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[Monster Hunter Wilds] What is different from previous works? A thorough explanation of the changes that may be confusing to those who have experience with the series.

“Monster Hunter Wilds”
Although it has the same name “Monster Hunter” as the previous work,
the play feel and game structure have changed significantly.

Therefore,

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  • If you think it’s the usual Monster Hunter, it’s completely different
  • Feels strange compared to World and Rise
  • People who have experience with previous works are more confused

There are many comments like this.

In this article,

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  • Specific differences between Monster Hunter Wilds and previous works
  • Why is it called a “different game”
  • Which layer is evolution suitable for?

will be organized in an easy-to-understand manner for those with experience in the series.


① From quest system to “continuous hunting experience”

Basic structure of past work

Traditional Monster Hunter

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  • Accept quest
  • Leave to map
  • Punishment and capture
  • Return to base
There was a clear delimiter:

.

With this structure,

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  • Sense of accomplishment after each hunt
  • Comfort of playing laps

was preserved.

Changes at Wilds

In Monster Hunter Wilds,

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  • Fields are seamless
  • The boundary between exploration and hunting is blurred

Even after defeating the monster,

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  • Go on to the next hunt
  • Continuous battle using the environment
The big difference is that

is now possible, and
it is no longer a “one quest complete type”.


② Field design has fundamentally changed

Past work (World Rise)

  • Area system or semi-open
  • The map is a miniature garden for battle
It was designed as

.

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Especially in rises,

  • High-speed movement
  • Right and wide action

was a feature.

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Wild’s Field

At Wilds,

  • Vast integrated field
  • Changes in weather and time of day
  • Ecosystem impact

is strongly recognized.

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As a result,

  • Travel time feels long
  • More time for non-battle activities
Some people feel that

.

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③ Combat has become “environment dependent”

Battle from previous games

  • Weapons Operation Center
  • Compatible with monster movements

The main focus was pure action.

Battle of the Wilds

At Wilds,

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  • Weather
  • Terrain
  • Monsters around you

Environmental elements such as are greatly involved in battle.

Therefore,

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  • Depends on the situation
  • The same tactics don’t work every time
It has the feature

.

This,

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  • Do you feel more strategic
  • Evaluation will be divided depending on whether you feel it has become troublesome
    .

④ The direction of the action is different

Differences from Rise line

In Rise

  • High-speed movement using Sho Mushi
  • Pleasure is important

was being evaluated.

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Wiles is the opposite,

  • Feeling of weight
  • Down-to-earth movement
We place emphasis on

.

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Therefore,

  • Those with experience in rising tend to feel slow
  • Easy to get used to if you like world-style music

There is a tendency.

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⑤ Solo and multi standing positions change

Past work

  • Easy to complete even solo
  • Multi is supplementary
It was made as

.

Wilds

  • Interlocking with NPC and environment
  • Hunting with multiple targets at the same time

increases,

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  • Solo is busy
  • Feels like multiple premise

Some people say.

In particular,

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  • Focus on circulation efficiency
  • I want to hunt silently by myself

It’s a design that the more player you are, the more likely you are to feel something strange.


⑥ Game tempo is significantly different

In past works,

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  • Hunt quickly
  • Go home quickly

There was a sense of tempo.

At Wilds,

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  • 探索
  • Environmental Survey
  • Next action selection
Some people feel that

has increased and
slowed down.

This is

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  • It is also an evolution that emphasizes immersion in the worldview
  • This is also the reason why I feel like I have an increased sense of work
    .

⑦ The definition of “Monster Hunter-ness” has changed

After all,

  • Past work = hunting-centered game
  • Wilds=World Experience Hunting

There is a difference in direction.

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Therefore,

  • What do you want from Monster Hunter

makes the evaluation exactly the opposite.

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Why people with previous work experience are more confused

  • Fixed sense of play
  • Efficient circular thinking
  • Clear quest boundaries

These are becoming difficult to use in
Wilds.

As a result,

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Many people feel that “Even though it’s Monster Hunter, it’s something else.”


Summary: Wilds is not an extension of previous works

  • Not just an evolved version
  • A challenge to take a different route
  • When comparing past works, there are always pros and cons

Monster Hunter Wilds

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  • This is not a work for everyone who liked the previous works
  • For those seeking a new hunting experience

‘s work.

By understanding the differences and playing the game,
your evaluation will change greatly.

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