makes everything feel like it has less impact. I'm going to get this game because I'm mh cucked but it doesn't feel like Monster Hunter to me.
 
Making hammer's keeping sway dash from Sunbreak part of hammer's base kit is the best thing about Wilds for me so far. Everything else about the game right now is kind of a mixed bag, similar to base World when it came out.
 
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While I have no hope for wilds if there is anything I can say that I like about the more modern games is that I don't have to fight the monster an insane number of times just to get my plate!
>Tri
MY NIGGA.
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And yeah plates and other super rare drops give me an aneurysm.
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(Highest drop rates for low and high respectively)
 
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