I’ve always been somewhat of a latecomer to the Monster Hunter universe. For the longest time, I avoided diving into the series because it was limited to handheld consoles I had no interest in, and let’s be honest, the graphics didn’t seem all that impressive.
It was “Monster Hunter World” that finally snared my attention, making me a fan for life. Now, with over two dozen hours invested into “Wilds,” I’ve decided to focus exclusively on the main storyline before indulging in sidequests. Unfortunately, that choice left me feeling rather disappointed.
Monster Hunter games have never been celebrated for their storytelling prowess or intricate plots. Instead, their campaigns are primarily designed to guide you through the myriad systems and mechanics you’ll need to familiarize yourself with during your 100+ hours of gameplay. Essentially, they’re like a grand tour introducing you to each game’s roster of creatures.
Typically, the campaigns unfold like this: your team is on the trail of a mysterious monster that’s disrupting the world’s ecosystems. Along the way, other creatures keep getting in the way until you finally uncover the reason behind your original target’s behavior. You confront the formidable beast in a climactic showdown, wrapping up the campaign. It’s then that you’re ushered into High Rank territory, where the real essence of Monster Hunter kicks in.
In a broad sense, this description suits the “Wilds” campaign just as much as it does “World’s.” But the details matter, and they can turn one campaign into a memorable journey, while another barely leaves an impression.
“World’s” campaign stood out because of its ambitious narrative. Zorah Magdaros, a monster so massive it required an entire village’s effort to even slow it down, stole the spotlight. With enough space on its back to host battles against multiple foes, it was a remarkable addition, setting a new benchmark for Monster Hunter encounters.
Though not everyone was a fan—fighting Zorah Magdaros meant constructing ramparts, loading cannons, and engaging in tasks that diverged from typical Monster Hunter experiences—I appreciated these differences. They broke up the monotony of battling monster after monster and utilized the creature’s journey to propel the storyline forward.
Unlocking new areas with each leg of Zorah’s migration, players got a firsthand look at the ecological impacts. The game kept the true nature of Zorah’s journey shrouded in mystery, introducing an urgency that made the pursuit captivating.
Meanwhile, the “Wilds” campaign lacks a driving force like Zorah. The flagship monster, Arkveld, flits in and out, its motives unclear, and then disappears for long stretches. When you finally confront the final boss, it’s a sleeping giant you hear about just one mission before the end.
Absent is the thrill of disparate groups unifying against a common adversary. Some monster introductions feel haphazard, thrown into missions without much forethought, leaving players to battle them as an afterthought.
You get the sense that a connecting thread among the character factions was once present but ended up on the cutting room floor. Dialogue hints at something deeper, a narrative thread that’s never fully unraveled.
Even the subplot about the ancient civilization with weather-altering tech, which eventually leads to their downfall, feels more suited to a lore compendium than a compelling central storyline.
“Wilds” seems emblematic of what needs addressing in the game as a whole. By smoothing out its quirks to broaden its appeal, it may have lost some of its charm. I can’t help but wonder if these changes were focused in the right places.
Soon enough, the main campaign of “Wilds” will likely fade into the background as the game’s highs and lows are discussed, yet I find myself still pondering what a genuine sequel to “World’s” campaign might have offered.